rules:vestiges

Vestiges

Vestige Level: 1st

Binding DC: 18

Special Requirement: Yes

Arak Thunderfist, a forceful being motivated by tests of strength and his hatred of psionics.

Legend: Arak was born in the tundras to the far north and made his way to Barrow's Maw as a way to gain strength. He famously granted the last wish to an ancient red dragon and outran a purple worm after the rest of the party abandoned him. Finally, he managed to reclaim the legacy of the order of the grapple mages. Only one thing has marred his exalted and proud existence, and that was 2 consecutive losses to a hill giant that practiced the ancient art of 'sumo'.

Special Requirement: Binder cannot be psionic.

Manifestation: A large sized humanoid appears before the binder in a blinding lightning strike.

Sign: Your eyes turn ice blue and lightning begins to crackle from your hands.

Influence: You become irritable and likely to start fights with whoever you feel has slighted you. You also start using short simple and direct sentences that are mostly monosyllabic.

Granted Abilities:

Fists of Lightning:
You can cast shocking grasp as the spell once every 5 rounds.

Mage's Grip:
You gain the benefits of the Improved Grapple feat.

Immovable Self:
As a move action you can cause your body to become suspended in space as though it were an Immovable Rod for one round. While this ability is active you can take no actions and lose your dexterity bonus to AC. Once you have used this ability, you cannot do so again for 5 rounds.

Bane of Psions:
Your weapons and natural attacks deal an extra 2d6 damage against psionic creatures.

Vestige Level: 3rd

Binding DC: 20

Special Requirement: No

[Description]

Legend: xxx.

Manifestation: xxx.

Sign: xxx.

Influence: xxx.

Granted Abilities:

Potion Adept
The effects from potions you consume are treated as if their caster level were 4 higher.

Teachings of the Invisible Hand
As a full-round action, you can make yourself invisible (as with the invisibility spell). Making an attack ends the invisibility (as normal), but otherwise, the effect lasts a number of rounds equal to your effective binder level. You can invoke this ability as a standard action at 5th level, as a move action at 10th level, and as a swift action at 15th level. Once you return to visibility, you cannot use this ability again for 5 rounds.

Web of Deceit
While bound to Tanhik, squares within 10 feet of you are considered difficult terrain for hostile creatures.

Wide-Reaching Conspiracy
You gain a +1 bonus to all knowledge skills and are considered trained. This bonus increases by 1 every four binder levels.

Vestige Level: 3rd

Binding DC: 20

Special Requirement: No

[Description]

Legend: xxx.

Manifestation: xxx.

Sign: xxx.

Influence: xxx.

Granted Abilities:

Formless Anatomy
When a critical hit or sneak attack is scored on you, there is a 50% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Grounded
You gain the benefits of the improved trip feat even if you dont meet the prerequisites.

Protean
While bound to Ash, you can take a full-round action to shift your body into one of the forms below. If you change forms, you lose the benefits of your previous form. You revert to normal if Ash is expelled or leaves.

FormDescription
Hag ClawsYour hands become claws that deal 1d6 damage. This damage increases to 1d8 at 10th level and 2d6 at 15th level.
StonefleshStone begins to sprout from your skin, causing you to gain DR 2/-. For every 5 effective binder levels above 5th, the DR increases by 1 point.
Giant ArmsYour forearms and hands become huge. You are treated as being one size larger for grapple checks. You benefit from the Improved Grapple feat, even if you do not meet the prerequisites.
Dragon WingsYou can fly up to 60 feet in a straight line as a move action. You must touch the ground before you use this ability agian. You can use your wings to fall as if affected by feather fall.

Strong Heart(ening)
As a standard action, you can give yourself 5 temporary hitpoints. Once you have used this ability, you cannot do so again for 5 rounds.

Ultimate Lifeform
As a swift action, you can activate all forms of your protean ability simultaniously, and your hag claws deal damage as if they were one size larger. Once you have used this ability, you revert to your original form and cannot use this ability or any protean forms for 5 rounds.


Vestige Level: 1st

Binding DC: 18

Special Requirement: Yes

Once the champion and leader of the largest and most feared guild in Barrow’s Maw, the Brutal Fist valued martial prowess above all else. His mighty knuckles inducted each new member of the guild with a bone shattering blow, proving that all the front line fighters of the Union could take a hit.

Legend: None who ventured out with him in their party ever feared defeat. And none who faced his full wrath lived to tell the tale.
When the great meteor crashed down and ended the Age of Fire, legend claims that The Brutal Fist faced it unblinking. The first thing it struck was his righteous hand.

Special Requirement: The Brutal Fist’s sign must be struck with a melee or natural weapon that deals a minimum of 5 points of damage.

Manifestation: The sigil radiates with the heat and orange red light of a burning coal. The ground rises up in a large mound that crumbles away to reveal the ghostly visage of a man seated cross legged, hands planted in his knees, muscles bursting from within an unadorned gi and forehead wrapped in a short cloth belt.

Sign: While hosting The Brutal Fist, your forehead widens and slopes forward while your hands grow large and calloused. You find yourself inclined to make pithy remarks in the face of a dangerous situation and to taunt anyone you consider an adversary.

Influence: The Brutal Fist shows disdain for all magical effects. Under its influence, you will not cast spells, use spell-completion magic items, or take guff from smarmy know-it-all spellcasters.

Granted Abilities:

The Body that Mike Built
Your constitution score increases by +2. Additionally, your natural armor increases by 1 + half your constitution modifier.

Brutal Strikes of Burning Spirit
As a swift action you can ignite your fists, coating your arms and weapons in flame. Any melee attacks you make this round deal an additional 1d6 + half your binder level fire damage. Once you have used this ability, you cannot do so again for 5 rounds.

Hardened Fists
You are considered proficient in unarmed strikes and gain the superior unarmed strike feat while bound to this vestige.

Warrior’s Mein
While bound to the Brutal Fist, you gain the Intimidating Strike feat and have a +4 inherent bonus to Intimidate skill. This bonus increases by an additional +4 for every four binder levels you have.


Vestige Level: 1st

Binding DC: 15

Special Requirement: Yes.

Domu was the loyal companion of Druid Saint Alabaster. He imparts those who bind him with dragon-slaying prowess and the blessings of his goodness.

Legend: xxx.

Special Requirement: Domu will not answer the call of an evil-aligned creature.

Manifestation: A shining light shoots from Domu's sign into the sky. A small, dog-like creature made of golden ice forms in the center.

Sign: Your teeth take on a more canine shape and your tongue grows longer. Any body hair you have turns white as snow.

Influence: You become extremely loyal to one of your allies, with a strong preference for the good-aligned and druids. You are unwilling to leave this person's side, and would fight to the death to save them.

Granted Abilities:

Bane of Dragons
Your weapons and natural attacks deal an extra 2d6 damage to creatures of the dragon type.

Exalted Strikes
Your weapons and natural attacks receive a +1 sacred bonus to attack and damage, and the damage you deal is considered magical for purposes of overcoming damage reduction.

Eternal Protection
While bound to Domu, you gain a +2 sacred bonus to AC and are constantly under the effects of Protection from Evil. The sacred bonus increases to +4 at binder level 10.

Investure of Golden Ice
As a swift action, you can infuse your next attack with the power of golden ice (1d6 dex damage to evil creatures only). The save DC against the golden ice is 10 + ½ your effective binder level + cha modifier. Once you have used this ability, you cannot do so again for 5 rounds.


Vestige Level: 5th

Binding DC: 27

Special Requirement: Yes

Eld Teok, a goblinoid lich prioritized vengeance above all other things. Adrift with a lack of purpose after total victory, the lich pursued further victories for their own sake. Now, as a vestige, Eld Teok grants binders unnatural fortitude, and fell alterations to their form.

Legend: Born in a small goblin community in the Ohm Basin, Eld Teok was a guttersnipe and gladiator before being killed accidentally by a noble warrior in a gladitorial bout. After striking a bargain with a wealthy ogre to return to life, Eld plotted his revenge against all who had wronged him. After slaying both his killer, and the ogre that sponsored his rebirth, the traitorous goblin was kidnapped by the enigmatic Black Knight in service to the Mad Mage of the Narsmounts. After this incident, scattered records show evidence of two persons going by the name of Eld Teok, though one eventually was recorded as ascending to lichdom, and becoming a prominent member of a local heresy.

Special Requirement: Sign must be drawn in the blood of the binder summoning him, and a javelin must be placed in the center of the sign.

Manifestation: The sign begins to sizzle and bubble like boiling water before a pillar of blood appears to erupt from the center of the circle. The pillar of blood begins to warp and shape itself into a silhouette of a bulky humanoid with a dozen arms and hands jutting from strange angles beneath a black robe. The terrible creature slumps forward, raising a hood to gaze at the summoner with two unblinking white eyes, the face of the creature otherwise featureless.

Sign: While binding Eld, your skin becomes much more dry and takes on a papery texture. Your eyelids become translucent, creating the impression that your eyes are unblinking.

Influence: While under the influence of Eld you hold grudges more easily, and will never abandon any pursuit undergone in the name of revenge. In addition, you will never trust a creature whose name begins with the letter V.

Granted Abilities:
Many Arms: You sprout an additional pair of skeletal arms. Each of your arms—new and old—ends in a clawed hand with fingers and an opposable thumb. Your original arms (if any) are your primary arms, and new limbs are secondary limbs (if you have no arms, the arms created by the spell are your primary arms).

You gain four claw attacks, each using your base attack bonus + your Str modifier for attack rolls. Each claw deals 1d4 points of damage + the subject's Str modifier, and if an opponent is struck by two or more claws in 1 round, you can rend it for an additional 2d4 points of damage + 1-1/2 times your Str modifier.

Undead Fortitude: You gain an immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. In addition, when a critical hit or sneak attack is scored on you, there is a 50% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Nauseating Glare: The gaze of your unblinking eyes can cause foes such distress that they become nauseated. When you use this ability, each opponent within 30 feet of you must succeed on a Fortitude save or become nauseated for 1 round. A creature nauseated by your gaze cannot become nauseated again for 5 rounds. Opponents can avert or close their eyes to protect themselves, as normal for a gaze attack. You can still take a standard action to focus your gaze on a target creature, as normal for a gaze attack. You can choose not to affect specific creatures within range of the gaze attack, such as your allies, if desired. You cannot use this ability if you do not show Eld's sign.

Master of Arms: You gain proficiency in the longsword, shortsword, and javelin.

Vile Touch: Each time you deal damage with a claw or longsword attack, you deal an additional 1 point of vile damage.


Vestige Level: 3rd

Binding DC: 20

Special Requirement: Yes

The Friendmaker is a benevolent entity that grants his summoners powers over magic items, the ability to imbue their allies with the qualities of the mighty oak tree, and an increased ability to thwart evil.

Legend: The Friendmaker was once an unassuming but mighty opponent of evil. For a while, he led a league of mythic heroes, before banding together with other similarly mighty heroes to defeat a great evil, hidden in a demiplane of its own design. The Age of Fire ended before The Friendmaker and their band could defeat this terrible evil.

Special Requirement: The Friendmaker's sign must be drawn in the ground before an oak tree, carved into the ground with a silver key. In addition, The Friendmaker will not answer the summons of an evil creature.

Manifestation: The drawn sigil pulses once with a soft blue light, and a lithe elven form in blue robes crawls from the tree, and stands in the center of the sign.

Sign: While serving host to the Friendmaker, your voice becomes more clear and takes on a musical quality. In addition, your skin takes on a faint pattern akin to tree bark.

Influence: The Friendmaker's influence spurs a binder to be kind and understanding before anything else. Though not incapable of violence, even extreme violence, The Friendmaker forces one under his influence to prefer non-violent solutions to problems when possible, and one under his influence will never harm a surrending or helpless foe.

Granted Abilities:

Purifying Blast: You can produce an effect identical to holy smite (caster level equal to your effective binder level) on a single creature you hit with a ranged touch attack. The ranged touch attack is a ray with a range of 100 ft. The target is cloaked in a warm nimbus of blue light and takes damage as appropriate for their alignment. Once you use this ability, you cannot do so again for 5 rounds.

Absolute Zen: You gain the benefits of the Zen Archery feat.

Divine Knack: You can use spell trigger items, such as wands and staves, as if you were a cleric of your effective binder level.

Might of The Treant: With a touch you imbue your allies with the tenacity and raw physical prowess of the treant. Affected creatures increase in size as though under the effects of an enlarge person spell cast by a cleric of your effective binder level, and gain a +2 enhancement bonus to their natural armor. Once you use this ability, you cannot do so again for 5 rounds.


Vestige Level: 4th

Binding DC: 20

Special Requirement: Yes

[Description]

Legend: xxx.

Special Requirement: xxx.

Manifestation: xxx.

Sign: xxx.

Influence: xxx.

Granted Abilities:

Adherent of True Death
You are immune to constitution drain and energy drain effects.

Scythe Mastery
While bound to Gujtoni, you are proficient with the scythe and gain the benefits of Improved Critical (scythe).

Smite Evil
You can attempt to smite an evil creature with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. If you accidentally smite a creature that is not evil, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds. Smite evil attempts per day obtained from multiple sources stack.

Reaper of Undead
When you hit an undead creature with a melee or ranged attack, you ignore any damage reduction it might have.
Undead are not immune to your critical hits or sneak attack damage.


Vestige Level: 2nd

Binding DC: 18

Special Requirement: Yes

Kippip Sunderscale, a wretched creature known for surviving many brushes with death due to his willingness to bow down to anyone stronger than him.

Legend: Kippip was an adventurer and wielder of Incarnum active during the Age of Fire. Although he was originally a disciple of the notorious Vicious Mark, Kippip's loyalties shifted many times during his life. When he was accidentally transported to the elemental Plane of Ice, he survived by becoming a Snow Weird's pet in exchange for the ability to endure the cold. Shortly following his rescue he surrendered to servitude of an undead cult so they would spare his life, eventually being saved by fellow adventurers yet again.

In this way Kippip managed to live much longer than the average kobold without ever holding an ideal of his own, and became known amongst his fellows as a testamount to self-preservation.

Special Requirement: A vessel of water must be placed within Kippip's sign, and you must place your hands in it during the summoning process.

Manifestation: The water freezes as an ethereal golden claw reaches out and grabs your hand. A scrawny blue kobold pulls itself out of the ice, and looks at you with nervous eyes.

Sign: Your hands become semi-transparent and glow with a soft light.

Influence: Kippip's influence requires you to prioritize your own survival above all else, even if it means sacrificing others or abandoning your beliefs.

Granted Abilities:

Gift of Ice
You have resistance to cold 10 and can exist comfortably in any cold environment.

Brilliance
As a swift action you can turn any weapons you are wielding, including natural weapons, into brilliant energy for 1 round. Once you have used this ability you cannot do so again for 5 rounds.

Nimbleness
You gain the benefits of the Giantbane feat even if you do not meet the prerequisites.

Help Me!
As a reaction when you take damage, you can cause a willing creature within 10 feet per effective binder level to take the damage instead of you. Once you have used this ability you cannot do so again for 5 rounds.

Cowardice
You can cast Suggestion as the spell at will, however you may only target a creature that is obviously hostile to you and you must drop everything you are holding and grovel before it as a full round action.


Vestige Level: 2nd

Binding DC: 16

Special Requirement: Yes

A human native to the Barrow’s Maw region, Rainer Duforte once guarded the wilds against predation by overzealous lumberjacks and invasive aberrations. But when his grove was demolished by the minions of the Wretched Crawler, in their obsessive demand for Wood Coin materials, he swore vengeance.

Legend: Joining with the stalwart heroes of the Ohm Bastion, he waged a holy war against the undead, the infernal, and the aberrant infestations that plagued the Ohm Basin and its neighboring territories. At his pinnacle, Rainer achieved the rank of Radiant Master, channeling the pure white hot light of the sun to eradicate unnatural beasts and otherworldly beings. He and several of Barrow’s Maw’s mightiest champions were thought lost in The Wretched Crusade when they marched into Wretch’s fortress within the Merric Wood and breached the planar barrier into The Wretched Plane.

Special Requirement: Rainer’s sign must be carved on a piece of ground unsullied by shadow, with the tip of a tree branch or other piece of vegetable material.

Manifestation: At the base of the sign, a tree branch buds and reaches toward the brightest source of light. It grows rapidly into the form of a man, his hands outstretched in benediction, with the light at his back radiating through a great crown of leafy hair.

Sign: The binding of Rainer causes your skin to glow and your eyes and fingertips to shine with sunlight.

Influence: While under the influence of Rainer, you must stand within some amount of light, preferably natural sunlight, or feel weakened and uneasy. You cannot willingly surpress your light aura.

Granted Abilities:

Bringer of Dawn
While bound to Rainer, you are surrounded by a 10ft aura of supernatural light. This aura of light shines through any darkness, even magical. The aura can be surpressed or reactivated as a swift action while you are not under Rainer's influence.

Dawn's First Light
You shape your light aura into a bolt of pure, radiant energy and hurl it at an enemy. With a successful ranged touch attack, this bolt deals 2d6 damage. if hit, the target must succeed on a reflex save (DC 10 + ½ binder level + your Cha modifier) or become blinded for 1 round. The damage from this attack increases by 1d6 every 3 binder levels beyond 3rd. Once you have used this ability, you cannot do so again for 5 rounds.
This ability deals double damage to creatures harmed by sunlight.

Master of the Green
You can command or rebuke plants as an evil cleric your effective binder level. If you have the ability to turn or rebuke plants from other classes, your levels in those classes stack with your effective binder level for the purpose of determining your turning ability. Once you have used this ability, you cannot do so again for 5 rounds.
You cannot use this ability to activate feats or abilities that consume turning attemps.

One With the Forest
While bound to Rainer, you have woodland stride as an extrodinary ability.


Vestige Level: 2nd

Binding DC: 22

Special Requirement: Yes

Originally a Cerebremancer from the Age of Fire, Ruxshin was renouned for her haughty demeanor and sharp tongue.

Legend: There are numerous records detailing the life of the Haderothi grey elf Ruxshin thanks to the work of an Age of Fire scribe known only as “Guy”. Her adventuring carrer began when she was banished from casterhaus for espousing orthodox Avazdeyan teachings. After her banishment, she managed to find success by blending eldritch powers with psionic arts.

One day, Ruxshin left Barrows Maw to slay a fearsome demon.This demon, known as Zahaak, was strongly opposed to her god, Amarasha. The deadly battles waged against Zahaak claimed many adventurers. It took many attempts to finally slay him, culminating in a final battle that ended with a devisting psionic explosion that killed all but one participant. As the sole survivor, Ruxshin was forced to inherit his title and demonic essence. Merging with a being so diametrically opposed to herself was extremely traumatic for Ruxshin. The process caused her to involuntarily shed part of her soul, leaving behind a lost fragment containing part of who she originally was.

Special Requirement: Calling Ruxshin requires you to place a gemstone or bronze artifact worth at least 250gp in the center of her seal. The binding ritual does not consume the object, though if she feels sufficiently disrespected while bound, Ruxshin may shatter the object when she is expelled.

Due to the circumstances that resulted in her becoming a vetage, Ruxshin holds a deep resentment towards demons. If you have hosted a demonic vestige within the last 24 hours, Ruxshin refuses to answer your call. If you call a demonic vestige while bound to Ruxshin, she will forcibly expel herself and refuse to answer your call for 10 days.

Ruxshin will not answer the call of a chaotic good creature without some kind of grand offering, which she will take with her when expelled.

Manifestation: Four arms rise from the ground, surrounding the offering placed at the center of the seal. Just above the offering, the arms interlock their fingers and drag it down below the surface of the seal1) . A gaunt grey elf woman with white hair rises from below, holding the offering. She looks like she was just crying, but the emtpy stare of her sunken eyes give the impression that she ran out of tears long, long ago

Sign: The tips of your hair turn white and your whole body seems to lose some of its color. You appear desaturated, and your hands become mildly transparent.

Influence: Ruxshin's Influence causes you to become arrogant, narcassistic, and a little snobbish. You look down on everyone, but will usually limit yourself to passive agression with allies and members of high-society. Ruxshin's hatred of demons is so intense that she requires you to initiate combat with any demon within 10 rounds of meeting them. In combat, you must prioritize killing demons over all other creatures. If you witness a demon summoning or find out a demon was summoned, you may target its summoner instead.

Granted Abilities:

Blaspheme
You speak a single syllable of dark speech, creating an effect identical to the shatter spell. Once you have used this ability, you cannot do so again for 5 rounds.

Eldritch Blast
Your pact grants you the ability to weild terrifying eldritch power against your foes.

At will, as a spell-like ability, you may make a ranged touch attack against an opponent. This ray has a range of 30 feet and deals 1d6 force damage. For every three effective binder levels above 3rd, increase the force damage by 1d6 (maximum 5d6) and increase the range by 5 feet (maximum 50ft).

​​​​​​Expanded Conciousness
While bound to this vestige, you are considered psionic and may become psionically focused. Additionally, you benefit from the Psionic Shot feat even if you do not meet the prerequisites.

Synchronicity
You can use synchronicity as the power of the same name. Once you have used this ability, you cannot do so again for five rounds. Starting at 6th level, you use synchronicity as if it were augmented.


Vestige Level: 2nd

Binding DC: 19

Special Requirement: Yes

The Silent Pyromancer was a genius evoker and the sole apprentice of the Crimson Prelate.

Legend: The Silent Pyromancer was sent to Barrow's Maw to complete her master's harsh training with practical experience. She never spoke except to intone the verbal components of spells. She obliterated anyone who stood in her way with flames.

Special Requirement: You must cremate the corpse of a living creature in the center of the Silent Mage's seal. Any kind of creature will work except vermin.

Manifestation: The ashes swirl into the form of a robed figure wearing a pointed hat. Her eyes burn with scarlet flames as she regards you placidly.

Sign: You always have a fine layer of ash dusting your shoulders.

Influence: The Silent Pyromancer's influence prohibits you from speaking except for the verbal components of spells or supernatural abilities.

Granted Abilities:

Local Magic Expert
While bound to the Silent Pyromancer, you are considered trained in Knowledge (local), Decipher Script, and Spellcraft. You receive a bonus to these skills equal to your binder level.

Scorching Ray
You can cast scorching ray as a supernatural ability with a caster level equal to your binder level. Once you have used this ability, you cannot do so again for 5 rounds.

Fireproof
You gain fire resistance 10. Additionally, you gain a +2 bonus to any saves against effects that deal fire damage and a +2 bonus to AC against attacks that deal fire damage.

Burning Presence
You can generate an aura of fear as a swift action. All living creatures within 10 feet must succeed on a Will save (DC 10 + ½ binder level + your Cha modifier) or become shaken for 1d3 rounds. Multiple exposures to the same aura have no additional effect. Once you have used this ability, you cannot do so again for 5 rounds.


Vestige Level: 1st

Binding DC: 15

Special Requirement: Yes

A brave warrior from Zakarion who shares her jumping love and aptitude with any who bind her.

Legend: The first tales of Varushka can be traced back to Zakarion, a heavily magical nation that existed during the Age of Fire. She was forced into slavery when it was discovered she had no magical talent, spending more than a decade digging ditches near the front lines of a war. Varushka secured freedom for herself when she managed to leap out of the 20-foot deep trench she was being forced to work in. The overseer, unable to believe what he had seen, was too shocked to react before Varushka pushed him into the pit. She lowered the ladder as the other slaves stabbed him to death, then left for the Ohm Basin with the overseer's glaive, gold, and helmet.

Shortly after arriving in the Basin, Varushka was involved in a gladitorial combat incident that would come to shape the rest of her rather short life. She accidentally killed an opposing combatant, namely Eld Teok-Victorum (formerly) of the Black Bridge Shivers. After a few years, Eld managed to come back to life and began adventuring in Barrow's Maw shortly after. While on an expedition, he threw a javelin through Varushka's back. The damage from this wound would eventually go on to kill her. Eld used the bones from one of her legs to craft an incredibly magical javelin.

Special Requirement: For Varushka to answer your call, you must leap over her sign. If you have hosted Eld Teok-Victorum at any point within the last 24 hours, she refuses to answer your call. If you call Eld Teok-Victorum while bound to Varushka, she will forcibly expel herself and refuse to answer your call for 10 days.

Manifestation: Varushka descends from the sky, dressed in rusted scale armor. Though her armor moves as if she had two legs, it is clear that her right is missing. A javelin made of bone is runs through her body, entering through her back and exiting out her chest.

Sign: Your shadows and reflections show a javelin stabbed through your back, the tip sticking out of your chest.

Influence: Varushka's influence makes you bolder, liable to throw caution to the wind without a second thought. You feel compelled to take risks in the name of triumph and glory, even if the rewards are small.

Granted Abilities:

Heavy Strike
As part of your first attack during your turn, you may choose to make a DC 20 jump check that provokes attacks of opportunity. If you succeed on the jump check, you gain a +2 circumstance bonus to the attack roll and deal damage as if your weapon was one size catagory larger. The jump check DC increases by 10 for each size catagory above medium the target of the attack is.

Hypermobile
You gain the benefits of the mobility and leap of the clouds feats while bound to Varushka, even if you do not meet the prerequisites.

Like the Wind
While bound to varushka, you gain a 10 foot enhancement bonus to movement speed and a +6 inherent bonus to jump. At binder level 5, these bonuses increase to 20 feet and +12 respectively. They increase to 30 feet and +18 at binder level 10.

Perilous Impact
Whenever you make a jump check before attacking, Your next attack deals an additional point of damage for every 5 your check result exceeds 20. This may be used in conjunciton with heavy strike.

Polearm Proficiency
You are considered proficient in all simple and martial two-handed weapons with reach.


Vestige Level: 3rd

Binding DC: 19

Special Requirement: No

One million gold, turned to dust in a blinding flash. Through the power of binding, however, you may still access this arsenal.

Legend: The psionic explosion that ended the Zahaak battle was so powerful, it evaporated all but the most powerful magical artifacts within its radius. The wizardly bard Aponchix could not escape the explosion's range, and both he and his most valuable items were turned to dust. The concentration of magic within his collection was so strong that remnants of it persisted even into the new Age.

Manifestation: The Vault of Aponchix appears as a large Wardrobe covered in melted gold coins. Various magic weapons and items protrude from the melted gold.

Sign: While bound to the Vault of Aponchix, you leave an extremely fine layer of gold dust on whatever you touch. This dust can be blown or wiped away without effort, and is too small to be collected in any useful capacity.

Influence: You are extremely protective of your magic items, and refuse to part with them under any circumstances. You are reluctant to use consumables such as scrolls, wands, and potions.

Granted Abilities:

The Arsenal of Aponchix While you are bound to the Vault of Aponchix, you gain access to a selection of magic items. You are considered to be proficient with any equipment granted to you by this vestige for the duration of the pact.

Select one item from the table below. You may only select an item if you meet the minimum binder level requirements.

Binder LevelSummonable Items
5th+1 longsword, +1 combosite longbow (+2 str bonus), +1 light crossbow, minor cloak of displacement
10th+1 exhausting longsword, Oathbow, +1 light crossbow w/50 brilliant energy bolts, major cloak of displacement, belt of magnificence +2
15th+2 anarchic exhausting longsword, +3 holy Oathbow (+5 str bonus), +1 light crossbow w/50 +5 brilliant energy bolts and 50 +1 ghost touch bolts, robe of the archmagi (white, grey, or black), belt of magnificence +4

Select two items from the table below. You may only select an item if you meet the minimum binder level requirements.

Binder LevelSummonable Items
5thbag of holding (I), boots of levetation, bracers of archery (lesser), bracers of resistance +1, efficient quiver, eyes of the eagle, lens of detection, ring of sustinance, any attribute-enhancing item (+2 bonus)
8thbag of holding (II), boots of speed, bracers of archery (greater), bracers of resistance +2, cloak of displacement (minor), helm of telepathy, ring of force shield, stone of good luck, any attribute-enhancing item (+4 bonus)
12thbag of holding (III), boots of speed and levitation, bracers of resistance +3, cloak of displacement (major), ring of evasion, ioun stone (pale green spindle), glove of storing, goggles of night, any attribute-enhancing item (+6 bonus)
15thbag of holding (IV), belt of magnificence +2, boots of teleportation, bracers of resistance +4, gem of true seeing, mantle of faith, mantle of spell resistance, portable hole, ring of freedom of movement, wings of flying

Once chosen, your item selection cannot be changed without expelling and rebinding the Vault of Aponchix. You cannot select an item more than once, nor can you select two items that occupy the same item slot. If an item from the Vault of Aponchix leaves your possesion, it instantly becomes non-magical and disappears after one round. A lost item can be resummoned from the Vault of Aponchix using a swift action.


Vestige Level: 2nd

Binding DC: 16

Special Requirement: No

Much like how a snake sheds its skin, Xiuhcoatl would shed his mortal coil many times over the course of his adventuring career.

Legend: Xiuhcoatl came to the Basin as a young, prideful warrior, exiled from his homeland for killing a peer in anger. He was humbled immediately during his first adventure, first being overwhelmed by housecats and then losing for seeking glory instead of freeing his allies. Over the course of their adventures, Xiuhcoatl died and returned no less than three times, each time sporting a different face and a slightly different personality. When the Serpent spirit guide settled behind their eyes and the spectre of Rulership entered their mind, the tension in their soul grew and grew. When he died for the final time, the overtaxed soul shattered, flinging shards across the world.

Special Requirement: None.

Manifestation: A dark-skinned face rises out of the circle at your feet and rapidly looks this way and that, ghostly afterimages of the same face as a young human, bearded dwarf, half-elf, and goblin following it. Sometimes the head appears to wear a heavy golden crown. A thin green snake slithers out of the circle and wraps itself around the person's neck, and the images stabilize, collapsing into one of the heads you saw before.

Sign: Your hair ties itself into a topknot, Xiuhcoatl's sign of contrition, and becomes perfectly symmetrical around the center of your face. Your ears point or unpoint and your facial features subtly alter, rendering your race slightly harder to identify.

Influence: Xiuhcoatl's influence requires you to remain humble and not seek out glory or recognition. However, it strengthens any desire you have for the same.

Granted Abilities:

Dwarven Echo
You are proficient with dwarven waraxes urgroshes. Additionally, you gain a +2 bonus to fortitude saves against poison and darkvision out to 60 feet.

Goblin Echo
You gain a +2 bonus to your dexterity score and a +1 bonus to your attack rolls.

Half-Elf Echo
You are immune to sleep effects. Additionally, you gain a bonus to listen, search, and spot equal to half your binder level.

Polyglot
While bound to Xiuhcoatl, you gain the ability to speak dwarvish, elvish, and goblin.

Serpent's Blessing
As a supernatural ability, you can create an effect identical to legion's snake's swiftness. Once you have used this ability, you cannot do so again for 5 rounds.

Wall-Walker
You can grant yourself the ability to spider climb (as the spell) while bound to Xiuhcoatl.


Vestige Level: 1st

Binding DC: 16

Special Requirement: Yes

The Devilbane was a wolf-riding halfling ranger who struck fear into the hearts of devils.

Legend: The Devilbane rained arrows upon her foes while manuevering around the battlefield atop her wolf animal companion. When a powerful devil was summoned to face her allies, she nearly felled it with two silver arrows, demanding that it flee from whence it came. When it stayed and attempted to fight, her third arrow slew it.

Special Requirement: The Devilbane's seal must be drawn with the tip of a silver arrow.

Manifestation: The sign glows green, and a short hooded figure stands in a confident pose.

Sign: You smell like a wolf.

Influence: The Devilbane's influence requires you to be a friend to animals (most especially your steed), and to slay any Devils you encounter.

Granted Abilities:

Blessing of Silver
Weapons you wield become coated in a supernatural silver while they remain in your hands.
Any weapons you are holding deal an additional 1d6 damage to creatures of the devil type. They are also treated as magical and silver for purposes of overcoming damage reduction. This applies to thrown weapons and ammunition as well.

Mounted Archery Expert
You gain the benefit of the Mounted Archery feat and a bonus to ride equal to your binder level.

Precise Shot
You gain the benefit of the Precise Shot feat.

Weapon Proficiency
While bound to Zensira, you are proficient with the composite longbow, composite shortbow, longbow, and shortbow. If you were already proficient with one of these weapons, you instead gain a +1 competence bonus on attack rolls with it.

Wild Empathy
You gain Wild Empathy while bound to Zensira, as well as a +4 competence bonus to any wild empathy checks involving wolves.


Vestige Level: 1st

Binding DC: X

Special Requirement: Yes

[Description]

Legend: xxx.

Special Requirement: xxx.

Manifestation: xxx.

Sign: xxx.

Influence: xxx.

Granted Abilities: xxx.


1)
If the offering is not suitable, the arms throw it back through the circle, utterly destroyed. Ruxshin leaves and will refuse any calls from the binder for the next 10 days.
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  • rules/vestiges.txt
  • Last modified: 2024/11/17 02:01
  • by ro