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File 124418519535.jpg - (2.03KB , 93x115 , images.jpg )
74 No. 74 ID: c92984

I put this up on /tg/ a while back, but couldn't check the thread after. Could someone tell me if these are balanced and/or well designed?
17 posts omitted. Last 50 shown. Expand all images
>>
No. 93 ID: c92984
File 124418695495.jpg - (74.49KB , 613x600 , 613px-One_wing_troll_dragon.jpg )
93

Flare, The Malformed
Vestige Level 4nd
Binding DC 23
A lonely creature shunned by her fellows, the jokingly named Flare could not summon up the fiery breath as her compatriots could. This, with her other deformities, lead to her being ostracized. Her binders gain the fruits of her spite.
Legend: Flare was born missing a wing, and with ill-formed features. Thrown out of the nest, the red dragon was forced to abase herself for the slightest scrap of food or shelter. It is well known that gold and red dragons are the proudest creatures in existence, and every crust thrown derisively her way was etched into her memory.
Manifestation: A small noise distracts the binder- a gust of wind, a scratch on the ground, a thump- and when they turn back, a red wyrmling sits in the center of the seal. Its gaunt form grows as the binder watches, until finally the head splits into two. As the negotiations progress, one head will fawn over the binder, while the other will curse and mutter.
Sign: You are adorned with a variety of dented and scratched gold jewelry. Additionally, you have a taste like coal at the back of your mouth.
>>
No. 94 ID: c92984

>>93
Influence: You become exceedingly clingy and jealous. You attempt to monopolise the time of anyone that treats you with the slightest shred of kindness.
Granted Abilities: Those that bind the One-Winged Groveller gain the power to cancel out the traditional abilities of dragons.
Scorn Sky – As a standard action, you may shoot a ray (requires a ranged touch attack roll) to ground a flying target. If the ray hits, the target loses the ability to fly for 1d4+1 rounds. Once you have used this ability, you must wait five rounds before using it again.
Scorn Breath – As long as you hold your breath, foes must make a constitution check to use a breath weapon. See the DMG for how long one can hold their breath etc.
Scorn Senses – When you speak, it negates blindsight in a 20 ft radius centered on you. Note that you cannot hold your breath and speak at the same time.
Grovel – You may cast Sanctuary at will.
>>
No. 95 ID: 89ff55

Why the hell does Fuklaw's hat protect you against evil?
>>
No. 97 ID: c92984

>>95
Because the concept of 'Chaos', in the WH40K sense, doesn't scan over properly to D&D chaos.
>>
No. 99 ID: 89ff55

>>97
I see...
still weird... I'd say Protection from Chaos would suffice... Then again. the Imperium isn't the epitome of order either...
>>
No. 101 ID: 87583b

Okay, this stuff is awesome, but what is it?
>>
No. 103 ID: 64734e

>>101
Homebrew Vestiges for Binders in the Tome of Magic.
Pic related.
You can bind a certain number and level of them depending on your level, and you get their totally sweet abilities while doing so, at the possible cost of them influencing you and possibly losing your soul and turning into a man made of teeth and gums.
But that's only happened once.
>>
No. 104 ID: 64734e
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104

>>103
The first one was invisible.
>>
No. 116 ID: 64734e
File 124425862999.jpg - (63.95KB , 650x490 , hp.jpg )
116

The Devil Mist Swordsman, Zabuza
Vestige Level 4th
Binding DC 22
People are tools. You might use others, and others might use you, and the best people know this and act accordingly. Binders that summon Zabuza are granted freedom from pain, his great stealth, an aura of mist, and grim certainty.
Legend: In a faraway land, warriors were put through harsh training to weed out the weak. Friends were forced to kill their closest companion to make them heartless. This process came to an end with the one called the Devil of the Mist- Before the test could be administered, he slaughtered all the other participants. His legend only grew from there.
Special Requirement: You must be either near a body of water, or it must be snowing.
Manifestation: Snow blows through the air above the seal, outlining a figure in the flurries. The outline is pierced with a thousand blades. Never appearing fully, the thing’s voice is a hacking wet cough.
Sign: Your teeth become pointed, and you move in an unsettling manner. Subtract five feet from your base land speed.
>>
No. 117 ID: 64734e

>>116
Forgot mah namefagging.
Influence: You treat allies, family, and anyone else you meet as tools or obstacles. You cannot Aid Another for any reason.
Granted Abilities: The Seventh Swordsman grants you a shroud of mist, his certain skill, stealth, and a lack of pain.
Cloak of Mist – As a free action, you may project a 20-ft aura of mist. It lasts for one round and otherwise functions as Obscuring Mist, except that you can see through it perfectly and you may make a fort save to resist its dissolution.
Devil’s Skill – You get a +5 competence bonus on attack rolls with thrown weapons, and any item you throw is guaranteed to do at least 1d4 damage.
Fogshrouded – You get a +5 bonus to Hide and Move Silently. These bonuses increase to +10 in mist or fog.
Severance – As soon as you bind Zabuza, ignore your HP. The DM must keep track of it, along with an undetermined bonus (Probably 2d3x10 or something.). You may spend a free action to get the gist of your state of health.
>>
No. 118 ID: 64734e
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118

Cjopaze, the Barbed Wheel
Vestige Level 7th
Binding DC 30
Cjopaze is a creature of horrible fecundity, drawing the dead back into the world with hooks of its essence imbedded in them. Only the most tenuous connections tie it to this world, but that is enough to bring terrible power to bear.
Legend: Horrible things sleep in the deep places of the world. One of these was found in an unknown land, and exploited for the unique benefits it provided. A base of operations was built on it, and named the Steel Hollow. Eventually, the outpost fell to its malign influence and disappeared, but not before a few victims stumbled back into the world….
Special Requirement: You must be below the ground to summon The Barbed Wheel. You must not be a construct, outsider, or undead.
Manifestation: The seal erupts into a metal cylinder, which is quickly entangled by ropes of moss. As the metal begins to bulge, a headache overtakes the binder. Erupting in a wave of spores, the cylinder is destroyed. The summoner is struck with visions of a burning red wheel, as the spores settle over them and consume them.
Sign: Your skin becomes itchy, and if anyone watches it closely, it seems to crawl. You also cough a red dust that grows rapidly into a slimy mold over the area where it was laid, but is destroyed by sunlight or hot water. -2 to bluff checks and -4 to Move Silently.
Influence: You rely too much on the regenerative abilities granted by this vestige, heedlessly running into needless danger and possibly mutilating yourself.
>>
No. 119 ID: 64734e

>>118
Granted Abilities: The Barbed Wheel promises freedom from death, injury, and great boons. The truth is a little off…
Mutation Table: Note- Every mutation you possess decreases your max HP by two. Undead, constructs, and most outsiders (DM fiat) are immune to the mutations and cannot benefit from them. The mutations last for 24 hours after you dismiss Cjopaze, but if you bind him again the clock resets. If you manage to reduce yourself to
1-10% - Nothing visible happens. Perhaps some minor bit of flesh changes, but you cannot feel it.
11-20% - Claws: One of your limbs develops claws. These deal 1d8 damage, but that hand cannot be used to hold items.
21-30% - Great Maw: Your mouth distends to horrible sizes, giving you a bite attack for 2d6. You take a -2 penalty to social interaction checks.
31-40% - Divided Psyche: You get two will saves against any effect that requires a will save. You take a -1 penalty to fortitude saves from mixed messages.
41-50% - Selective Amnesia: You are immune to Fear, Hold, and Charm spells. Additionally, your alignment is veiled for the duration of the mutation. In exchange, you lose a memory every time you resist a Fear, Hold, or Charm spell.
51-70% - Twisting – One of your ability scores increases by two. Another of your choice decreases by two.
71-80% - Extra Limb: You grow an extra limb. Extra arms give an additional hand to hold things with, but cannot be used to make attacks with until 16th level. You take a -1 penalty to will saves from having to direct it independently. These limbs do not benefit from Multiattack after the first four attacks.
81-99% - Symptoms Worsen: Increase the bonuses and penalties of each mutation you possess by one.
100% - Roll again twice.
The Wheel Turns – With a standard action, you may revive a fallen ally not dead more than one round per binder level to half of their maximum health. They roll twice on the mutation table and take two wisdom damage. Once you have used this ability, you must wait five rounds before using it again. You may activate this reflexively on yourself as you are struck for lethal damage, but you must then roll four times on the mutation table and you take three wisdom damage.
The Wheel Grasps – With a touch, you inflict terrible maladies on a target. This is a touch attack that deals 1d4 damage to Constitution, Dexterity, and Wisdom if the target fails a save with his highest save.
The Wheel’s Hooks – You may cast Cure Serious Wounds at will. Each time you do so, you and the target must roll on the mutation table.
>>
No. 120 ID: 64734e

Any requests, ideas, criticism?
>>
No. 121 ID: 64734e

>>119
Herp Derp forgot to finish that section.
'The mutations last for 24 hours after you dismiss Cjopaze, but if you bind him again the clock resets. If you manage to reduce yourself to zero HP with the Mutations, you are permanently dead and the DM may choose something suitably horrible to make your mortal remains become. When you bind vestiges the day after binding Cjopaze, you must make a will save versus the twice the number of mutations you have. If you fail, you must rebind Cjopaze."
>>
No. 122 ID: 87583b

I really want to use some of these...
>>
No. 123 ID: 64734e

>>122
I tried to make them at least a little divorced from the original material.
You might be able to file off the names and run it, or see if an online game allows it.
>>
No. 187 ID: b7a477

Wow. How about Zalgo?
>>
No. 188 ID: c2248e
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188

ZALGO, HE WHO COMES
Vestige Level 6th
Binding DC 24
ZALGO gives his summoners power over the written word, a forced glimpse of nightmares, the ability to deface the world, and the keys to omnipresence.
Legend: Tales of this fearsome being are scarce, as the mere mention of its name attracts attention, and its attentions are never a good thing. What is known from the ravings of madmen and the writings of the messily dead is that it ‘waits behind the walls’ and that ‘HE COMES’. It is not known why a free agent allows itself to be summoned as a vestige, but it has been theorised that the Vestige is the majority of the thing’s power, separated from it somehow.
Special Requirement: The summoner must draw the seal on a manmade wall, instead of the ground as normal.
Manifestation: A horrid wail rises up as the center of the seal falls inward into what seems to be bubbling pitch. This rapidly clears to reveal a realm of nightmares. ZALGO does not speak, and the binding check determines whether the binder looks away.
Sign: Your eyes weep black fluid and become featureless orbs. You cannot see in direct sunlight without shading your eyes.
Influence: You become obsessed with defacing the written works of others. Whenever the opportunity presents itself, you must attack enemies with books or scrolls in preference to others, and should try to destroy said written works as soon as possible.
>>
No. 189 ID: c2248e

>>188

Granted Abilities: Binders of the Black Herald of Old Night gain word-related ability, an area of psychic screaming, endless destruction, and the ability to be in multiple places at once.
Words of the Herald- You are immune to any spell with the language-dependent or writing descriptor, including Sepia Snake Sigil, any Symbols, etc. Additionally, you may touch such an effect once every five rounds and affect it with Greater Dispel, using your binder level as caster level.
If you are using the Truespeech alternate rules, this instead grants you SR equal to your level plus your Charisma modifier against truespeech and the usual spells you would be immune to, and the secondary ability only applies to Utterances.
Voice of the Herald- Once every five rounds, you may force a target to make a will save. If they fail, they are treated as though they have been afflicted with Insanity for one hour. Additionally, they become a font of hallucinogenic poison (1d4/2d4 Wis, Contact, DC 20)as streams of black venom gush from their eyes.
Will of the Herald- You may cast Shatter at will. Anything destroyed with this ability leaves behind a sticky black mess that acts as a hallucinogenic contact poison (1d4/2d4 Wis, DC 20).
Presence of the Herald- Once every five rounds, you may copy yourself into an adjacent square. The copy has only one quarter of your hit points, and may not activate the abilities of vestiges other than ZALGO and one other of your choice. After five rounds, it delinquesces into a puddle of black goo that functions as a hallucinogenic poison (1d4/2d4 Wis, DC 20).
>>
No. 199 ID: e867fc
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199

Pyramid Head, Incarnate of Rage
Vestige Level 4th
Binding DC 31
A smoldering fire can appear without any warning, obliterating all in its path. Binders of the Silent Hill Butcher gain great strength and size, implacability, horrific charging, and skill with weapons.
Legend: Born of nightmares and a battlefield of broken psyches, this great spirit was forced into battle time and time again. Tiring of the endless war, it chafed at its reins until it could escape to the nonexistence beyond the field of war.
Special Requirement: You must light a fire in the center of the seal, and breathe in the ash that raises from it. This means you must make an additional DC 20 fort save or you fail the binding check.
Manifestation: Choking smog roils from the fire in the seal, covering the area. A slow, clanging scrape echoes weirdly, seemly coming from all directions. The mist thins slightly, half-revealing a monstrous figure with a head trapped in a strange helmet. A low roar comes from the metal shape as it stoops to pay homage to the summoner.
Sign: You take on a slow, deliberate walk. Halve your base land speed, but ignore environmental effects that would reduce this.
Influence: You cannot stand to have things taken from you. Anyone that so much as attempts this earns your undying anger. Foes that have taken things from you or have struck you get +2 to hit you, but you also get a +2 bonus to damage against them.
>>
No. 200 ID: e867fc

>>199
Granted Abilities: The binders of the Incarnate of Rage gain his great size and strength, proof against the weapons of the world, fearsome momentum, and skill at arms.
Titan’s Bulk – Whenever you show Pyramid Head’s sign, you increase a size category. Apply the appropriate stat bonuses and penalties and increase your reach.
Implacable Defense – You gain DR (CONMOD)/-. Additionally, whenever you are dealt damage, you may make a free Intimidate check against the originator of the damage.
Dire Charge – You deal double damage on a charge, triple if you are using a two-handed weapon.
Great Knife – You gain proficiency with the Greataxe, Greatsword, Greatmace, Maul, Falchion, etc. If you are at least 10th level, you also gain proficiency with the Fullblade. (Remember that you are usually a size larger when binding Pyramid Head, and increase the weapon damage accordingly.)
>>
No. 252 ID: 7d87d9

Didn't /tg/ do Bindings for Sir Brian and Rood?
>>
No. 359 ID: 962930

>>252
They may have, I dunno.
>>
No. 456 ID: 3a062a

(I have failed you all. I have no image for this that is not smut, and google is no help. Many apologies.)
Veritas, the Bloodied Nursemaid
Vestige Level 3rd
Binding DC 21
Betrayed by her erstwhile benefactors and deemed a traitor by her people, Veritas cast herself adrift to the winds of fate, never really finding a place. Her summoners are granted the power to heal and harm, her protective instinct, and her great strength.
Legend: Long ago, a heavily injured savage gnoll was taken in by a noble, eventually earning the relatively high rank of nursemaid. Suspicion crept into the household, however, and through a series of horrible events, she killed the head of the house to protect his children. Their cries of horror drove her to the waste, back to her people; her welcome was less than pleasant.
Special Requirement: Veritas requires that you wear pure white clothing when you summon her; this must be heavily laundered if one plans to summon her successively.
Manifestation: A canid figure rises from the seal, projecting an aura of care and protection. Too soon, however, a ripple of blood mars the white garment, and the creature takes on a savage air. These two extremes war for dominance as the negotiations proceed.
Sign: A small collection of dots marks some area of your skin. Additionally, your speech becomes thick and difficult to understand, adding a round of work to any social action.
Influence: When influenced by Veritas, you overreact to threats against those you protect. Any attempt to intimidate you instead moves the conversation one step closer to a full-on killing fight.
>>
No. 457 ID: 3a062a

>>456
Granted Abilities: The fierce protective spirit of Veritas grants great strength, a gentle hand and hard fist, and the power to guard those held dear.
Gentle Hand of Health: Once every five rounds, you may touch a target and heal them of 1d4 HP plus one per binder level. Additionally, you may remove one of the following conditions: Shaken, Sickened, Dazed, Dazzled, Stunned, or Frightened.
Harsh Fist of Correction: Once every five rounds, you may strike an opponent, adding +2 to the attack roll and +3d6 damage plus one per binder level to the damage roll. The target must make a fortitude save versus the damage dealt or be moved back five feet for each three points by which they failed the check. If they cannot move that far (there is some obstruction, etc.) they instead take 1d6 damage and end adjacent to the obstacle.
Guardian’s Arm: You get a +4 bonus to Strength.
Interpose: As a swift action, you may switch places with an ally within fifteen feet. If you do this in response to an attack or effect, you are affected instead of the ally.
>>
No. 458 ID: 3a062a

Next up should be the crew of the Outlaw Star, the mains from Joanquest, and some more from Cave Story.
>>
No. 490 ID: 3a062a
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490

Curly Brace, the Second Warrior
Vestige Level 4th
Binding DC 22
The Iron Bond was an ancient, forgotten war machine that accompanied a hero on his quest. Those that bind the Second Warrior are granted an arcane weapon, iron skin, underwater action, and great teamwork.
Legend: Always at the back of a legendary warrior, the golem known as Brace slipped into the background of the story, and then the island, and then she disappeared…
Special Requirement: You must summon Curly in the view of a trusted individual, who may or may not be repulsed by the practice.
Manifestation: A rumbling begins deep in the earth, before the interior of the seal falls in and a vivacious young woman leaps from deep beneath the ground. She clutches a few odd devices which are probably weapons. As you watch, her unnaturally pale features decay into flakes of rust, leaving her a shadowy figure streaked with red. Her raspy, disused voice croaks out a question.
Sign: One of your limbs is encircled by a band of metal with a simple heart pictograph on it.
Influence: You follow your trusted individual’s whims as inviolate laws. You may speak against them all you wish, but they effectively gain a Command effect against you which you cannot resist.
>>
No. 491 ID: 3a062a

>>490
Granted Abilities: The Iron Bond grants her summoners an arcane weapon, skin of white iron, freedom beneath the waters, and skill at cooperation.
Arcane Destruction: Summoners are granted a weapon from Brace’s arsenal, depending on level.
7th-10th – Fireball- As a move action, you may summon a Flaming Sphere, as the spell. You may summon an additional sphere for each three binder levels above seven you possess.
11th-13th – Rapid Star – As a full-round action, you may strike a 60-ft cone or a 30-ft cone with 5d4 piercing damage. You may repeat this for one round per binder level, which automatically checks anything in the area. After you cease, you must wait five rounds before starting again. Reflex save for half damage, and fortitude for ignoring the checked status.
14th-17th – Bubbler – You may cast Melf’s Minute Meteors at will, except that the projectiles can also be used to deflect one ranged attack, as per the Deflect Arrows feat.
18th-20th – Nemesis – With nothing but a move action, you may call down a 120-ft line of lightning. It deals 1d6 damage for each level of binder you have attained, and half the damage results from divine power and ignores resistance and reduction. If this reduces a creature to -10 hit points or less, you must five five rounds before using the ability again.
Skin of Iron – You have DR 10/Magic. If you are at least 12th level, this becomes DR 10/Magic and bludgeoning. If you are at least 15th level, it becomes DR 10/Magic, Bludgeoning, and Silver. If you are at least 19th level, it becomes DR 10/Bludgeoning and Adamantine.
Air Tank- Whenever you venture into water deep enough to cover your head, a bubble of air surrounds you. You suffer a 50% miss chance on attacks from the distortion, but can otherwise function normally. You may not, however, make swim checks to move, only walk along the bottom.
Iron Bond – You may freely occupy spaces with allies, imposing no penalties on either of you. Even under the effects of mind control, you automatically break the effect if ordered to attack an ally.
>>
No. 492 ID: 3a062a
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492

Misery, the Bound Magician
Vestige Level 6th
Binding DC 24
An aspiring sorceress, Misery’s ambition saw her fate tied irrevocably to the fate of an ancient artifact, halting her dreams of rule and magical skills. She’s still bitter, eons later. Her summoners gain a taste of her magic power in the ability to summon servitors, protections, strike foes from a distance, and move without movement.
Legend: Miser y was used to black deals; it’s how she’d gotten this far, after all. If only she’d researched the Demon Crown more thoroughly, she would have found that one who swears to serve it can never wear it…
Special Requirement: You cannot bind Balrog and Misery consecutively or simultaneously, nor may you bind Curly Brace at the same time as Misery.
Manifestation: There is no dramatic entrance. One moment the circle is empty, and the next there is a pasty woman in a black dress tetchily asking your demands. The binding check determines whether you flatter her sufficiently after implying that she might not be the master of her own destiny.
Sign: Your skin goes a few shades paler, and your eyes become red. You also require a stave to walk at normal speed.
Influence: You must seriously consider any attempt to further yourself in the arts of magic, status, or power. Additionally, you must get magic items identified at the earliest opportunity.
>>
No. 493 ID: 3a062a

>>492
Granted Powers: Those that bind Misery may bring protections to bear, summon servitors, cast bolts of destruction, and teleport.
Rings of Halda – You may cast Shield, as the spell, at will. Unlike the norm, it protects on all sides, and manifests as floating black rings. Your caster level is equal to your binder level.
Annachponae’s Minions – Once every five rounds, you may summon a swarm of bats. Use the Hellwasp stats from the Monster Manual, except without the Inhabit ability. You may only have three swarms existent at any one time.
Bolts of Miakid – With a standard action, you may release a bolt of force that deals 1d6 damage per binder level. Note that this is Force damage, and has special rules. The bolt requires a touch attack to hit.
Jenka’s Road – You may cast Dimension Door at will. If you extend the casting time to a full-round action, you may instead cast Teleport. If you do so, you may not use either function of this ability for one hour.
>>
No. 494 ID: 3a062a
File 124598533688.gif - (3.42KB , 160x240 , friends2.gif )
494

Balrog, the Merry Monster
Vestige Level 5th
Binding DC 24
Those that summon this jovial spirit gain his massive mass, a portion of his strength, and an incredible ability to jump great distances.
Legend: An ancient machine bound into servitude, Balrog found that by accepting his status, he could defy his masters in small ways. He was cast into oblivion along with the Demon Crown and Misery, and there is no love lost between them.
Special Requirement: You may not bind Balrog at the same time or immediately before or after Misery.
Manifestation: A faint whistling is heard before an impossible mass slams into the seal, even cracking the edges. Standing before you is a huge boxy shape, one side of which is a huge stretched face. The thing belies the massive weight it brings to bear by standing on its toes, twirling a few times and finally asking the summoner their desire.
Sign: Two orange stripes appear, stretching from your hairline to your chin, crossing through your eyes on the way. Your face takes on a wider cast, as well.
Influence: You are easily talked into things. -6 Sense Motive.
>>
No. 495 ID: 3a062a

>>494
Granted Powers: The binders of the Merry Monster gain unbelievable mass, great strength, and great jumping power.
Incredible Mass – You count as Colossal for effects that would attempt to move you. This includes heavy winds, bull rushes, trips, and the powers of Wonderboy. You can also bring this to bear in grapples.
Great Strength – As long as you show Balrog’s sign, you get +8 strength. Additionally, you gain Power Attack and Leap Attack, but only if you give a loud battlecry as part of the attack.
Flying Leap – You get a +30 competence bonus to Jump checks, and your jumping distance is not limited by height.
>>
No. 496 ID: 3a062a

So the current listing is
Aisha, Suzuka, Jim Hawking, Joan, and John.

Anybody else?
>>
No. 498 ID: f373c2

I'd like to see some Exalted vestiges, possibly based on the Neverborn and/or the Yozis.
>>
No. 503 ID: 3a062a

>>498
I can get the Yozis easily enough, but does the 2nd ed Abyssals have a listing of neverborn?
The first ed only refers to them as a collective entity.
>>
No. 504 ID: 3a062a

>>503
The 2nd ed handbook has no list that I can find, and the wiki lists them only as patrons for their deathlords.
I suppose I could do the Deathlords instead...

Also, forgot name.
>>
No. 695 ID: e49ef9

>>504
Actually, I think the Neverborn would work better as an Elder Evil, and the Yozis as sealed deities.
>>
No. 1702 ID: f52552
File 12514046787.png - (26.66KB , 350x350 , 1232316887370.png )
1702

John and Joan, the Lost Searchers
Vestige Level 5th
Binding DC 20 (Joan) and 22 (John)
The Missing Pair are a strange case- Binding them is like binding a single vestige and only one may be active at one time. Binding scholars are fiercely divided on what this means, if anything.
Special Requirement: You must have some kind of raw meat and a hat (improvised is fine.) It would be unwise to combine these two. Due to their dislike of trolls, the Lost Searchers refuse to be bound at the same time as Jhams Profet.
Legend: These two became skilled explorers, but eventually found an end to their explorations in the form of the end of the world. They lived on in dreams…
Manifestation: A slight cough precedes a slight young woman entering the circle. She waves shyly and speaks a bit before being knocked out of the circle by a massive wolf/shark/thing, which communicates with hand signs. Eventually the creature becomes bored and leaves the circle, causing the young woman to repeat her entrance. The cycle continues until both are finished.
Sign: Joan-You always appear unkempt and ragged. Your countenance also suggests tragedy in the near past. John- You cannot speak. Additionally, you constantly become distracted by small noises.
Influence: Joan- You must spend every waking moment you do not have a hat on acquiring one. Failure to do so inflicts the usual penalties. John- You have a 10% chance each round to act as if under Confusion.
>>
No. 1703 ID: f52552

>>1702
Granted Abilities: Joan grants comeliness and the ability to sway others to your side. John grants speed, strength, and RIP’N’TEAR.
Twin Binding- When you bind Joan and John, choose one or the other. It takes a full round action to change between the two, improving to a standard action at 14th level, a move action at 17th level, and a free action at 19th level. You may only use the abilities associated with one if you show their sign, and you may only show a sign from one at a time.
Meek Power- As long as you show Joan’s sign, you take a -4 penalty to strength and gain a +4 bonus to charisma. You also gain a +1 luck bonus to all saving throws.
YOUR GUTS, THEY ARE HUGE- When you show John’s sign and charge, you may take a -2 penalty on all your attack rolls for the round. If you do, you may make an additional two attacks at your highest base attack bonus for 1d6+your binder level. At 15th level, if both of these attacks hit, they deal an extra 3d6+Binder level damage.
Pitiful Power- You may cast Charm Monster, as the spell, at will. You may only have one creature influenced in this manner at a time, however, and may not recast it for five rounds after the target dies or the spell is broken in some other manner. You may only use this ability if you show Joan’s sign. At 15th level, this becomes Dominate Monster.
Silent Death- As long as you show John’s sign, you get a +4 bonus to Move Silently and grapple checks. Additionally, your speed increases by +30 ft and you gain the Sudden Strike ability, adding +3d6 damage whenever your target is denied their dexterity bonus to AC.
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No. 1704 ID: f52552
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1704

Sir Daniel Fortescue, the Returning Hero
Vestige Level 2nd
Binding DC 15
Those that summon the Failure Knight are given some of his vaunted dedication, necrotic energy and skill at arms.
Legend: Continually on the fringes of the Hall of Heroes, the butt of many jokes was Sir Daniel Fortescue. His many attempts to join their ranks were seen as a massive joke to the inhabitants. No one knows what became of the Hall, and Fortescue isn’t telling, though he will sigh when asked.
Manifestation: A short sequence plays, telling of the invasion of an evil wizard and the valiant knight that led the first charge- And died from a crossbow bolt to the eye seconds later. The other participants in the fight slowly dissipate, and the body, now an armored skeleton, stands and bows. Fortescue’s voice is muffled, rattling, and in an antiquated style.
Sign: Your skin takes on an unhealthy pallor, and one of your eyes disappears leaving a sunken socket. -2 on Spot checks.
Influence: You become overly anxious to prove yourself. Any situation that could possibly benefit from your presence draws you like flies to honey. You must make a social skill check in any social encounter, regardless of the consequences.
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No. 1705 ID: f52552

>>1704
Granted Abilities:
Proof of Deeds - You get a +1 morale bonus to all saves while bound to Sir Fortescue. Whenever you successfully save against fear, you get a +2 bonus to attack and damage rolls for one minute.
Dark Scar- You are immune to ability damage caused by negative energy as long as your current stat is less than the usual. For example, if an Enervating Touch spell reduces your strength score, then another such spell will have no effect; however, a spell that affected Constitution would have no problem dealing damage to you the first time.
Knightly Prowess- You gain proficiency with shields and martial weapons.
Resurgence- The first time in a day you are reduced to zero hit points or less, you are suffused with obvious green energy. This heals you for 1d6 HP per binder level.
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No. 1706 ID: 43d730
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1706

Reshar, the Master of Nine Swords
Vestige level 7th
Binding DC 29
Prophesied to return when nine artifacts are returned to a specific temple, Reshar seems indifferent to his exile. His fighting prowess was unmatched in ancient days, and seems unchanged now.
Legend: Reshar was the first to master all the schools of blade magic, and set up the Temple of the Nine Swords, since fallen to ruin. He is credited also with familiarising the world with the magic of the sword.
Special Requirement: Reshar requires that the summoner possess nine bladed weapons, each of a different type. These weapons must be in the circle when Reshar is summoned, and are blessed with strange power during the summoning.
Manifestation: Reshar never speaks to the summoner directly. Instead, he comments on the make and potential of the weapons left in the circle, picking up each and swinging them a few times to test them. Reshar himself appears to be a normal human, except out of the corner of the eye, where his skin appears to be made of blades.
Sign: Age lines your face, and your hair becomes white. Whenever you initiate a maneuver, you skin seems to flash like swordblades.
Influence: When you bind Reshar poorly, you are hard to stir to action. Unless you or an ally is in immediate physical danger, you will attempt to dispense some pithy bit of wisdom instead of actually helping. Reshar grants no special protection against throttling if this is done too many times.
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No. 1707 ID: 43d730

>>1706
Granted Abilities: The Master of Nine grants familiarity with his disciplines, as well as a taste of their power and his unflappable calm.
Ninefold Path- Choose a maneuver of up to sixth level from each of the nine disciplines. You may use these once per combat, as though you had taken the Martial Study feat nine times. Once you have chosen these nine, you may not change them until you rebind Reshar. Your initiator level is equal to ¾ your binder level.
Master’s Knowledge- You gain a +16 bonus on Martial Lore checks, and may make such checks untrained. You also gain a +4 bonus to Balance, Jump, Diplomacy, Hide, Sense Motive, Concentration, Intimidate, and Tumble checks when initiating maneuvers.
Nine Swords- The weapons left in the summoning circle gain the Martial Discipline special ability, but only in the hands of the binder. The weapons must include a focus weapon for each discipline or the summoning fails. Unarmed Strikes, while valid focus weapons for the Shadow Hand, Tiger Claw, Stone Dragon, and Setting Sun schools, are disallowed. The weapons otherwise retain their special abilities.
Master’s Skill- You gain proficiency in all focus weapons for all disciplines. For ease of reference, these will be reproduced here. Desert Wind-Scimitar, Light Mace, Light Pick, Spear, Falchion. Devoted Spirit- Falchion, Greatclub, Maul, Longsword. Diamond Mind- Rapier, Trident, Shortspear, Bastard Sword. Iron Heart- Bastard Sword, Dwarven Waraxe, Longsword, Two-bladed Sword. Setting Sun- Short Sword, Nunchaku, Unarmed Strike, Quarterstaff. Shadow Hand- Dagger, Sai, Siangham, Short Sword, Spiked Chain, Unarmed Strike. Stone Dragon- Greatsword, Greataxe, Heavy Mace, Unarmed Strike. Tiger Claw- Kama, Kukri, Handaxe, Claw, Greataxe, Unarmed Strike. White Raven- Longsword, Battleaxe, Warhammer, Greatsword, Halberd.
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No. 1708 ID: 43d730

>>1702
>>1703
>>1704
>>1705
>>1706
>>1707

You'd think I'd figure out the name entry slot at some point, wouldn't you.
>>
No. 2710 ID: 43d730

Rudy Mann, Chivalrous Pillar of Strength
Vestige Level 6th
Binding DC 26
A warrior of evil origins, who used his mighty fists to protect the weak. He was eventually wheedled into punching the Pillars of Creation, which unmade his universe.
Legend: Many conflicting tales are told of the origins of the Mann, from ascended vampire to slayer of gods to eater of hearts to child of unique individuals. No matter the truth, it is undeniable that he was a great force of justice and strength. The final tale that is told of his many exploits is that while the Pillars of Creation were collapsing, he held the disaster off long enough for his wives to escape to another plane, though it meant his death.
Special Requirement: You cannot have deliberately harmed a creature weaker than you in the past 24 hours prior to binding the Chivalrous Pillar. You must have three rings of identical construction and worth to summon Rudy.
Manifestation: A mighty roar shakes the earth for what seems like eons, before abruptly cutting off. A massive lion strides into the circle walking proudly though shorn. A figure approaches the circle from the direction of the binder, clad noble’s mourning wear. Effortlessly wrestling the lion to the ground, he turns to face the binder, revealing a head identical to the lion’s, but with eyes weeping blood. A large hole gapes in his chest, revealing a still-beating heart with three holes in it. Despite the horror, an air of calm, quiet strength permeates the air.
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No. 2712 ID: 43d730
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2712

>>312710
Sign: You leave footprints in anything softer than stone you walk on, from the phantom weight of strength. Anyone can track you as if they had the Track feat, and with a +5 bonus.
Influence: You literally cannot strike any creature less powerful than you are without making a Will save (DC 15 + ½ Binder Level) and incurring the displeasure of Rudy.
Granted Abilities: When bound to the Chivalrous Pillar of Strength, your hands become frightening weapons, your demeanor becomes untroubled, your words become powerful, and your spirit unquenchable.
Tools of Destruction- You gain the Improved Unarmed Strike feat, and your punches (not other kinds of unarmed strike) deal 2d10 damage. Your unarmed strikes count as Adamantine for bypassing Damage Reduction and hardness, and any creature damaged by them must make a fortitude save or be blown back ten feet for each successful strike at the end of your turn. You may parry attacks with your bare hands, granting a +2 shield bonus, but may not attack and parry in the same round. Double this bonus if taking the Total Defense action.
Becalming Eyes- Unless you suffer from a Fear, Charm, Compulsion, or Hold effect, anyone who meets your eyes is granted another save against any Fear, Charm, Compulsion, or Hold effects they may suffer from. This has a range of 30 feet.
Suavity- You get a +4 competence bonus on Diplomacy checks. You may also make a Rushed diplomacy check as though you were making a normal diplomacy check. After rolling a diplomacy check, you may take 10 or the result, whichever is higher.
In Service to the Weak- You count as full cover. You may make a special unarmed attack against a willing ally that deals no damage, but moves them (10ftx STR modifier) in the direction of your choice. As an immediate action, you may switch places with a willing ally within melee range.
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No. 2714 ID: 43d730
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2714

Orb of Psyche, Unrepentant Key
Vestige Level 4th
Binding DC 20
A fractured collection of minds in a whole sphere.
Legend: Supposedly created as a device to repair a nobleman’s cracked mind, destiny seemed to follow the orb wherever it went. Heroes rose, empires fell, the orb fluttered in and out of existence.
Special Requirement: The Unrepentant Key requires a fragment of glass or precious stone to focus through. One must remain in contact with this to keep the link, although it reestablishes if one touches it again before 24 hours have passed.
Manifestation: A million babbling faces fly from the surrounding area, coalescing into a perfectly round white sphere that sinks into the shard and disappears. Suddenly, a hundred voices crash into your mind, which tapers off to a dull roar after they relentlessly question your situation.
Sign: The focus glows whenever you use a pact ability from the Orb. Controlling your reaction from some of the more perverse suggestions of the orb might be difficult. Those who watch your eyes very closely might be able to make out streaming numbers when receiving suggestions.
Influence: You cannot stand to be still. Every waking moment must be spent either continuing a quest, training, or at least being out and about. If you spend an extended period of time resting or being idle, the Orb might even refuse to use abilities for a time! You also risk sexual attraction to relatives.
>>
No. 2715 ID: 43d730

>>312714
Granted Abilities: The information-gathering powers of the Orb are second to none. Binding the Unrepentant Key grants you foresight into surprise attacks, distant vision, a kind of lorefinding ability, and an unfailing trapsense.
Secondary Perspective- The Orb sees you from an invisible sensor a few feet away, giving you immunity to sneak attack as long as you aren’t immobilized and 360◦ of vision. When you have a Displeasure penalty of -5 or more, you receive no benefit from this ability.
Attenuate Perspective- You may, as a standard action, move the ‘sensor’ the Orb sees through away from you; when it gets farther than ten feet or so, it begins working like an Arcane Eye, as cast by a sorcerer of your character level. Once it returns, you may not use this ability for five rounds.
Gugol the Sage- You may cast a variety of divinations, but they require time to end up with results. Requests are made as a standard action that provokes attacks of opportunity, and the results return just before your turn the indicated number of rounds later. These are as follows: Status (Two rounds, stays active for one hour), Comprehend Languages (Three rounds, active for ten minutes), Find The Path (Five rounds, apparently called Maapqvestan), Augury (One round, but unable to act on that round from the sheer number of voices that reply, provokes attacks of opportunity), Contact Other Plane (10 minutes, limited to one casting’s worth of questions per day, use Astral Plane numbers, must stay put for duration), Guidance (One round), Detect Magic (One round, no concentration), Detect Chaos/Evil/DMNPC Faggotry/Good/Whores/Law (One round, no concentration). Displeasure Penalties may prevent the use of some or all of these abilities, at the DM’s discretion. Once you have received replies for a specific spell, you may not use the ability again for one round per level of the spell. You may not use a spell multiple times before the results arrive.
ADMIRAL ACKBAR’S SIGHT- You gain the Trapsense ability of a rogue, and gain a +6 competence bonus to Search checks. Seemingly related to this, you can immediately tell when someone is attempting to conceal their gender. This effect pierces even magical efforts to stymie detection; note that it does not indicate the target’s actual gender, just that gender is being concealed. It might also trigger from particularly androgynous races, people with explosive runes applied to them, or epic-level kobold craftsmen.
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No. 2718 ID: db0334

>>312714
Orb of Infinite Psyche
>>
No. 2733 ID: 7d87d9

>>312714
Ain't that just a MindProbe?

Things are nice to sell... kinda steep TU cost...
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