Binder

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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 (The Planes) 5 ranks

DM Unlock, Application Required


Class Features

Hit Die: d8

Total Levels: 20

BAB: 3/4

Proficiencies: Armor (Light), Weapons (Simple)

Skill Points: 4 + 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, Soul Guardian I (Bullheaded) 2nd
5th +3 +4 +1 +4 Pact Augmentation II 2nd
6th +4 +5 +2 +5 - 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 (Lightning Reflexes) 3rd
10th +7/+2 +7 +3 +7 Pact Augmentation III 3rd
11th +8/+3 +7 +3 +7 - 3rd
12th +9/+4 +8 +4 +8 - 3rd
13th +9/+4 +8 +4 +8 Soul Guardian III (Immunity to Negative Levels) 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 - 4th
17th +12/+7/+2 +10 +5 +10 Soul Binding V 5th
18th +13/+8/+3 +11 +6 +11 Soul Guardian IV (Opportunist) 5th
19th +14/+9/+4 +11 +6 +11 - 5th
20th +15/+10/+5 +12 +6 +12 Epic Binding* 5th

*Coming soon.

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 physical abilities granted by a vestige is 10 + 1/2 your effective binder level + your Constitution modifier, whereas the DC against magical abilities is 10 + 1/2 your effective binder level + your Charisma modifier.


Pact Augmentation

You gain additional power from the vestiges you bind. 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; if weapon is equipped, +2 magic damage 10th


Soul Guardian

You gain addition protection from the vestiges you bind. 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
Bullheaded 4th
Lightning Reflexes 9th
Immunity to Negative Levels 13th
Opportunist 18th

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.

If the vestige imposes any special requirements on its summoning, the Binder is expected to honor these requirements (RP only).

The first two vestiges are granted automatically at level 1. At level 4, 9, 14, and 17, the Binder may pick one vestige. At level 4, you are eligible for level 2 vestiges (having gained both level 1 vestiges already). At 9, you are eligible for level 3 vestiges and all vestiges below. At 14, eligible for level 4 vestiges and all vestiges below. At 18, level 5 and all vestiges below.

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

Roleplay Requirements

Due to the differences between the pen and paper mechanics and the SPL Binder implementation, the player of a Binder must be aware of the below roleplay requirements.

1. Binders are assumed to have already bound their vestiges after resting. They can choose to forgo this, but are then expected to roleplay the deed of binding a vestige before using its abilities (including any special requirements on its summoning). While a vestige is bound, binders must act under the influences of their chosen influences, as detailed in the Vestiges List. A Binder may voluntarily dismiss a particular vestige, but must re-summon it and expel the vestige.

2. Binders should know the legends, manifestations, and signs of their chosen vestiges.

3. Binders 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.

4. (Optional) Binders should be either somewhat charismatic or have a hardy constitution, as binding vestiges requires a strong personality or grit.


Developer's Build Advice

Here are three basic builds which give players an idea of the synergies and roles of the Binder vestiges. These are only suggestions, designed to help spark other, more creative build ideas. All of these builds have Spell-like Abilities.

1. Martial Binder: Constitution-based Binder build, plays similar to a Fighter.

° 2 to 4 levels of Fighter (or Barbarian), 16 to 18 levels of Binder. Choose Haagenti (Binder 4) and Eligor (Binder 14). Optional: pick between Ipos, Agares, or Dahlver-Nar (Binder 9).

2. Rogue-ish Binder: Melee dexterity-based Binder build, plays similar to a Rogue.

° 2 levels of Rogue (or Bard), Binder 18. Choose Andromalius (Binder 4) and Marchosias (Binder 14). Optional: Ipos (Binder 9).

3. Mage-like/Utility Binder: Charisma-based Binder build, often uses UMD; focuses on SLAs and increases charisma for DCs.

° 2 levels of Bard (or Rogue), Binder 18. Choose Dahlver-Nar (Binder 4), Tenebrous (Binder 9), Marchosias (Binder 14).

Prohibited Combos

Paladin/Binder

Blackguard/Binder

Binder/Dragon Disciple