Zaydos
2013-10-09, 10:06 PM
So I decided to make some vestiges inspired by the Avengers, got a Hulk one still in the works but decided to post what I'd gotten thus far because my internet access is limited at the moment. Added Hulk.
Tonjak, the Living Armor
Tonjak was a suit of armor granted with fabulous powers and a life all its own, as a vestige it grants its binder the same powers it manifested in life.
Level: 6th.
Binding Check DC: 26.
Legend: Story tells that Tonjak was the masterpiece of a skilled artificer, a suit of armor so fine it seemed to have a life of its own. This armor had a terrible secret and a terrible price, its power came at the cost of its wearers life. Tonjak’s creator paid this horrible price, his life siphoned away from him in battle yet Tonjak kept fighting uninhabited. Tonjak continued, guided by an unknown purpose, until it dove into the depths of Hell itself. There the armor was shattered by Asmodeus, brought low and broken by his ruby rod. Yet something of it still lingered, some enchantment which remained even if only as a shadow of itself, becoming a vestige.
Manifestation: Tonjak appears as an animate suit of red and golden armor, its face plate missing and chest cracked and crushed. Dents mar its form, scoffs and damage from myriad battles. The vestige does not speak, only occasionally producing a whining sound, like two mechanisms scraping across each other.
Sign: Your face becomes unmoving and impassive even as your hands and chest turn red.
Influence: Tonjak fought on without fear or guidance after its creator was slain. If you fall under its influence you show the same arrogant disregard for danger and your own injuries. You show no fear of physical destruction, and will not retreat from combat due to injuries or even pause in it to heal your wounds mid battle.
Granted Abilities: While bound to Tonjak you possess some of the great powers that the mystic armor held before its destruction.
Force Armor: As a full round action you can manifest an armor of gold and red energy around yourself. This armor provides an armor bonus to AC of 4 + ½ your EBL, and may be dismissed as a standard action. This is considered a force effect and protects against incorporeal touch attacks.
Moderate Fortification: As if your body was no longer fully human your weakest points become better protected granting you a 50% chance of negating any critical hit or sneak attack that would be applied to you.
Repulsor Blast: You gain the ability to project powerful blasts of force from the palms of your hands which can knock opponent back. You must have a hand free and make a ranged touch attack with a range of 60-ft against the target. If you hit the target they take 1d4 force damage per (effective) binder level and you must make a bull rush check using your effective binder level as your Strength modifier to push back the target; you are considered to be moving with the target out to the maximum range of your repulsor blast. Once you use this ability you must wait 5 rounds before using it again.
Flight: While Tonjak is bound you gain a 60-ft fly speed with good maneuverability. Despite this flight’s maneuverability you may not hover in place unless you spend a move action to do so.
Spirit of Iron: While Tonjak is bound you can fight on despite your body failing, granting you the Diehard feat as a bonus feat.
Pymos, Verminkin
Pymos was once an arcanist and expert on vermin of all sorts and those who bind him find they are able to assume a variety of sizes and command insects just as he once could.
Vestige Level: 6th
Binding Check DC: 25.
Legend: Pymos was once a promising young wizard, whose intellect and inventiveness were the envy of his fellows at a great academy. His studies turned towards insects and arachnids, researching the nature of vermin both mundane and monstrous. Pymos made great leaps, creating magic to control vermin with ease, bypassing their small minds entirely. This led to a greater envy from his fellows and one slipped the researcher a vile poison which slowly but surely increased Pymos’s obsession with his own studies.
Pymos dived into his research with a new passion, neglecting family and friends estranging himself from his fiancée and driving himself to be alone. Even his academic relationships suffered as the mage grew irritated with any diversion from his research. His health suffered as the mage went days without food or sleep, and slowly he wasted away. Only on the brink of his own death did Pymos realize what he had lost in his pursuit of his research and in the clarity of oncoming death, Pymos turned his intellect towards finding the culprit.
One of his fellows, now a highly influential wizard, was found stripped to the bone by ants. Pymos himself was never seen again, stories tell that he had dispersed his consciousness throughout swarms of ants to extract his vengeance others say that his vengeance secured Pymos turned again to his research and even in death he could not quit his obsession.
Manifestation: Pymos manifests as a man dressed in red robes, his head that of a giant ant. His voice is resonant and deep.
Sign: Antennae grow from your head even as your eyes become like those of ants.
Influence: Pymos’s obsessiveness is infectious and those who fall under his influence find it difficult to turn from any task once started. Even a finished task will be returned to, obsession driving the binder to seek to perform it perfectly. When under Pymos’s influence the binder must take 20 on any check that they can.
Granted Powers: While bound to Pymos you can change your size to nearly any size that a vermin can possess, summon swarms of winged ants, and charm vermin.
Growth: As a full round action you can grow up to one size category per 6 EBL (max 3 categories) gaining reach based on your new size. If you increase 1 size category you gain +2 Strength and -2 Dexterity, if you increase 2 you gain +4 Strength and -2 Dexterity, if you increase 3 you instead gain +8 Strength and -4 Dexterity. You may return to your normal size as a full-round action.
Shrinking: As a full round action you can shrink up to one size category per 6 EBL (max 3 categories) gaining reach based on your new size. You gain -2 Strength and +2 Dexterity per reduction in size category. You may return to your normal size as a full-round action.
Summon Ant Swarm: As a standard action you can summon one or more swarms of winged ants (treat as swarms of locusts) within 60-ft. These swarms may appear in areas occupied by other creatures, and remain stationary unless ordered to move as a standard action. These swarms remain 3 rounds or until dispersed. Once you have used this ability you may not use it again for 5 rounds.
Dominate Vermin: As a standard action you may attempt to dominate the mind of any vermin within 60-ft. This functions as Dominate Person except that it may (only) affect vermin ignoring their mindless trait and type based immunity to mind-affecting effects, its duration is as long as you have Pymos bound or until you activate this ability again. Once you use this ability you must wait 5 rounds before using it again.
Anstark the Inventor:
In life Anstark was a great inventor of magical artifice, and as a vestige he bestows some of this same inventiveness to those who bind him.
Level: 4th.
Binding Check DC: 22
Legend: Anstark was a great inventor of magical armaments, even among the dwarves his talents were well renown. Anstark grew ambitious, attempting to make the ultimate weapon, a suit of armor which would render its wearer unrivaled in power across the planes. Anstark made his armor, a wonderful design, and set off to prove its power with a one-man war on Hell itself. Unfortunately his armor was powered in part by the life force of the wearer and Anstark found his very essence being drained away. Anstark’s soul itself was whittled away leaving something that the world could no longer tether, neither heaven or hell and sentencing him to eternity as a vestige.
Special Requirements: Anstark’s sign must be drawn with wine or another alcoholic substance.
Manifestation: Anstark appears as a man with black hair and a goatee. His chest is bare of flesh, a glowing crystal taking the place of his heart, and below that his body unravels into scrap metal. Anstark always appears with a bottle of wine, liquor, or spirits in hand.
Sign: A glowing crystal forms atop your chest over your heart.
Influence: In his life Anstark was fond of alcohol and other intoxicants and even as a vestige he attempts to compel those who have bound him to indulge likewise. While influenced by Anstark a binder can never refuse an offer of alcohol or other intoxicating substance, and if they are able to obtain it without an immediate risk to themselves must do so.
Granted Powers: Anstark grants those who bind him a measure of his inventiveness manifesting a tool for every occasion, a knack for improving arms and armor, and the ability to more easily manipulate magical tools.
Anstark’s Talent: While Anstark is bound you gain a +4 competence bonus to Knowledge (Arcana), Spellcraft, and Use Magic Device checks and may make all of them untrained. In addition you may take 10 on Use Magic Device checks even when rushed or threatened.
Summon Wand: As a move action you may conjure a wand into existence. This wand may contain any 1st level or lower sorcerer spell from the Player’s Handbook (increasing to 2nd level at EBL 8, and 3rd at EBL 15) without an expensive material component and with a casting time of one standard action or less at a caster level of your Effective Binder Level and vanishes at the end of your turn. Any spell cast from the wand has its duration reduced to 3 rounds if it would normally be longer. Once you have used this ability you may not do so again for 5 rounds. You may use this ability to call wands with no more than 2 plus your Intelligence modifier (minimum 1) in different spells each day.
Enhance Item: You gain a pool of weapon and armor enhancement bonuses equal to one-half your EBL which you can parcel out among as many weapons and armors as you desire. For each bonus you imbue an item with it gains a +1 enhancement bonus (as if magical) and may strike targets as a magic weapon if it is a weapon. This bonus does not stack with enhancement bonuses it might have from other sources (such as Masterwork or being magic), and the bonus on any one item can never exceed 1/4th your EBL.
Logarth, the Hunter
In life Logarth was a mighty hunter who became as much beast as man, and he grants those who bind him some of his primal power.
Level: 5th
Binding DC: 25.
Legend: Legends do not agree on whether Logarth was an elf, orc, dwarf, human, or even a gnome, what they do agree upon is that in order to become a great hunter Logarth infused himself with the powers of beasts. He grew less and less humanoid, and more and more animalistic. As he did Logarth found himself alienated from his people. To win their favor he sought more and more difficult prey. One day Logarth went after prey that was beyond even his talents. Stories conflict on what happened next. Some say Logarth attempted to hunt a god of the hunt, others that he decided to hunt a being from beyond this reality. Whatever the truth, Logarth never returned but haunted the dreams of his people for years before a binder realized that the hunter’s spirit was a partially free vestige and through a special ritual pushed it fully into their realm.
Manifestation: Logarth appears with a humanoid face, his hair thick and heavy sideburns obscuring most of it. From the neck down he seems an amalgam of beast parts, each time he is summoned different animals are thrown into the mix. Always, though, he remains bipedal and from his two “arms” three metal claws thrust between the digits of their paws.
Sign: Logarth’s sign is the metal claws which spring from the back of the binder’s hands positioned between their knuckles.
Influence: Logarth was once a mighty hunter and even now he cannot abide letting prey go free. Logarth demands that you provide your own food, not accepting that given to you by others (even in exchange for goods or services) and that you pursue any enemy that would escape from you not relenting until they are captured or dead.
Granted Powers: Logarth grants those who bind him an accelerated healing rate, the instincts and senses of a beast of prey, and his two powerful claws.
Claws: While binding Logarth you gain two pairs of metal claws which can be used as primary or secondary natural weapons. These claws deal 1d6 (if medium sized) plus Strength (if primary) or ½ Strength (if secondary) damage and threaten a crit on a 19-20 dealing x3 damage. They overcome DR and Hardness as if they were made of adamantine. You may not use these claws unless you are showing Logarth’s sign.
Fast Healing: When Logarth is bound you gain Fast Healing 2, this increases to 3 at 12th, 4 at 15th, and 5 at 18th.
Fast Ability Damage Healing: While Logarth is bound you heal 1 point of ability damage to all ability scores each round. You do not heal ability drain with this ability.
Uncanny Dodge: While Logarth is bound your combat senses sharpen granting you the Uncanny Dodge as a barbarian. If you already have Uncanny Dodge you instead gain Improved Uncanny Dodge and may add your EBL to your level in classes which grant Uncanny Dodge to determine your effective level for what rogues can flank you.
Scent: While Logarth is bound your nose sharpens granting you the ability to find prey without sight or sound. You gain the Scent ability.
Rojar the Nomad:
In life Rojar was a noble warrior, skilled in armed and unarmed combat.
Vestige Level: 3rd level.
Binding Check DC: 19.
Legend: In life Rojar was a noble knight, dedicated to the defense of the people and loyal servant to his lord. Rojar became known as the Knight of the Shield in his role as protector, and became a shining beacon of hope. Rojar’s liege-lord died, and his son took the throne. For several years the new king ruled well but each year he grew more decadent and corrupt, and eventually Rojar was forced to choose between the people of his country and his liege-lord.
His hands stained with the blood of a king, Rojar began a pilgrimage of repentance, seeking his true self in his wanderings. Rojar swore a great oath before the gods to wander acting as guard and protector to the weak until his conscience was clear once more. In death he was thrice offered the chance to rescind his oath and move on to paradise and thrice he refused the gods.
Special Requirements: Even as a vestige Rojar continues to keep his vow. As such, Rojar never (wholly willingly) binds to a creature which is neither good nor lawful.
Manifestation: Rojar manifests as a man in scale-mail armor, and a heavy blue cloak. The cloak’s hood covers Rojar’s face completely, and his hands drip constantly with blood. Upon his arm he bears a round shield blazoned with the symbol of a god of law and good, though which god’s changes between manifestations.
Sign: Your hair becomes blonde and your eyes blue even as your muscles become more prominent and toned.
Influence: While under Rojar’s influence you cannot pass over any request for aid unless such aid would be unquestionably used for evil. In addition Rojar hates the breaking of oaths and sworn word, and requires that you never betray an agreement or oath that you make.
Granted Powers: Rojar grants the binder increased physical prowess, the ability to call his shield, and some of his skill with it.
Physical Perfection: While Rojar is bound you gain a +2 to Strength, Dexterity, and Constitution.
Call Shield: As a standard action you may call a shield to your arm. The summoned shield is round and bears Rojar’s sign upon it. This shield when used to perform a shield bash overcomes DR as if it were made from adamantine and has the following weapon traits:
Damage (Medium)Damage (Small)Damage TypeRange Increment (thrown)Crit
1d81d6Bludgeoning20-ftx3
If thrown the shield does not provide a shield bonus to AC until the start of your next turn. The summoned shield is both a magic shield and weapon with the following traits based on your effective binder level.
EBLShield EnchantmentWeapon Enchantment
7 or less+1+1 Returning
8-10+2+1 Returning Distance
11-14+3+1 Returning Distance Holy
15-18+4+2 Returning Distance Holy
19++5+3 Returning Distance Holy
Shield Fighter: While Rojar is bound you gain the Shield Ward and Improved Shield Bash feats as bonus feats.
Living Shield: Exercising some of the power and skill of Rojar you make your shield seem to come alive. As a standard action you throw your shield at one target within 30-ft dealing 1d6 bludgeoning damage (DR applies, counts as magic and adamantine) per EBL which then rebounds to another target within 15-ft of the previous target dealing half the damage dealt to the initial target per 4 EBL before returning to your hands. Each target gets a Reflex save for half damage, and if a target with evasion successfully saves the shield instantly returns without hitting any other targets. In a round in which you use this ability you lose your shield bonus to AC from Rojar’s shield until the start of your next turn. Once you have used this ability you must wait 5 rounds before using it again.
Mjol, Warrior of Thunder
A once powerful god of war and lightning, Mjol was struck down through treachery lingering as a vestige.
Vestige Level: 8th.
Binding Check DC: 34.
Legend: Mjol’s story is one of tragedy caused by treachery. Mjol was a brave deity, one of the few to take an active role in the Prime manifesting to defend both his worshipers and other mortals. Mjol had a half-mortal half-brother, who often accompanied Mjol on his expeditions. This brother, though, grew jealous of Mjol and resentful of being in his brother’s shadow.
While Mjol’s actions were well regarded by the gods of men, elves, and dwarves, but his actions led to his being hated by the monstrous races and their deific patrons. His brother plotted with a coalition of these deities to steal from Mjol his divine essence. Together they set a trap for the thunder god, taunting him into battle on the Prime while his brother and a giant god stole away into his divine realm to steal his eternal essence.
When they attempted to steal his essence Mjol felt it across the worlds and rushed back in time to strike at his foes. Mjol knew he had returned too late but, in a final act of defiance against his traitorous brother and the monstrous gods, struck at his own eternal essence turning his full power against his own divine nature. His realm was destroyed, and Mjol the god was never heard from again even in the Astral he took no form.
Manifestation: Mjol appears merely as the silhouette of a large man back lit by a swirling vortex of lighting. Small wings adorn his head, and the broken shaft of a weapon hangs from one hand. When Mjol speaks it is only in a faint whisper, like the echo of thunder heard from a very far distance.
Sign: Mjol’s sign is a pair of tiny wings which ascend from the sides of your head just above your ears.
Influence: When under the influence of Mjol a binder finds it hard to resist the taunts and insults of others. Insults may not be ignored, they must be responded to and either cast down through one-upmanship or honor restored through defeating them in combat. In addition you become suspicious of your allies, knowing that even the closest friend could harbor secret jealousy.
Granted Powers: When Mjol is bound you gain a portion of his strength and thunderous power, able to move like the lightning bolt and summon his mighty hammer to your hand.
Mjol’s Strength: You gain a +4 bonus to Strength.
Mjol’s Hammer: As a standard action you may summon a mystical warhammer to your hand. This warhammer gains enchantments based upon your EBL. You are considered proficient in this weapon.
EBLTraits
15 or less+2 Throwing Returning CollisionMiC
16-18+2 Shocking Throwing Returning CollisionMiC
19-20+3 Shocking Throwing Returning CollisionMiC
Flesh of Mjol: You gain a portion of Mjol’s deific resistance gaining DR 10/magic and immunity to electricity.
Lightning Leap: You can fly with the speed of thunder moving up to 60-ft with a good maneuverability as a swift action. Once you have used this ability you must wait 5 rounds before doing so again.
Open Portal: Once per day when Mjol is bound you may open a portal (10-ft to a side) to another location familiar to you either on your plane or on another plane. This portal remains open for 1 round allowing any creature that can pass through it to do so.
Maest, the Worldbreaker
A being of strength and rage, Maest grants his binder both of these in quantity.
Vestige Level: 8th.
Binding Check DC: 35.
Legend: Even the skalds don’t know from where Maest first sprung. Some tales say he was the result of a mage’s powers trying to transform themselves into the perfect warrior, some say that he was born of the ultimate weapon turned on its creator for the sake of a child, some say he is the rage living inside every living being given form. Even whether Maest has ever been anything but a vestige is little known.
Manifestation: Maest appears as a large man, impossibly squat. Eight feet tall, and more than four feet broad, Maest’s skin changes from green to gray and back while he deals with his binder, boils of blood forming and exploding across his flesh only to seal shut again.
Sign: Your skin takes on a green tint, as your head flattens along the top and your body expands slightly.
Influence: While under Maest’s influence you feel your rage constantly swelling. You are easily angered, and lash out destructively at those who anger you, seeking to break and destroy with anger and force.
Granted Powers: Maest grants his binder his rage fueled strength, tough skin, and the power to make powerful leaps which shake the earth itself.
Strength through Rage: You may enter a rage-like state as a swift action, gaining a bonus to Strength equal to half your effective binder level for 1 round, during which time you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. You can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. Once you have used this ability you must wait 5 rounds before using it again.
Skin of Maest: Maest hardens your flesh granting you an enhancement bonus to Natural Armor equal to your Constitution modifier.
Body of Maest: Your body enlarges granting you the Powerful Build trait as long as you show Maest’s sign.
Earthshaker Leap: As a full round action you may make a massive leap which shakes the ground you land on. As part of this action make a Jump check, multiply result by 10 to determine distance, travel (up to) full distance as part of this full round action and when you land any creature within 10-ft must make a Reflex save or fall prone and take 2d8+1-1/2 Strength damage. You may land on a creature in which case you must make a melee touch attack against then that creature takes 6d8+4-1/2 Strength modifier damage and must make a Fortitude save or fall prone, then you land in an unoccupied adjacent space and other creatures near the target are unaffected; if you miss your melee attack you simply land in an unoccupied space adjacent to the target. Once you use this ability you must wait 5 rounds before using it again.
Jana van Din, the Wasp-Lady
Jana was a famed seamstress who betrayed by her lover and used as an experiment tried to avenge herself only to see them both destroyed.
Vestige Level: 3rd.
Binding Check DC: 18.
Legend: Legend says Jana was a famed seamstress whose work was spoken of across the land even in the distant torus of Sigil and beyond. It was not this fabled skill which made her become a vetige, however. Her lover was a powerful mage skilled at bio-thaumaturgy and when her father was murdered she went to him for aid in taking vengeance. Promising her it would only be temporary her lover infused her with the nature of a variety of now extinct electric wasp, causing her body to warp and shrink and giving her the power to avenge her father. When she had done so and returned to have the transformation undone he revealed he had lied, and had simply used her to test his latest theories and that she was trapped forever in that form. Jana was furious and spent years attempting to take vengeance upon him by any means available to her, but it was all to no avail when at last he trapped her. His magic shrunk her even further, causing her to dwindle till she was too small to see, till she was too small to sense, till she was too small even to exist.
Manifestation: Jana appears as a diminutive creature obviously feminine but no longer wholly human, her body half insectile the yellow carapace of a wasp covering what should be smooth flesh. Her voice is high pitched and carries a distinct buzz as she negotiates with her binder.
Sign: Small wasp-like antennae rise from your head.
Influence: While under Jana’s influence you feel the need to put an end to fights and quarrels between friends interfering even when your help is neither desired nor wanted.
Granted Powers: Jana van Din grants you the ability to mollify allies and curb the blows of those which turn upon their allies even if not in control of their own thoughts, she grants you the benefits of the modifications that were made on her person, and the ability to close with foes without suffering harm.
Bio-Electric Sting: You may as a standard action release a blast of electricity from your hands. These bolts have a range of 20 ft and are a ranged touch attack usable at-will. They deal 1d6 electricity damage per 2 effective binder levels.
Insect’s Dance: Attacks of opportunity made by creatures at least 2 size categories larger than you automatically miss.
Peacemaker’s Calm: Creatures within 10-ft/EBL which regard you as an ally when not under the influence of charm or compulsion effects suffer a -2 penalty to attack rolls against you or your allies.
Wasp’s Flight: As a move action you may shrink 3 size categories, gain a +4 bonus to Strength and a +8 bonus to Dexterity (this is instead of any normal size-based modifiers) and fly up to twice your land speed with good maneuverability. You may use this ability as part of a charge, in which case it is a full-round action like normal for a charge, or may use Bio-Electric Sting as a standard action at any point of the movement in which case it deals double the usual damage.
Tonjak, the Living Armor
Tonjak was a suit of armor granted with fabulous powers and a life all its own, as a vestige it grants its binder the same powers it manifested in life.
Level: 6th.
Binding Check DC: 26.
Legend: Story tells that Tonjak was the masterpiece of a skilled artificer, a suit of armor so fine it seemed to have a life of its own. This armor had a terrible secret and a terrible price, its power came at the cost of its wearers life. Tonjak’s creator paid this horrible price, his life siphoned away from him in battle yet Tonjak kept fighting uninhabited. Tonjak continued, guided by an unknown purpose, until it dove into the depths of Hell itself. There the armor was shattered by Asmodeus, brought low and broken by his ruby rod. Yet something of it still lingered, some enchantment which remained even if only as a shadow of itself, becoming a vestige.
Manifestation: Tonjak appears as an animate suit of red and golden armor, its face plate missing and chest cracked and crushed. Dents mar its form, scoffs and damage from myriad battles. The vestige does not speak, only occasionally producing a whining sound, like two mechanisms scraping across each other.
Sign: Your face becomes unmoving and impassive even as your hands and chest turn red.
Influence: Tonjak fought on without fear or guidance after its creator was slain. If you fall under its influence you show the same arrogant disregard for danger and your own injuries. You show no fear of physical destruction, and will not retreat from combat due to injuries or even pause in it to heal your wounds mid battle.
Granted Abilities: While bound to Tonjak you possess some of the great powers that the mystic armor held before its destruction.
Force Armor: As a full round action you can manifest an armor of gold and red energy around yourself. This armor provides an armor bonus to AC of 4 + ½ your EBL, and may be dismissed as a standard action. This is considered a force effect and protects against incorporeal touch attacks.
Moderate Fortification: As if your body was no longer fully human your weakest points become better protected granting you a 50% chance of negating any critical hit or sneak attack that would be applied to you.
Repulsor Blast: You gain the ability to project powerful blasts of force from the palms of your hands which can knock opponent back. You must have a hand free and make a ranged touch attack with a range of 60-ft against the target. If you hit the target they take 1d4 force damage per (effective) binder level and you must make a bull rush check using your effective binder level as your Strength modifier to push back the target; you are considered to be moving with the target out to the maximum range of your repulsor blast. Once you use this ability you must wait 5 rounds before using it again.
Flight: While Tonjak is bound you gain a 60-ft fly speed with good maneuverability. Despite this flight’s maneuverability you may not hover in place unless you spend a move action to do so.
Spirit of Iron: While Tonjak is bound you can fight on despite your body failing, granting you the Diehard feat as a bonus feat.
Pymos, Verminkin
Pymos was once an arcanist and expert on vermin of all sorts and those who bind him find they are able to assume a variety of sizes and command insects just as he once could.
Vestige Level: 6th
Binding Check DC: 25.
Legend: Pymos was once a promising young wizard, whose intellect and inventiveness were the envy of his fellows at a great academy. His studies turned towards insects and arachnids, researching the nature of vermin both mundane and monstrous. Pymos made great leaps, creating magic to control vermin with ease, bypassing their small minds entirely. This led to a greater envy from his fellows and one slipped the researcher a vile poison which slowly but surely increased Pymos’s obsession with his own studies.
Pymos dived into his research with a new passion, neglecting family and friends estranging himself from his fiancée and driving himself to be alone. Even his academic relationships suffered as the mage grew irritated with any diversion from his research. His health suffered as the mage went days without food or sleep, and slowly he wasted away. Only on the brink of his own death did Pymos realize what he had lost in his pursuit of his research and in the clarity of oncoming death, Pymos turned his intellect towards finding the culprit.
One of his fellows, now a highly influential wizard, was found stripped to the bone by ants. Pymos himself was never seen again, stories tell that he had dispersed his consciousness throughout swarms of ants to extract his vengeance others say that his vengeance secured Pymos turned again to his research and even in death he could not quit his obsession.
Manifestation: Pymos manifests as a man dressed in red robes, his head that of a giant ant. His voice is resonant and deep.
Sign: Antennae grow from your head even as your eyes become like those of ants.
Influence: Pymos’s obsessiveness is infectious and those who fall under his influence find it difficult to turn from any task once started. Even a finished task will be returned to, obsession driving the binder to seek to perform it perfectly. When under Pymos’s influence the binder must take 20 on any check that they can.
Granted Powers: While bound to Pymos you can change your size to nearly any size that a vermin can possess, summon swarms of winged ants, and charm vermin.
Growth: As a full round action you can grow up to one size category per 6 EBL (max 3 categories) gaining reach based on your new size. If you increase 1 size category you gain +2 Strength and -2 Dexterity, if you increase 2 you gain +4 Strength and -2 Dexterity, if you increase 3 you instead gain +8 Strength and -4 Dexterity. You may return to your normal size as a full-round action.
Shrinking: As a full round action you can shrink up to one size category per 6 EBL (max 3 categories) gaining reach based on your new size. You gain -2 Strength and +2 Dexterity per reduction in size category. You may return to your normal size as a full-round action.
Summon Ant Swarm: As a standard action you can summon one or more swarms of winged ants (treat as swarms of locusts) within 60-ft. These swarms may appear in areas occupied by other creatures, and remain stationary unless ordered to move as a standard action. These swarms remain 3 rounds or until dispersed. Once you have used this ability you may not use it again for 5 rounds.
Dominate Vermin: As a standard action you may attempt to dominate the mind of any vermin within 60-ft. This functions as Dominate Person except that it may (only) affect vermin ignoring their mindless trait and type based immunity to mind-affecting effects, its duration is as long as you have Pymos bound or until you activate this ability again. Once you use this ability you must wait 5 rounds before using it again.
Anstark the Inventor:
In life Anstark was a great inventor of magical artifice, and as a vestige he bestows some of this same inventiveness to those who bind him.
Level: 4th.
Binding Check DC: 22
Legend: Anstark was a great inventor of magical armaments, even among the dwarves his talents were well renown. Anstark grew ambitious, attempting to make the ultimate weapon, a suit of armor which would render its wearer unrivaled in power across the planes. Anstark made his armor, a wonderful design, and set off to prove its power with a one-man war on Hell itself. Unfortunately his armor was powered in part by the life force of the wearer and Anstark found his very essence being drained away. Anstark’s soul itself was whittled away leaving something that the world could no longer tether, neither heaven or hell and sentencing him to eternity as a vestige.
Special Requirements: Anstark’s sign must be drawn with wine or another alcoholic substance.
Manifestation: Anstark appears as a man with black hair and a goatee. His chest is bare of flesh, a glowing crystal taking the place of his heart, and below that his body unravels into scrap metal. Anstark always appears with a bottle of wine, liquor, or spirits in hand.
Sign: A glowing crystal forms atop your chest over your heart.
Influence: In his life Anstark was fond of alcohol and other intoxicants and even as a vestige he attempts to compel those who have bound him to indulge likewise. While influenced by Anstark a binder can never refuse an offer of alcohol or other intoxicating substance, and if they are able to obtain it without an immediate risk to themselves must do so.
Granted Powers: Anstark grants those who bind him a measure of his inventiveness manifesting a tool for every occasion, a knack for improving arms and armor, and the ability to more easily manipulate magical tools.
Anstark’s Talent: While Anstark is bound you gain a +4 competence bonus to Knowledge (Arcana), Spellcraft, and Use Magic Device checks and may make all of them untrained. In addition you may take 10 on Use Magic Device checks even when rushed or threatened.
Summon Wand: As a move action you may conjure a wand into existence. This wand may contain any 1st level or lower sorcerer spell from the Player’s Handbook (increasing to 2nd level at EBL 8, and 3rd at EBL 15) without an expensive material component and with a casting time of one standard action or less at a caster level of your Effective Binder Level and vanishes at the end of your turn. Any spell cast from the wand has its duration reduced to 3 rounds if it would normally be longer. Once you have used this ability you may not do so again for 5 rounds. You may use this ability to call wands with no more than 2 plus your Intelligence modifier (minimum 1) in different spells each day.
Enhance Item: You gain a pool of weapon and armor enhancement bonuses equal to one-half your EBL which you can parcel out among as many weapons and armors as you desire. For each bonus you imbue an item with it gains a +1 enhancement bonus (as if magical) and may strike targets as a magic weapon if it is a weapon. This bonus does not stack with enhancement bonuses it might have from other sources (such as Masterwork or being magic), and the bonus on any one item can never exceed 1/4th your EBL.
Logarth, the Hunter
In life Logarth was a mighty hunter who became as much beast as man, and he grants those who bind him some of his primal power.
Level: 5th
Binding DC: 25.
Legend: Legends do not agree on whether Logarth was an elf, orc, dwarf, human, or even a gnome, what they do agree upon is that in order to become a great hunter Logarth infused himself with the powers of beasts. He grew less and less humanoid, and more and more animalistic. As he did Logarth found himself alienated from his people. To win their favor he sought more and more difficult prey. One day Logarth went after prey that was beyond even his talents. Stories conflict on what happened next. Some say Logarth attempted to hunt a god of the hunt, others that he decided to hunt a being from beyond this reality. Whatever the truth, Logarth never returned but haunted the dreams of his people for years before a binder realized that the hunter’s spirit was a partially free vestige and through a special ritual pushed it fully into their realm.
Manifestation: Logarth appears with a humanoid face, his hair thick and heavy sideburns obscuring most of it. From the neck down he seems an amalgam of beast parts, each time he is summoned different animals are thrown into the mix. Always, though, he remains bipedal and from his two “arms” three metal claws thrust between the digits of their paws.
Sign: Logarth’s sign is the metal claws which spring from the back of the binder’s hands positioned between their knuckles.
Influence: Logarth was once a mighty hunter and even now he cannot abide letting prey go free. Logarth demands that you provide your own food, not accepting that given to you by others (even in exchange for goods or services) and that you pursue any enemy that would escape from you not relenting until they are captured or dead.
Granted Powers: Logarth grants those who bind him an accelerated healing rate, the instincts and senses of a beast of prey, and his two powerful claws.
Claws: While binding Logarth you gain two pairs of metal claws which can be used as primary or secondary natural weapons. These claws deal 1d6 (if medium sized) plus Strength (if primary) or ½ Strength (if secondary) damage and threaten a crit on a 19-20 dealing x3 damage. They overcome DR and Hardness as if they were made of adamantine. You may not use these claws unless you are showing Logarth’s sign.
Fast Healing: When Logarth is bound you gain Fast Healing 2, this increases to 3 at 12th, 4 at 15th, and 5 at 18th.
Fast Ability Damage Healing: While Logarth is bound you heal 1 point of ability damage to all ability scores each round. You do not heal ability drain with this ability.
Uncanny Dodge: While Logarth is bound your combat senses sharpen granting you the Uncanny Dodge as a barbarian. If you already have Uncanny Dodge you instead gain Improved Uncanny Dodge and may add your EBL to your level in classes which grant Uncanny Dodge to determine your effective level for what rogues can flank you.
Scent: While Logarth is bound your nose sharpens granting you the ability to find prey without sight or sound. You gain the Scent ability.
Rojar the Nomad:
In life Rojar was a noble warrior, skilled in armed and unarmed combat.
Vestige Level: 3rd level.
Binding Check DC: 19.
Legend: In life Rojar was a noble knight, dedicated to the defense of the people and loyal servant to his lord. Rojar became known as the Knight of the Shield in his role as protector, and became a shining beacon of hope. Rojar’s liege-lord died, and his son took the throne. For several years the new king ruled well but each year he grew more decadent and corrupt, and eventually Rojar was forced to choose between the people of his country and his liege-lord.
His hands stained with the blood of a king, Rojar began a pilgrimage of repentance, seeking his true self in his wanderings. Rojar swore a great oath before the gods to wander acting as guard and protector to the weak until his conscience was clear once more. In death he was thrice offered the chance to rescind his oath and move on to paradise and thrice he refused the gods.
Special Requirements: Even as a vestige Rojar continues to keep his vow. As such, Rojar never (wholly willingly) binds to a creature which is neither good nor lawful.
Manifestation: Rojar manifests as a man in scale-mail armor, and a heavy blue cloak. The cloak’s hood covers Rojar’s face completely, and his hands drip constantly with blood. Upon his arm he bears a round shield blazoned with the symbol of a god of law and good, though which god’s changes between manifestations.
Sign: Your hair becomes blonde and your eyes blue even as your muscles become more prominent and toned.
Influence: While under Rojar’s influence you cannot pass over any request for aid unless such aid would be unquestionably used for evil. In addition Rojar hates the breaking of oaths and sworn word, and requires that you never betray an agreement or oath that you make.
Granted Powers: Rojar grants the binder increased physical prowess, the ability to call his shield, and some of his skill with it.
Physical Perfection: While Rojar is bound you gain a +2 to Strength, Dexterity, and Constitution.
Call Shield: As a standard action you may call a shield to your arm. The summoned shield is round and bears Rojar’s sign upon it. This shield when used to perform a shield bash overcomes DR as if it were made from adamantine and has the following weapon traits:
Damage (Medium)Damage (Small)Damage TypeRange Increment (thrown)Crit
1d81d6Bludgeoning20-ftx3
If thrown the shield does not provide a shield bonus to AC until the start of your next turn. The summoned shield is both a magic shield and weapon with the following traits based on your effective binder level.
EBLShield EnchantmentWeapon Enchantment
7 or less+1+1 Returning
8-10+2+1 Returning Distance
11-14+3+1 Returning Distance Holy
15-18+4+2 Returning Distance Holy
19++5+3 Returning Distance Holy
Shield Fighter: While Rojar is bound you gain the Shield Ward and Improved Shield Bash feats as bonus feats.
Living Shield: Exercising some of the power and skill of Rojar you make your shield seem to come alive. As a standard action you throw your shield at one target within 30-ft dealing 1d6 bludgeoning damage (DR applies, counts as magic and adamantine) per EBL which then rebounds to another target within 15-ft of the previous target dealing half the damage dealt to the initial target per 4 EBL before returning to your hands. Each target gets a Reflex save for half damage, and if a target with evasion successfully saves the shield instantly returns without hitting any other targets. In a round in which you use this ability you lose your shield bonus to AC from Rojar’s shield until the start of your next turn. Once you have used this ability you must wait 5 rounds before using it again.
Mjol, Warrior of Thunder
A once powerful god of war and lightning, Mjol was struck down through treachery lingering as a vestige.
Vestige Level: 8th.
Binding Check DC: 34.
Legend: Mjol’s story is one of tragedy caused by treachery. Mjol was a brave deity, one of the few to take an active role in the Prime manifesting to defend both his worshipers and other mortals. Mjol had a half-mortal half-brother, who often accompanied Mjol on his expeditions. This brother, though, grew jealous of Mjol and resentful of being in his brother’s shadow.
While Mjol’s actions were well regarded by the gods of men, elves, and dwarves, but his actions led to his being hated by the monstrous races and their deific patrons. His brother plotted with a coalition of these deities to steal from Mjol his divine essence. Together they set a trap for the thunder god, taunting him into battle on the Prime while his brother and a giant god stole away into his divine realm to steal his eternal essence.
When they attempted to steal his essence Mjol felt it across the worlds and rushed back in time to strike at his foes. Mjol knew he had returned too late but, in a final act of defiance against his traitorous brother and the monstrous gods, struck at his own eternal essence turning his full power against his own divine nature. His realm was destroyed, and Mjol the god was never heard from again even in the Astral he took no form.
Manifestation: Mjol appears merely as the silhouette of a large man back lit by a swirling vortex of lighting. Small wings adorn his head, and the broken shaft of a weapon hangs from one hand. When Mjol speaks it is only in a faint whisper, like the echo of thunder heard from a very far distance.
Sign: Mjol’s sign is a pair of tiny wings which ascend from the sides of your head just above your ears.
Influence: When under the influence of Mjol a binder finds it hard to resist the taunts and insults of others. Insults may not be ignored, they must be responded to and either cast down through one-upmanship or honor restored through defeating them in combat. In addition you become suspicious of your allies, knowing that even the closest friend could harbor secret jealousy.
Granted Powers: When Mjol is bound you gain a portion of his strength and thunderous power, able to move like the lightning bolt and summon his mighty hammer to your hand.
Mjol’s Strength: You gain a +4 bonus to Strength.
Mjol’s Hammer: As a standard action you may summon a mystical warhammer to your hand. This warhammer gains enchantments based upon your EBL. You are considered proficient in this weapon.
EBLTraits
15 or less+2 Throwing Returning CollisionMiC
16-18+2 Shocking Throwing Returning CollisionMiC
19-20+3 Shocking Throwing Returning CollisionMiC
Flesh of Mjol: You gain a portion of Mjol’s deific resistance gaining DR 10/magic and immunity to electricity.
Lightning Leap: You can fly with the speed of thunder moving up to 60-ft with a good maneuverability as a swift action. Once you have used this ability you must wait 5 rounds before doing so again.
Open Portal: Once per day when Mjol is bound you may open a portal (10-ft to a side) to another location familiar to you either on your plane or on another plane. This portal remains open for 1 round allowing any creature that can pass through it to do so.
Maest, the Worldbreaker
A being of strength and rage, Maest grants his binder both of these in quantity.
Vestige Level: 8th.
Binding Check DC: 35.
Legend: Even the skalds don’t know from where Maest first sprung. Some tales say he was the result of a mage’s powers trying to transform themselves into the perfect warrior, some say that he was born of the ultimate weapon turned on its creator for the sake of a child, some say he is the rage living inside every living being given form. Even whether Maest has ever been anything but a vestige is little known.
Manifestation: Maest appears as a large man, impossibly squat. Eight feet tall, and more than four feet broad, Maest’s skin changes from green to gray and back while he deals with his binder, boils of blood forming and exploding across his flesh only to seal shut again.
Sign: Your skin takes on a green tint, as your head flattens along the top and your body expands slightly.
Influence: While under Maest’s influence you feel your rage constantly swelling. You are easily angered, and lash out destructively at those who anger you, seeking to break and destroy with anger and force.
Granted Powers: Maest grants his binder his rage fueled strength, tough skin, and the power to make powerful leaps which shake the earth itself.
Strength through Rage: You may enter a rage-like state as a swift action, gaining a bonus to Strength equal to half your effective binder level for 1 round, during which time you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. You can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. Once you have used this ability you must wait 5 rounds before using it again.
Skin of Maest: Maest hardens your flesh granting you an enhancement bonus to Natural Armor equal to your Constitution modifier.
Body of Maest: Your body enlarges granting you the Powerful Build trait as long as you show Maest’s sign.
Earthshaker Leap: As a full round action you may make a massive leap which shakes the ground you land on. As part of this action make a Jump check, multiply result by 10 to determine distance, travel (up to) full distance as part of this full round action and when you land any creature within 10-ft must make a Reflex save or fall prone and take 2d8+1-1/2 Strength damage. You may land on a creature in which case you must make a melee touch attack against then that creature takes 6d8+4-1/2 Strength modifier damage and must make a Fortitude save or fall prone, then you land in an unoccupied adjacent space and other creatures near the target are unaffected; if you miss your melee attack you simply land in an unoccupied space adjacent to the target. Once you use this ability you must wait 5 rounds before using it again.
Jana van Din, the Wasp-Lady
Jana was a famed seamstress who betrayed by her lover and used as an experiment tried to avenge herself only to see them both destroyed.
Vestige Level: 3rd.
Binding Check DC: 18.
Legend: Legend says Jana was a famed seamstress whose work was spoken of across the land even in the distant torus of Sigil and beyond. It was not this fabled skill which made her become a vetige, however. Her lover was a powerful mage skilled at bio-thaumaturgy and when her father was murdered she went to him for aid in taking vengeance. Promising her it would only be temporary her lover infused her with the nature of a variety of now extinct electric wasp, causing her body to warp and shrink and giving her the power to avenge her father. When she had done so and returned to have the transformation undone he revealed he had lied, and had simply used her to test his latest theories and that she was trapped forever in that form. Jana was furious and spent years attempting to take vengeance upon him by any means available to her, but it was all to no avail when at last he trapped her. His magic shrunk her even further, causing her to dwindle till she was too small to see, till she was too small to sense, till she was too small even to exist.
Manifestation: Jana appears as a diminutive creature obviously feminine but no longer wholly human, her body half insectile the yellow carapace of a wasp covering what should be smooth flesh. Her voice is high pitched and carries a distinct buzz as she negotiates with her binder.
Sign: Small wasp-like antennae rise from your head.
Influence: While under Jana’s influence you feel the need to put an end to fights and quarrels between friends interfering even when your help is neither desired nor wanted.
Granted Powers: Jana van Din grants you the ability to mollify allies and curb the blows of those which turn upon their allies even if not in control of their own thoughts, she grants you the benefits of the modifications that were made on her person, and the ability to close with foes without suffering harm.
Bio-Electric Sting: You may as a standard action release a blast of electricity from your hands. These bolts have a range of 20 ft and are a ranged touch attack usable at-will. They deal 1d6 electricity damage per 2 effective binder levels.
Insect’s Dance: Attacks of opportunity made by creatures at least 2 size categories larger than you automatically miss.
Peacemaker’s Calm: Creatures within 10-ft/EBL which regard you as an ally when not under the influence of charm or compulsion effects suffer a -2 penalty to attack rolls against you or your allies.
Wasp’s Flight: As a move action you may shrink 3 size categories, gain a +4 bonus to Strength and a +8 bonus to Dexterity (this is instead of any normal size-based modifiers) and fly up to twice your land speed with good maneuverability. You may use this ability as part of a charge, in which case it is a full-round action like normal for a charge, or may use Bio-Electric Sting as a standard action at any point of the movement in which case it deals double the usual damage.