Binder

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Binders

Between mortality and godhood, beyond life and undeath, souls exist in a place both forgotten and inaccessible. Mortals too strong-willed to pass into the afterlife, dead outsiders too powerful to be absorbed into their planes, the dreams of slain deities put to rest eons before the current age – these are the beings called vestiges. A seal forms the door between these beings and reality, and knowledge is the key to opening it. Only the binder possesses that key, because only he knows the vestiges’ special seals and the ritual by which they can be called from the void beyond reality. By drawing their seals and speaking the words of power, he summons these strange entities, bargains with them, and binds them to his service.


Class Requirements

Skills: Intimidate 5 ranks, Knowledge: Arcane 5 ranks

DM Unlock

Application Required


Class Features

Hit Die: d8

Total Levels: 20

BAB: 3/4 Proficiencies: Armor (Light), Weapons (Simple)

Skill Points: 6 + Intelligence modifier

Class Skills: Concentration, Craft (all), Decipher Script, Discipline, Intimidate, Lore, Knowledge (Religion), Knowledge (The Planes), Persuade, Professions (all), Sense Motive, Speak Languages

Level BAB Fort Ref Will Special Vestige Level
1st +0 +2 +0 +2 Soul Binding I 1st
2nd +1 +3 +0 +3 Pact Augmentation I 1st
3rd +2 +3 +1 +3 - 1st
4th +3 +4 +1 +4 Soul Binding II, Bonus Feat 2nd
5th +3 +4 +1 +4 Pact Augmentation II 2nd
6th +4 +5 +2 +5 Soul Guardian I 2nd
7th +5 +5 +2 +5 - 2nd
8th +6/+1 +6 +2 +6 - 2nd
9th +6/+1 +6 +3 +6 Soul Binding III, Soul Guardian II 3rd
10th +7/+2 +7 +3 +7 Pact Augmentation III 3rd
11th +8/+3 +7 +3 +7 Bonus Feat 3rd
12th +9/+4 +8 +4 +8 - 3rd
13th +9/+4 +8 +4 +8 Soul Guardian III 3rd
14th +10/+5 +9 +4 +9 Soul Binding IV 4th
15th +11/+6/+1 +9 +5 +9 - 4th
16th +12/+7/+2 +10 +5 +10 Bonus Feat 4th
17th +12/+7/+2 +10 +5 +10 - 4th
18th +13/+8/+3 +11 +6 +11 - 4th
19th +14/+9/+4 +11 +6 +11 Bonus Feat 4th
20th +15/+10/+5 +12 +6 +12 Soul Binding V 5th


Soul Binding

Through special methods known only to binders, you can contact a vestige and make a pact with it. If the vestige you are trying to contact is of a higher level than your indicated 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. 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 below.)

While under the influence of a vestige, you must adhere to its requirements to the best of your ability. If you are influenced by more than one vestige, you must act according to all their influences.

The Difficulty Class for a saving throw against any supernatural power granted by a vestige is 10 + 1/2 your effective binder level + your Charisma modifier.


Vestiges

Vestiges List (12 total)

Existence defines reality. Beyond it, therefore, naught exists – not even a void. This simple reasoning would be irrefutable were it not for the existence of vestiges. Called forth from nowhere, composed of nothing, they exist entirely outside the rules of reality. They are untouchable, untraceable, and beyond all powers that might attempt to confine or define them. This philosophical conundrum has intrigued sages interested in pact magic for centuries and defied all their theories. Vestiges simply cannot exist, and yet, it seems that they do.

Some scholars say vestiges are a common myth: they do not actually exist but are inherent in the minds of all beings. Others say they are true spirits, souls cast off into some plane that is unreachable by all magic due to an agreement between the gods. Whatever the truth of the matter, vestiges seem desperate to participate in reality, if only by peering at it through another creature’s eyes.

The first two vestiges are granted automatically at level 1. At level 4, 9, 14, and 20, the Binder may pick one vestige of each respective vestige level.

Note: In order to prevent breaking sub-races, there are no VFX for vestige signs.


Bonus Feats

At 4th level, and again at 11th, 16th, and 19th level, you may pick from the following bonus feats: Ambidexterity, Cleave, Deflect Arrows, Disarm, Great Cleave, Improved Disarm, Knockdown, Improved Knockdown, Improved Two-Weapon Fighting, Improved Unarmed Strike, or Stun Fist.

Pact Augmentation

You gain additional power from the vestiges you bind. Once you have bound any vestige, the following effects apply at the appropriate levels.

Pact Augmentation Abilities Level
Energy resistance 5 (acid, sonic) 2nd
+2 insight bonus to Armor Class 5th
+2 insight bonus on attack rolls and damage rolls 10th

Soul Guardian

By binding to vestiges, they will grant you some protection. As you attain higher binder levels, the vestige guards its time with you even more jealously, granting you protection from additional effects that would harm your soul and life energy.

Protection Level
Immunity to Fear 6th
Slippery Mind 9th
Immunity to Energy Drain and Negative Levels 13th


Prohibited Combos

Paladin/Binder

Blackguard/Binder

Binder/Dragon Disciple