Vestiges List

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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.

RP Note: Special requirements are listed for the sake of RP, but the Binder is expected to honor these requirements.


Vestige Level 1

Automatic at class level 1.


Amon, The Void Before The Altar

Although Amon once ruled as a deity of light and justice, his long existence as a vestige has twisted him into a monster consumed by wrath. He grants those who summon him his sight, his fiery breath, and his powerful charge.

Legend: Scholars claim that Amon is what remains of the personality of a god who died of neglect millennia ago. Once worshiped by thousands, Amon eventually lost his faithful to more responsive deities. His will was strong enough, though, to resist eternal sleep on the Astral Plane. Since his demise, his half-existence as a vestige seems to have dramatically changed his appearance and personality. Once a calm and wise protector, a god of light and law, Amon is now a foul tempered and hateful spirit.

Special Requirement: Amon particularly despises Leraje. If you have hosted Leraje within the last 24 hours, Amon refuses to answer your call. The reason for Amon’s displeasure with this vestige is unclear, but the enmity is as old as anyone can remember. Binder scholars theorize that it might stem from the time when Amon was a god and Leraje was a normal mortal .

Manifestation: Amon manifests in a burst of black smoke, howling foul curses at his summoner. He possesses a black wolf's body with a ram's head and a serpent for a tail. His mouth is filled with sharp teeth, and fire escapes it when he speaks.

Sign: You grow a ram's curling horns.

Influence: Amon's influence makes you surly and irritable. In addition, you despise priests of living deities of fire, sun, and law.

Granted Abilities: Amon grants you his sight and his fire breath, as well as the deadly use of his horns.

Darkvision: The Binder gains darkvision. If you already have Darkvision and your effective binding level is 7 or higher, the Binder gains Ultravision.

Fire Breath: You can spew forth a line of fire as a standard action. The Binder gains Dragon Breath (like the Dragon Disciple ability), one use per day.

Ram Attack: You can use the ram's horns that you gain from Amon's sign as a natural weapon that deals 1d10 points of damage (plus 1-1/2 times your Strength modifier for two-handed weapons or 1-1/4 times your Strength modifier for one-handed weapons) and charge a selected target. At 5th level, the damage increases to 2d10 points of damage; at 10th, 3d10 damage; at 15th, 4d10 damage; and at 20th, 5d10 damage.


Naberius, The Grinning Hound

A cunning and mysterious vestige, Naberius can make his summoners adept with all manner of arts and sciences, disguise them, and make them cogent speakers.

Legend: Though Naberius' origin remains mysterious, binder scholars know that his name and form have changed many times over the centuries. Ancient pact magic texts refer to a spirit matching Naberius' powers as Naberius, Kaberon, Cerbere, and Serberius. One of these spirits appeared as a noble, bird-headed man, another as a dog with a crane's head, another as a wolf with fifty heads and a tail of three entwined snakes, and the fourth as a heap of bodies surrounded by a cloud of flies.

A few fiendish sages have suggested that Naberius might be an aspect of the three-headed, doglike creature that guards the gates to the Underworld on the third layer of Hades, but that creature is thought to be simpleminded and has never been known to speak. Naberius never admits to having had older forms or names, and questions about his origin get only a sly smile in reply.

Special Requirement: Naberius values knowledge, industry, and the willingness to deceive.

Manifestation: Naberius' manifestation begins with a great squawking and flutter of feathers. Moments later, a black crane flies in an agitated fashion over the seal, then crashes down atop it, apparently dead. Naberius then stalks forward out of invisibility as a three-headed hound to feast upon the crane. He speaks hoarsely from whichever dog head isn't eating at the moment. Despite his terrible appearance and raucous voice, Naberius somehow manages to seem amiable and eloquent.

Sign: Your voice deepens and acquires a gravelly, growling tone.

Influence: While you are influenced by Naberius, you love the sound of your own voice and are constantly pleased by your cleverness.

Granted Abilities: Naberius grants you the power to wear another face, become an expert socialite, and talk your way through danger.

Disguise Self: The Binder gains Alter Self as a spell-like ability (caster level equals your effective binder level), once per day.

Naberius' Sociality: The Binder gains a +5 bonus to the Persuade, Intimidate, Bluff, and Sense Motive skills.

Persuasive Words: You are adept at persuading and commanding others. You gain Charm Person as a spell-like ability (caster level equals your effective binder level). When your effective binder level reaches 8th, this is replaced by Charm Monster. At 10th level, upgraded to Dominate Person. At 17th, Dominate Person. You may use this ability once per day.


Vestige Level 2

Available at class level 4.


Haagenti, Mother of Minotaurs

Note: Not to be confused with the demon lord Haagenti, a separate being.

Haagenti tricked the god of frost giants and paid a terrible price for that deed. She girds her summoners for battle and gives them the power to confuse foes.

Legend: The tale of how minotaurs originated changes according to the culture and race of the teller, but frost giants blame Haagenti. Thrym, their primary deity, had tried to force a goddess of the humans to marry him and failed when her brother disguised himself as Thrym's bride and disrupted the ceremony. The angry and humiliated god consoled himself with dalliances among his giant worshipers. Haagenti, a hill giant sorceress, learned of his liaisons and used a spell to transform herself into a beautiful frost giant so that she might bear Thrym's powerful half-god children. Her ploy succeeded, and a year later she gave birth to twin sons. Once the children of his dalliances had grown old enough, Thrym set out to visit and test them all. He fought each child to see who was the strongest and bravest, intending to invite the most fit to join him in Jotunheim. When he sought out Haagenti, he found her herding cattle in the warm lowlands and became enraged when he saw her true form. But when he raised his axe to fell her, two horribly ugly giants leapt to her defense.

Thrym realized to his disgust that they were his sons. Thrym would have destroyed them at that moment, but he suddenly realized that Haagenti had taught him a valuable lesson. His failed attempt at marriage had been fouled by a beautiful form created through trickery, and now he had fallen victim to the same ruse again. Rather than kill Haagenti and her children, Thrym cursed them to resemble the cattle with which they wallowed, turning them into minotaurs. Then he left, vowing to teach his frost giant worshipers to distrust all beauty. How Haagenti became a vestige is unclear, but binder lore holds that her guilt at ruining beauty for the frost giants was so great that she could not bear to exist in any place that held beauty of any kind. Since every place in the planes seems beautiful to some being, she could find no eternal home anywhere. Haagenti refuses to speak on the subject and becomes angry when questioned about her past.

Special Requirement: To summon Haagenti, you must be either Large or able to speak Giant.

Manifestation: When Haagenti is summoned, a huge icicle thrusts up from the ground within the confines of her seal. Haagenti's blurry white form can be seen moving within the ice for a moment, then she spreads her arms and shatters her icy prison. Although she appears with her back to her summoner, her form is clearly that of a winged minotaur. Haagenti waves her ice shield and battleaxe to disperse the cold mist around her, then turns to face her summoner, revealing her bull-like face and icicle beard. Her frost-rimed fur is pure white, and her horns appear to be made of ice. Her powerfully muscled form doesn't appear female, but her smooth voice sounds quite feminine.

Sign: You possess the same features as you always did, but they somehow make you more ugly than before. Others easily recognize you, but small differences make you less appealing to look upon. In addition, your bulk expands until you weigh half again as much as you did before.

Influence: You feel ashamed and occasionally bashful in the presence of beautiful creatures. In addition, Haagenti requires that you give deference to any creature you perceive as more attractive or charismatic than yourself.

Granted Abilities: Haagenti grants you some of Thrym's skill with arms and shields, plus the ability to inflict a state of confusion upon others. These powers fade when you unbind Haagenti.

Confusion: You gain Confusion Bolt as a spell-like ability, one use per day. This becomes Maze at effective binder level 17.

Shield Expert: You gain a +2 AC enhancement bonus.

Deft with Great Weapons: You gain the benefits of the feats Improved Critical (Greatsword) and Improved Critical (Greataxe).

Minotaurs' Blood: The Binder gains +4 bonus to Constitution. A DM will adjust your constitution, and give you a widget that shows you received this adjustment.


Dahlver-Nar, The Tortured One

Once a human binder, Dahlver-Nar now grants powers just as other vestiges do. He gives his summoners tough skin, a frightening moan, protections against madness, and the ability to share injuries with allies.

Legend: Bards tell two stories of Dahlver-Nar, both linked to the magic items that carry his name, the teeth of Dahlver-Nar. Some say that because Dahlver-Nar was antiquity's most powerful cleric, his followers treated his teeth as holy relics after his death and they somehow gained magical powers through this veneration. Others insist that Dahlver-Nar was a cleric of little consequence who discovered some magic dragon teeth in the ruins of a red dragon's lair. In this version of the story, the teeth were named after Dahlver-Nar because he became a terror in the region where he acquired them.

Binder scholars know a different story, that Dahlver-Nar was a powerful cleric who forsook his deity to pursue the power of pact magic. The fabled teeth of Dahlver-Nar, to which all the legends attribute miraculous powers, were neither his own nor those of the dragon he battled. They were the teeth of beings that became vestiges after death, and they could grant abilities similar to those that the vestiges themselves imparted. Pact magic treatises relate that Dahlver-Nar pulled out his own teeth and replaced them with those of the vestiges, but that using them all drove him mad. What happened thereafter is a matter of debate, but the texts maintain that Dahlver-Nar eventually died, and the teeth were lost, divided up among the squabbling followers he had managed to gain and then spread across the world. Today, Dahlver-Nar exists as a vestige in his own right, perhaps brought to that state through his close association with so many others.

Manifestation: Dahlver-Nar's frightful apparition floats in the air above his seal, with arms and legs hanging limply. Teeth and fangs of all kinds stud his entire body, replacing even his eyes. What skin is visible between the teeth appears to be the moist, pink flesh of gums. Dahlver-Nar's mouth is a bloody ruin that clearly lacks teeth, and when he opens it to speak, only a moan issues forth. Some binders believe that his vestige form is a punishment inflicted by the other vestiges, but others insist that he appears as he does because of his everlasting obsession with the teeth that bear his name.

Sign: Several teeth grow from your scalp. Though they are small enough to be hidden by a large quantity of hair or a hat, a touch reveals them immediately.

Influence: You shift quickly from distraction to extreme focus and back again. Sometimes you stare blankly off into space, and at other times you gaze intently at the person or task at hand.

Granted Abilities: Dahlver-Nar armors you and blends his madness with your sanity, lending you some of his selfish powers.

Jester's Mirth: The Binder can cause an opponent to break into uncontrollable laughter. He gains Tasha's Hideous Laughter as a spell-like ability (caster level equals your effective binder level), three uses per day.

Maddening Moan: The Binder can emit a frightful moan. He gains Lehel's Vicious Vertigo as a spell-like ability (caster level equals your effective binder level), three uses per day.

Natural Armor: You gain an enhancement bonus to your natural armor equal to one-half your Constitution bonus (if any).

Shield Self: You gain Shield as a spell-like ability (caster level equals your effective binder level), one use per day.

Andromalius, The Repentant Rogue

Once the favorite of the god Olidammara, Andromalius now exists as a vestige. His granted abilities help his summoners beat rogues and ne'er-do-wells at their own game.

Legend: Once the herald of Olidammara, Andromalius foreswore theft and mischief on his deathbed, repenting all the actions he had taken on behalf of his god during his life. By this means, he hoped to steal his soul from his deity, thus accomplishing his greatest theft and prank in history, and proving himself the most worthy of his god's favor. At first angered by Andromalius' betrayal, Olidammara quickly realized the irony of the moment and burst into laughter. Yet the god's good humor was short-lived, because he realized that to accept Andromalius' soul would be to prevent the theft and ruin the joke. Since Olidammara was loath to let such a clever servant to go to the realm of some other god, he repaid his servant's honor a hundredfold, he stole Andromalius' soul from the cosmos, making it a vestige. Whether Andromalius deemed this result an honor or not remains unclear.

Special Requirement: You must obtain two different nonmagical items similar to those that Andromalius holds in his hands when he manifests and place them within the confines of his seal when you summon him. These items vanish as soon as Andromalius appears.

Manifestation: Andromalius appears as a middle-aged but lithe human male in the garb of a jester. Each of his arms splits at the elbow into a dozen forearms, and he holds a small object in each of his twenty-four hands. Though his costume and overall appearance change from one manifestation to another, the specific collection of objects never does, a fact that has sparked a long-standing debate among binder scholars. The items are: a belt purse, a silver key, a gold ring, a pair of dice, a copper coin, a dagger, an apple, an arm bone, a scroll, a comb, a whistle, a fish hook, a mirror, an egg, a potion, a dead spider, an oak leaf, a human skull, a lock, a closed black book, a bell, a dove, a set of lock picks, and a mouse. When Andromalius returns whence he came, he juggles these illusory items and then tosses one to his summoner. Some scholars claim that the item thrown indicates a future event, but that the specific meaning depends on which other objects are held in the hands of that same arm.

Sign: You gain an extra digit on each limb. This appendage prevents you from wearing normal gloves or gauntlets, but magic gloves and gauntlets reshape to fit you.

Influence: When influenced by Andromalius, you become a devious mischief-maker who delights in causing small calamities - especially misunderstandings between friends and incidents of mistaken identity.

Granted Abilities: The abilities that Andromalius grants help you catch thieves and return stolen goods, discover wickedness and underhanded dealings, and punish wrongdoers. These powers fade when you unbind Andromalius.

See the Unseen: At will, the Binder can use See Invisibility as a spell-like ability (caster level equals your effective binder level).

Sense Trickery: You gain a +5 bonus on Sense Motive checks, and +5 on Spot checks made.

Sneak Attack: Similar to a rogue, you know how to strike subtly and exploit a foe's distraction. At 5th level, you deal an extra 2d6 points of damage on a successful sneak attack. For every five effective binder levels you possess beyond 5th, your sneak attack damage increases by an additional 1d6 points.

Note: These are Blackguard sneak attacks, so they will stack with Rogue sneak attacks and Assassin's True Death Attack.


Vestige Level 3

Available at class level 9.


Agares, Truth Betrayed

Agares died at the hands of his allies for a wrong he did not commit. As a vestige, not only does he give binders the ability to weaken foes and knock them prone, but he also makes his summoner fearless and able to speak any tongue.

Legend: In life, Agares ruled over vast armies on the Elemental Plane of Earth. He was the most powerful general the plane had yet seen and second in authority only to his genie emperor, a dao of great influence. Even though Agares was unalterably loyal, he nevertheless gave his emperor reason to fear betrayal. Agares became obsessed with a djinni commander who had thwarted his conquests on several occasions. His desire to meet this favored foe on the field of battle blinded him to other tactical options and deafened him to rumors that his esteem for his enemy had deepened into love. When at last Agares entrapped the djinni's forces, he girded himself for personal combat and set out to answer a challenge to duel his adversary. The summons was a trap laid by Agares' lieutenants, however; his allies slew him within sight of his greatest enemy.

Special Requirement: You must draw Agares’s seal upon either the earth or an expanse of unworked stone.

Manifestation: The ground trembles briefly as the head of a great brown crocodile bursts from beneath Agares' seal. The crocodile's maw opens upward, unleashing a hooded black hawk that spreads its wings, forcing the jaws farther apart with the mere brush of its feathers. Two large, catlike eyes gleam on the hawk's breast. When Agares speaks, the hawk's beak moves, but the sound comes from the crocodile's rumbling throat.

Sign: You gain a wracking cough that spews dust and small stones from your mouth. This coughing prevents you from casting any spells that have verbal components. While bound to Agares, you can resist the urge to cough for a number of rounds equal your Constitution score. Thereafter, you cough for a round and then can try to resist the urge again.

Influence: Agares' loyalty in life and his anger at the betrayal perpetrated by his lieutenants has become a hatred of falsehood. When influenced by Agares, you speak forthrightly and with confidence.

Granted Abilities: Agares gives you the power to exalt yourself and your allies and to summon a creature of the earth as an ally. These powers fade when you unbind Agares.

Earthshaking Rage: The Binder gains Battlerage three times per day, Extended Rage, and Intimidating Rage.

Elemental Companion: Once per day the Binder can summon an Earth Elemental to assist him in battle. The strength of the Earth Elemental is dependent on her Constitution ability score. Constitution of 16 and below: Huge Earth Elemental. Constitution of 17 to 21: Greater Earth Elemental. Constitution of 21 and above: Elder Earth Elemental.

Strong as the Earth: You gain a +10 bonus on Discipline checks.


Tenebrous, The Shadow That Was

Tenebrous, once a powerful demon prince, offers dominion over darkness and death.

Legend: The great demon lord Orcus has long sought divinity. Some years ago, for a brief period, he actually attained it. Slain and resurrected by a surge of negative energy, the corpulent demon arose as the gaunt Tenebrous, a god of darkness and undeath. For a time he traveled the planes in this form, slaying other gods in his quest to gain more power. His ultimate goal was to reincarnate himself yet again because he wished to be a god as Orcus, not Tenebrous. Some say he was thwarted by a band of mortal heroes, but whatever the cause, his grand plan failed. Orcus did indeed rise again, but as the demon prince he once was, not as a god. True divinity can never fade completely. The tatters of godly power that Orcus shed remained intact. Less than a god but still divine, this bit of essence drifted in the void between planes until it once more coalesced into a bitter sentience. Thus, Tenebrous yet exists as a pale reflection of what he once was, a shadow of a shadow.

Special Requirement: You must draw Tenebrous’s seal at night or in an area of deep shadow with little or no daylight exposure.

Manifestation: Upon completion of the rite to summon Tenebrous, the summoner's shadow shifts to fall across the seal. Even if the rite occurs in complete darkness, the shadow is visible as a darker spot in the blackness. Once the shadow crosses into the seal, an inky humanoid form's impossibly gaunt, holding its limbs at disjointed angles, rises from it. The voice of Tenebrous is a whisper in the wind, almost impossible to hear, yet laden with unmistakable meaning.

Sign: You seem to be standing in shadow even on the brightest day. Furthermore, your own shadow never extends more than a few feet from your body, even if the ambient light suggests that it should be much longer. This effect does not grant you concealment.

Influence: While influenced by Tenebrous, you are filled with a sense of detachment and an aching feeling of loss and abandonment.

Granted Abilities: Tenebrous grants you power over undead and shadows. He gives you the ability to chill your foes. These powers fade when you unbind Tenebrous.

Deeper Darkness: The Binder can cloak an area in shadows. She gains Darkness as a spell-like ability (caster level equals your effective binder level), one use per day.

See in Darkness: You can see perfectly through darkness of any kind. You gain Ultravision (caster level equals your effective binder level), one use per day.

Touch of the Void: The Binder charges her hand with cold energy, three times per day. The target makes a will save, or this melee touch attack deals 1d8 points of cold damage, plus 1d8 points of cold damage for every four effective binder levels.

Control Undead: You can control undead as a cleric of your effective binder level. A single undead creature with up to 2 hit dice per effective binder level falls under the the Binder's control, unless it makes a successful will save.


Ipos, Prince of Fools

Binders call Ipos the Prince of Fools because of the crown he wears and the sad legend of his transformation into a vestige. He grants his summoners cold iron claws with which to rend foes, the power to see creatures and objects as they are, and a fraction of his charisma.

Legend: As a mortal scholar of deities and the planes, Ipos discovered vestiges and the process of binding long before their rediscovery in the current age. Although binder lore gives conflicting accounts of Ipos' race and nation of origin, the legends agree that he was a mighty spellcaster with the power to travel the planes in his pursuit of knowledge. Although he was interested in all subjects, Ipos had a particular passion for discovering the nature of the planes, magic, and the gods. Through his study of these topics, Ipos sought to discover the planar order, the set of fundamental laws within which the multiverse operated.

Ipos did a magnificent job with his research, and his discoveries have been passed down through the generations. Yet he left such an incomplete vision of reality that later scholars and explorers had to expand upon his body of work. In the midst of his investigations, Ipos stumbled across vestiges and drowned in the depth of this knowledge. He could not conceive of beings that did not exist in some place, or that could not be reached via the planes or by deities. He became obsessed with finding the plane upon which the vestiges resided. He dropped the study of all other topics and threw himself into the task of finding a way to the realm of the vestiges. No one knows what happened after he made this mission his focus, but the fact that he now exists as a vestige lends credence to the idea that he discovered what he sought.

Special Requirement: Ipos refuses to answer the call of any summoner who, in his judgment, has not taken a serious enough interest in occult studies.

Manifestation: Ipos steps forward onto his seal as though reappearing from invisibility. Some pact magic texts say that he has the head of a vulture or a goose, but those writers must have been unfamiliar with the bald ibis. Ipos clearly has that bird's long, downward-curving beak and mottled, featherless head. Atop his warty scalp, he wears a crown of black iron, and a many-layered gray cloak hides most of his form. Ipos' overly long arms end in gray-furred and clawed members that are more like the paws of a lion than the hands of a man. In one paw, he holds a gnarled iron cane that he uses more often to strike the ground in emphasis than as an aid in walking. He keeps his other paw hidden in one of the long sleeves of his robes, but from time to time, an observer can see him extending its long, black claws. Despite his rusting crown and tattered cloak, Ipos presents an imposing figure, and his hissing voice and baleful glare add considerably to his menace

Sign: You grow long, black, clawlike nails.

Influence: You think highly of your intellect and show contempt toward those who question your assumptions or conclusions.

Granted Powers: Ipos grants you his discerning sight and commanding presence, as well as claws of cold iron with which to rend the veil of ignorance.

Ipos' Claws: Your fingernails harden into cold iron. You rend a foe, causing damage equivalent to 1d10 per your effective binder level plus 1-1/2 times your strength modifier. This damage is half piercing and half negative. You may use this ability once per day.

Flash of Insight: You are granted Ipos' discerning sight. At will, you can use True Seeing as a spell-like ability (caster level equals your effective binder level).

Ipos' Influence: The Binder's affiliation with Ipos allows you to draw more power from the vestiges to which you are bound. The saving throw DC (if any) of each special ability granted by your vestiges increases by 1. Treat your effective binder level as one higher than normal for the purpose of determining the effects of vestige special abilities.

Planar Attenuation: You gain protection from the natural effects of a specific plane. You adapt and are not subject to the natural hazards of the plane he's on, such as the fires of the elemental plane of fire, the diseases and apathy of Hades, the acidic rain of Gehenna, the carelessness of Elysium, etc.


Vestige Level 4

Available at class level 14.


Eligor, Dragon's Slayer

A champion both against and for evil dragons, Eligor, Dragon's Slayer grants martial prowess both in and out of the saddle, as well as supernatural strength.

Legend: Supposedly, Eligor was a great half-elf dragonslayer before he was condemned to a vestige's existence by the actions of Tiamat. Believers of this legend claim that after Eligor's death, Tiamat sent her draconic minions against the followers of both the human and the elven deities, demanding that they release his soul to her. Despite Eligor's great service to both races, the deities gave up his soul to stave off the dragon attacks against their living followers.

Only one deity argued against this profound injustice. The race and gender of this lone voice of reason differ with the teller, and not even binder scholars agree on whether the deity was human or elf, or even male or female. Whoever it was, this god set off alone to face Tiamat and wrest Eligor's soul from her grasp. Upon arrival, however, the deity found Eligor in the service of Tiamat rather than in bondage. Unbeknownst to the other gods, Tiamat had raised him from death to be her champion and enforcer, using his abandonment by the other gods to win his loyalty. Eligor and the nameless deity fought, and Eligor lost his life yet again. This time, no deity laid claim to his soul, since doing so had already caused enough trouble.

Manifestation: Eligor clatters out of nothingness on a winged, half-horse/half-dragon monstrosity. Both rider and mount are heavily armored, and in fact Eligor's form is entirely obscured by ornate, shining plate armor and a grand helm. He carries a lance in one hand and holds a banner in the other. With each manifestation, Eligor's banner and mount change color, cycling through the five different colors of chromatic dragons. Although Eligor rides what might well be an evil creature, he always greets his summoner warmly and treats him with respect.

Sign: One of your hands becomes thickly scaled. The color of the scales matches the color of Eligor's mount at the time of his summoning.

Influence: You feel pity for all outcasts, particularly half-elves and half-orcs, and you make every effort to befriend any such beings you meet.

Granted Abilities: In his first life, Eligor was a skilled horseman, and in his second, he served the primary deity of Chromatic dragons. Thus, the powers he grants tend to reflect those associations.

Unholy Strike: This ability transforms the Binder's melee weapon into a powerful Unholy Reaver, a specially blessed weapon that, when wielded by a Binder, acts like a +5 unholy weapon that delivers an additional +2d8 divine damage against good aligned creatures.

Eligor's Haste: You gain Haste as a spell-like ability (caster level equals your effective binder level), three times per day.

Eligor's Strength: You gain a +4 bonus to Strength. A DM will adjust your strength, and give you a widget that shows you received this adjustment.

Eligor's Resilience: The Binder gains a +3 enhancement bonus to deflection AC. This bonus improves to +4 at 16th level and to +5 at 20th level.

Marchosias, King of Killers

A legendary assassin in life, Marchosias now grants his summoners his supernatural charm, plus the ability to kill or paralyze with one startling attack and to disappear in a puff of smoke.

Legend: Marchosias seems to have appeared as a vestige quite recently in fact, only a short time before Dahlver-Nar did. In life, Marchosias was a human who brought death to others. His favorite targets were other assassins and murderers, but this choice of foes had nothing to do with morals. Despicably evil, Marchosias was obsessed with improving his skill as a killer, and ending the lives of other professional slayers seemed the best challenge he could undertake. When at last Marchosias met his death, his soul traveled to the Nine Hells. The devils gleefully accepted his powerful spirit, but others there took note of his arrival and were not pleased.

The spirits of hundreds of thugs, slaughterers, executioners, and assassins banded together and rebelled against their devilish captors, intending not to escape or take control, but to attack Marchosias. Although the devils were loath to allow such lawlessness, they let the souls of the damned fight it out, thinking to step in and punish all the spirits when the battle was over. Marchosias fought well, but he could not prevail against so many foes at once, and he fell under the onslaught. When the devils pulled back the attackers, nothing was left, Marchosias' soul had been torn to pieces.

Special Requirement: To summon Marchosias, you must at some point in your life have committed an evil act for which you have not apologized, atoned, or made reparations. Lying or breaking a confi dence doesn’t count, but other small acts of evil—such as theft, infidelity, or vandalism— do fulfill the requirement.

Manifestation: Marchosias appears with a bloodcurdling scream in an explosion of fire and black smoke. Though much of the smoke curls away, some remains and slowly coalesces to form a human figure. Marchosias appears as a king with body and raiment composed of swirling smoke and cinders. He wears a crown of fire, beneath which gleam two glowing, hot coals where his eyes should be. Marchosias wields a scepter of flames, and a sword of hot ash is belted to his hip. For a moment, he seems exhausted by the rigors of his arrival, standing with his shoulders slumped and his head bowed. After a moment, he raises his gaze to his summoner and stands straight and tall, adopting an imperious posture.

Sign: While you are bound to Marchosias, the pupils of your eyes glow with a red-orange light. This light is not strong enough to illuminate the area, but it can be disturbing to look upon.

Influence: Marchosias' influence makes you debonair and sly, as though you have some trick up your sleeve and the knowledge of it makes you confident.

Granted Abilities: Marchosias gives you an assassin's skill at killing, plus the ability to assume gaseous form and the power to charm foes. These powers fade when you unbind Marchosias.

Death Attack: If you study your victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of killing the target if the victim of such an attack fails a Fortitude save (DC 10 + your effective binder level). If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the you have completed the 3 rounds of study, you must make the death attack within the next 3 rounds.

Note: This is Assassin's True Death Attack, so it will NOT stack with Assassin's True Death Attack but will stack with Rogue sneak attacks and the sneak attacks from Andromalius.


Acid Retribution: The Binder gives retribution against melee attacks. He gains Mestil's Acid Sheath as a spell-like ability (caster level equals your effective binder level), three times per day.

Smoke Form: At will, the Binder can assume the form of a smoke cloud, at will. He gains Gaseous Form as a spell-like ability (caster level equals your effective binder level).

Silent and Sure: You gain a +16 competence bonus on Hide and Move Silently checks.


Vestige Level 5

Available at class level 18.


Sayyar-Sayyid, The Striding Apocalypse

Sayyar-Sayyid was a Half-Jann monarch and a warrior/sorcerer who conquered much of the desert realm, but lacked the ability to preserve his life's legacy after death. Even though his blood was strong with jinn, he was half-Jann and thus would perish as any mortal. In order to gain what he had yearn and strive towards his dream, Sayyar-Sayyid conquered the Four Theocracies of the Desert Realms.

Legend: Folly and indiscretion from Sayyar-Sayyid's subordinate commanders lead the discourteous warlord to foolishly bargain for immortality from an enclave of jinni-kind. The jinni, being creatures of manners, pride and courtesy took his actions as an insult, but one they kept hidden behind false faces and magical turbans. They each geased Sayyar-Sayyid with four tasks to prove his worth. He set off to fulfill his obligations and succeeded shedding much blood in his wake.

When he honored his end of the bargain and sought more power and magic, the conclave of jinn granted him his wish, but each only granted one part out of four. On his deathbed, he came to realize the consequences of his rash act and regretted the poor bargain he made. Uttering the last of four parts of the wish, he did not journey to his heavenly paradise, but was diverted away from the courts of forefathers. Cast out of both Heaven and Hell, with no realm of afterlife to turn to, Sayyar-Sayyid wanders the cosmos hoping someone would upon his existance as a vestige.

Special Requirement: For being denied his wish of true immortality, Sayyar-Sayyid despises jinn-kind and their servants. Thus, in order to summon his vestige, the binder must place an object of monetary value or symbolic importance to jinni-kind in the seal when calling him. It could be a simple lamp, a pearl, a brazier of open flame, or a coveted gemstone.

Manifestation: Elementals, no taller than pinky finger, of all four classifications erupts from the surface of the seal. They exit the confines of the seal and rapidly approach the binder. They immediately climb, stride, and barrow across the binder's body but do no damage to his persona or possessions. The sensation is unnerving to the binder. They sneer and facilitate rude gestures to binder in any attempt to remove them from his body. Moments later, the seal rapidly pours with sand, filling it like an hourglass and the elemental return crossing the seals boundaries. Suddenly it blows away; leaving a half-Jann draped like an elegant sheik wielding twin scimitars aflame. However, its face is skeletal, lacking flesh and blood and howls aloud with outrage. The vestige is dry and desiccated to the eyes of the binder, like sun-dried fruited with cracked skin, devoid of moisture and fluid.

Sign: The binder and his possessions have a parched quality about to them. Their texture is gritty and dry. The binder's face and skin is withered and parched for the duration of the pact.

Influence: If the opportunity to barter or enter negotiations presents itself, Sayyar-Sayyid demands that you enter immediately to speak.

Granted Abilities: Where the vestige of Sayyar-Sayyid strides, he leaves devastation in his wake. A half-Jann warlord and sorcerer of impressive power, Sayyar-Sayyid gives the binder the ability to strike from afar with his gaze and touch, power over the elements, and his mastery over sand and its inhabitants.

Blindsight: You gain the feat Blind Fight.

Sand Dragon's Breath: The binder may expel, as a breath weapon, a burst of fine sharp sand particles up to 50 feet away, once per day. The breath weapon inflicts 1d4 points of damage per his effective binder level, to a maximum of 15d4. The target must make a reflex save, or be blinded for the number of rounds equivalent to the binder's charisma modifier plus his effective binder level.

Eyes of Hateful Desert: The binder's eyes are treated as a gaze weapon. Any foe caught within 20 feet caught within her line of sight suffers 1d8 points of damage per effective binder level. This ability may be used three times per day.

Falling Star: At will, you can throw a little buring orb to foe, gaining Sol's Searing Orb as a spell-like ability (caster level equals your effective binder level).

Orthos, Sovereign of the Howling Dark

Ancient and unknowable, Orthos gives its summoners the power to sense what they cannot see, to fool the sight of others, and to turn their breath into wind that can speak or scour flesh from bones.

Legend: Orthos might well be the original vestige - the first being to break the boundaries and see past the window of reality to the nothingness beyond. Pact magic texts always mention this entity, and persistent explorers can find its seal represented in art or architecture on most planes, as well as in the ruins of many ancient civilizations. Binder scholars have a thousand theories about Orthos' origins, but none is more than mere supposition. All agree that Orthos is inestimably old, and it has long since shed whatever form and persona it might once have had, becoming an alien and distant being. In deference to its great age and the hallmark of its appearance, binder scholars have dubbed Orthos the Sovereign of the Howling Dark.

Special Requirement: You must summon Orthos within an area of bright illumination.

Manifestation: When Orthos begins to manifest, a breeze seems to pass over the summoner, but it ruffles nothing except the summoner's hair and clothes. The breeze intensifies, becoming a cold wind, and a low whistle emanates from the vicinity of Orthos' seal. Directly over it appears a black speck - a mote of shadow like a blind spot in the observer’s vision. The whistle becomes a moan that slowly rises in pitch and volume, eventually transforming into a howl as the darkness spirals outward, opening like the pupil of some great cat's eye with an explosive rush of wind. The howling grows so loud that it pains the ear while the seemingly nonexistent wind buffets the summoner. Then it stops. In the sudden silence, an unseen, unheard, yet palpable presence slides out of the black aperture and hovers heavily over the seal.

Though not detectable by any sense, Orthos is eerily extant, and its presence can be felt by even the dumbest of beasts. The vestige says nothing; its summoner can only plead her case and hope that Orthos does not impose its influence.

Sign: You always seem to be buffeted by a breeze that no one else can feel, even when you're indoors. The eerie wind makes no noise, but it tousles your hair and belongings, frequently changing direction.

Influence: While influenced by Orthos, you are averse to darkened areas and loud noises. Additionally, Orthos requires that you speak only in a whisper.

Granted Abilities: Orthos gives you displacement and breath that you can use as a weapon.

Cold Displacement: The Binder can surround herself with a light-bending glamer that makes it difficult for others to surmise your true location. She gains Ethereal Visage, Improved Invisibility, and Cold Shield as spell-like abilities (caster level equals your effective binder level), three uses per day.

Whirlwind Breath: The Binder may exhale similar to exhaling a Frost Breath spell, in addition to a knockdown. She gains Whirlwind Breath as a spell-like ability (caster level equals your effective binder level), one use per day.

Whispering Wind: You can send a threat on the wind. You gain Greater Shout as a spell-like ability (caster level equals your effective binder level), one use per day.