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nonsi
2016-05-03, 01:22 PM
.
The main problem I recognize with the official Binder, is that it's an attempt to cover many party roles in a single class, and does so to various degrees of success. The end result is "RIDICULOUSLY complicated" (http://www.minmaxboards.com/index.php?topic=15798) (as was stated by an expert in the ToM Binder) and requires a lot of juggling to handle.

The theme I'm aiming for here, is a class that summons creatures and conjures stuff and changes things, gaining innate resistances and abilities as result of the forces that the character is routinely exposed to. That's the vibe I'm getting from the title "Binder".

Quite a few options came to mind how to attack this problem, preserving the theme yet creating something new and a lot simpler to handle from a player's PoV. The mechanics I already had to draw from were mainly spells and invocations, as well as those given for the official Binder. I decided eventually to go for something that combines all three elements, while also drawing ideas from the CDiv Spirit Shaman class.
I traded power spamming (i.e. an endless supply of invocations) for greater flexibility in choice. I put a limit on known effects, mostly to make things easier for players to handle, not as a balancing factor.
Given that Conjuration and Transmutation are the most versatile schools, I thought that combining them with Abjuration would go a long way in providing the means for character versatility and character power.

I'm aiming for a solid Tier-2 class





Hit Die: d8

Table: The Binder

SavesSpell Retrieval
LevelBABFRWSpecialTFMEMax SL
1st+0+2+0+2Binding (Trivial), Retrieval (1 / day)
3
–
–
–
1st
2nd+1+3+0+3Suppress Sign
4
–
–
–
1st
3rd+2+3+1+3Soul Fortress (immune to fear & charm)
4
–
–
–
2nd
4th+3+4+1+4Bind Form
5
–
–
–
2nd
5th+3+4+1+4Retrieval (2/day)
5
–
–
–
2nd
6th+4+5+2+5Binding (Trivial / Formidable)
5
3
–
–
3rd
7th+5+5+2+5Cosmic Reach
6
4
–
–
3rd
8th+6+6+2+6Soul Fortress (immune to possession & domination)
6
4
–
–
4th
9th+6+6+3+6Aligned Breach, Dismissal
6
5
–
–
4th
10th+7+7+3+7Retrieval (3/day)
6
5
–
–
4th
11th+8+7+3+7Binding (Trivial / Formidable / Magisterial)
7
5
3
–
5th
12th+9+8+4+8Banishment, Plane Shift
7
6
4
–
5th
13th+9+8+4+8Soul Fortress (immune to ability drain & negative levels)
7
6
4
–
6th
14th+10+9+4+9Greater Plane Shift, Maze
7
6
5
–
6th
15th+11+9+5+9Retrieval (4/day)
7
6
5
–
6th
16th+12+10+5+10Binding (Trivial / Formidable / Magisterial / Empyreal)
8
7
5
3
7th
17th+12+10+5+10Etherealness
8
7
6
4
7th
18th+13+11+6+11Soul Fortress (mind blank)
8
7
6
4
8th
19th+14+11+6+11Perpetual Form Binding
8
7
6
5
8th
20th+15+12+6+12Retrieval (5/day), Timeless Outsider
8
7
6
5
8th





Class Features


Class Skills: (as the official Binder): Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Intimidate, Knowledge (arcana, history, religion, the planes), Profession and Sense Motive.
Skill Points Per Level: 4 + Int-mod

Weapon and Armor Proficiency: Binders are proficient with all simple weapons and with light armor, but not with shields.



Binding (Su)
Binders tap into the very layers of reality, drawing residual power from powerful otherworldly entities inhabiting various planes of existence.
Drawing power in such manner is referred to as "Binding".
Similar to warlocks, binders arrange their power groups in 4 grades of powers, named according to the magnitude of entities they draw from and the scale of the powers they harness.
The various power groups are:
1. Trivial (1st level): 1st & 2nd SL effects
2. Formidable (6th level): 3rd & 4th SL effects
3. Magisterial (11th level): 5th & 6th SL effects
4. Empyreal (16th level): 7th – 8th SL effects.
Unlike warlocks, binders gain SL access in a more gradual way. See the "Max SL" column in the Binder's table above.

Binders retrieve spell effects – as spell-like abilities – in a similar manner to that described for the CDiv Spirit Shaman… but not exactly. They have a limited repertoire to draw from.
Binders may retrieve spell effects from the following list:



Benign Transposition (SpC)
Burning Hands
Ectoplasmic Armor (SpC)
Endure Elements
Enlarge Person
Magic Weapon
Mount
Protection from Chaos/Evil/Good/Law (choose one upon retrieval – one which does not conflict with your lignment)
Reduce Person
Summon Monster I


Alter Self
Baleful Transposition (SpC)
Cloud of Bewilderment (SpC)
Protection from Arrows
Pyrotechnics
Resist Energy
Shatter
Summon Monster II
Undetectable Alignment
Wrathstrike


Attune Form (SpC)
Blink
Dispel Magic
Energy Vortex (SpC)
Magic Circle Against Chaos/Evil/Good/Law (choose one upon retrieval – one which does not conflict with your lignment)
Magic Weapon, Greater
Phantom Steed
Protection from Energy
Orb of Acid/Cold/Electricity/Fire/Sound (choose one upon retrieval)
Summon Monster III


Anticipate Teleportation (CArc)
Dimension Door
Dimensional Anchor
Displacer Form (SpC)
Flame Whips (SpC)
Planar Exchange, Lesser (SpC)
Polymorph
Sending
Stoneskin
Summon Monster IV


Baleful Polymorph
Blistering Radiance (CArc)
Break Enchantment
Contingent Energy Resistance (SpC)
Greater Blink
Planar Binding, Lesser
Summon Monster V
Telekinesis
Teleport
Zone of Respite (SpC)


Aspect of the Earth Hunter (SpC)
Dispel Magic, Greater
Ghost Trap (SpC)
Ooze Puppet (SpC)
Planar Binding
Planar Exchange (SpC)
Repulsion
Stone Body (SpC)
Storm of Fire and Ice (CM)
Summon Monster VI


Antimagic Aura (MoF)
Elemental Body (SpC)
Energy Immunity (SpC)
Ethereal Jaunt
Glorious Master of the Elements (DrMg)
Planar Bubble (SpC)
Plane Shift
Reverse Gravity
Summon Monster VII
Teleport, Greater


Dimensional Lock
Earthquake
Ghost Form (SpC)
Planar Binding, Greater
Planar Exchange, Greater (SpC)
Polymorph Any Object
Prismatic Wall
Repel Metal or Stone
Stormrage (SpC)
Summon Monster VIII


The number of spells a binder may retrieve from each power group is given in the Binder table, under the "Retrievals" column. A given spell may be retrieved more than once, if a binder so desires.
The total number of known spell powers a binder may retrieve goes as follows:
- At 1st level, they learn how to wield 5 + Int-bonus (if any) spell effects.
- At levels 6, 11 and 16, they learn 3 spell effects.
- At every other level, they learn a single spell effect.
Each bound spell power functions as a spell-like ability, usable twice between retrievals or between long rests (whichever comes first).
A "power slot" in a given power group may hold spell powers from a lower group, if a binder so chooses.
At each even level, a binder may lose a single known spell effect and gain another of the same SL as the spell that was discarded.
Special: Metamagic feats are available to binders, but operate differently for retrieved spell effects than they would for spells. The retrieved spells are modified in advance and are positioned in the power group that's appropriate to their modified level (note that +1 SL modifier might not shift a spell's group - e.g. a 1st level spell modified by Still Spell) may still accommodate a slot as a Trivial SLA.

Spell retrieval targets a specific power group, not all of them at once.
At 1st level, a binder may retrieve spells once per day. At 5th level and each 5 levels thereafter, a binder gains another daily use of spell retrieval.
Retrieving spells from a given power group takes 10 minutes of concentration.

Note: all retrieved powers operate at CL equal to the binder's class-level and are Cha-based.

Each spell effect a binder knows has its own sigil of power.
To retrieve SLAs for a given power grade, a binder draws a 5' circle and arranges the desired sigils inside.
This circle is regarded to as the binder's seal for retrieval. This takes 1 minute of concentration, and the act provokes AoOs.
You must touch the seal to summon its power. The seal then glows and disappears, and you retrieve its powers.
A seal not used within 3 minutes of its drawing loses all potency, and you must draw a new one to retrieve its power.

Binding carries the risk of being negatively influenced physically and mentally by random taint and the horrors the binder's body, mind and soul are exposed to. You must make your perilous pact alone; others cannot aid you in any way.
When binding, you must make a check: [1d20 + Binder level + Cha-mod].
This is evaluated vs. DC [10 + (5 x Power-Grade)].

Whether the binding check succeeds or fails, you gain the desired powers.
If you fail the binding check, your personality and your actions are influenced, and you are said to have made a poor binding (specifically, your general demeanor changes, and this can force you to perform or refrain from certain actions).
If your binding check is successful, your actions and your personality are not influenced. In this case, you are said to have made a good binding.
While under negative influence, you must adhere to its requirements to the best of your ability. If you are conscious and free-willed, each time you encounter a situation in which you cannot or will not refrain from a prohibited action or perform a required one, you take a –1 penalty on attack rolls, saving throws, and checks until you re-bind that power group. If you are negatively influenced more than once, you must act according to all influences. If you fail to fulfill the requirements of more than one, the penalties stack.

As long as you are bound, you manifest a specific physical sign, as given below. This sign is real, not an illusory or shapechanging effect, and someone using true seeing perceives it just as it is. You can hide a sign by mundane or magical means without penalty, or you can prevent it from appearing at all if you have the Suppress Sign ability.



The sign and influence that a binder is exposed to, each time he retrieves his SLAs, is determined with a d20 roll.
Consult the table below:


d20 ResultInfluence

1 Adamant Conviction

2 Alien Vanity

3 Blasphemous Echoes

4 Call of the Wilderness

5 Hunger for the Flame

6 Intoxicating Dependency

7 My Better Self

8 Monophobia

9 Overshadowed

10 Plagued by Death

11 Rabid Destiny

12 Ram of the Sunless Winter

13 Righteous Fury

14 Self-Admiration

15 Shattered Personality

16 The Voice of the Many

17 Touch of the North

18 Weary Passiveness

19 Wild-eyed

20 Wrecking Truth






Sign: The flesh of your face settles into a grimace, making you appear to be constantly furious.

Influence: You become headstrong and recalcitrant. Once you make up your mind about a particular issue, very little can change your thoughts on the matter. In addition, whenever you don armor, employ a shield, or wear any other item that improves your AC, you will not remove that protection for any reason.


Sign: Your eyes appear as circular mirrors. In your peripheral vision, all other living creatures appear twisted, covered in tentacles, extra eyes, and vestigial organs. You gain the pseudonatural template (page 161 of Complete Arcane).

Influence: Never admit that you need help or that you are weaker than anyone else. You treat those that are weaker than you with scorn and contempt.


Sign: Your voice gains a peculiar quality, becoming both hollow and guttural.

Influence: You distrust priests and other devotees of deities. Whenever you enter a temple or some other holy or unholy site, you spit on the floor and utter an invective about the place. You attempt to destroy or steal any relic dedicated to a true god that you discover.


Sign: You always seem to be buffeted by a breeze that no one else can feel, even when you’re indoors. The eerie wind makes no noise, but it tousles your hair and belongings, frequently changing direction.
Influence: You are averse to darkened areas and loud noises. Although you can endure such conditions, they give you a sense of panic and make you short of breath. You always carry an active light source with a brightness at least equal to that of a candle, and that you not cover it or allow it to be darkened for more than 1 round. Additionally, Orthos requires that you speak only in a whisper.


Sign: you give off a faint smell of ashes and charred flesh.

Influence: you adopt pyromaniacal tendencies, causing you to set fires and commit other acts of arson whenever possible.


Sign: Your teeth and tongue turn black.

Influence: You fall in love too easily. A kind word or a friendly gesture can cause you to devote yourself entirely to another person. Should that person reject your affection, your broken heart mends the moment another attractive person shows you some kindness. In addition, if you have access to poison, you must employ it against your foes at every opportunity.


Sign: A face appears on your torso, as though it were a vestigial conjoined twin. It seems lifeless most of the time, but when you activate any of your Binder-class features or SLAs, it opens its eyes and mouth, revealing a starry void within.

Influence: You feel an urge to walk about topless.


Sign: Your eyes turn to glass. Anyone meeting your gaze sees the movement of multiple silhouettes behind them, as though looking through a window at a busy street.

Influence: You cannot stand to be alone, and the more people you have around you, the better. You never voluntarily accept any task that requires you to be alone, and you argue vigorously against options that would split the party. If you have the opportunity to socialize with large groups of people (such as entering a boisterous tavern), you must take it unless doing so is overtly harmful, or you have reason to suspect the individuals are hostile to you.


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

Influence: You are filled with a sense of detachment and an aching feeling of loss and abandonment. You're never the first to act in combat. If your initiative check result is the highest, you must delay until someone else takes a turn.


Sign: You take on the look of the dead: jaundiced skin, sunken cheeks, stiff movements and your lips retreat to reveal your teeth and gums. You exude a faint odor of decay and preservative chemicals.

Influence: You cannot abide the presence of undead, necromancers, and death spells and effects. You seek any opportunity to slay undead, and you refuse to work with anyone who you feel uses necromancy and death effects. You are easily provoked by such individuals, seeing reasons to fight them that many miss. You feel the urge to find the most dangerous undead in the area and destroy it; if pitted against undead they are always your first target, even if there are some other, more dangerous enemies around.


Sign: Your lower jaw increases in size, and two long, sharply pointed tusks grow upward from it. You gain a secondary natural bite attack that deals damage according to your size (1d6 damage for a medium sized binder). You add your Str-mod to your damage roll. You cannot use this ability if you do not show the sign.

Influence: You can’t help but be pessimistic. At best, you are quietly resigned to your own failure, and at worst, you spread your doubts to others, trying to convince them of the hopelessness of their goals. You voluntarily fail all saving throws against fear effects or any effect that imposes a morale penalty.


Sign: You grow a ram’s curling horns.

Influence: You become surly and irritable. You also develop innate dislike to spells and effects that are in any way associated with fire, sun, heat, light, law or good in any way. You resist even beneficial such spells. You must make a saving throw to resist such a spell if one is allowed; failure allows you to gain the benefit.


Sign: Your hair turns pure silver, and your eyes burn with silver fire.

Influence: You are driven to battle. You cannot withdraw from battle, or refuse any challenge of strength or skill.


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

Influence: You love the sound of your own voice and are constantly pleased by your cleverness. Whenever you are presented with a pulpit, a stage, or any other place or object designed to give a speaker the floor, you immediately seize the opportunity to speak. Any topic will do, if others try to take control of the discourse, you either shout them down or mock them. Your speech must last a number of rounds equal to your effective binder level.


Sign: You become physically unattractive, clumsy and insecure. This is expressed as a -4 Cha reduction, to a minimum of 3.

Influence: You feel ashamed and occasionally bashful in the presence of beautiful creatures. You give deference to any creature you perceive as more attractive or charismatic than yourself. This deference might take the form of a bow, a salute, opening a door for the creature in question, not speaking until spoken to, or any other gesture that acknowledges the creature as superior to you.


Sign: While you remain silent, faint whispers whose meaning cannot be determined can be heard, which seem to come from your mouth.

Influence: You to conform, to put the many above the few. You obey the law, respect the majority, and above all, show as little difference as possible.


Sign: your skin and hair turn a pale white, and your eyes become blood-red.

Influence: you become accustomed to cold climates, and find warm temperatures almost intolerably unbearable. You must attempt to quench any fire or flames you encounter.


Sign: You look sickly and diseased, and your skin becomes sallow and pockmarked.

Influence: You lose any sign of aggression after just 1d4 rounds. You must refrain from offensive behavior during the following round.


Sign: Your eyes double in size and your eyelids become transparent. You receive a +4 insight bonus on Spot checks and Will saves versus figments, but you suffer a -4 penalty on Will saves versus patterns and gaze attacks.

Influence: You become overly trusting of and loyal to those you see as allies, even in the face of outright treachery. You may not make Sense Motive checks or use any ability to read thoughts or detect lies.


Sign: You gain a wracking cough that spews dust from your mouth. This coughing prevents you from casting any spells that have verbal components. You can resist the urge to cough (DC 15 Fort save) for a number of rounds equal your Con-bonus (minimum 1). You then cough for a round and then can try to resist the urge again.

Influence: You speak forthrightly and with confidence. You cannot use the Bluff skill, and when asked a direct question, you must answer truthfully and directly.



A binder may abandon all bound powers of a given power group and lose the physical signs and the mental influence, regaining access to bound powers (and risking imprints) upon next retrieval.

Until you complete a ritual of binding, or abandon a given binding, any preexisting binding persists.


Suppress Sign (Ex)
At 2nd level and higher, when you make a good binding, you can choose not to exhibit the physical sign that normally accompanies a binding. You can suppress or reveal the sign at will as a swift action. With a poor pact, you gain the powers of the binding, but you cannot suppress its sign. You show it for the duration of the pact and are influenced by it as normal.


Soul Fortress (Ex)
The process of binding involves constant exposure to forces that, with time, change your body, mind and soul, and gradually make you harder to influence.
- A 3rd level binder learns to embrace the horrors and hard truths of reality and becomes immune to fear effects of all kinds. The binder is now also experienced enough in manipulation to reject all forms of magical charm effects.
- An 8th level binder is experienced enough in summoning and dominating powers that he becomes immune to possession and domination.
- A 13th level binder's soul has been exposed to so much horror and influence that he becomes immune to ability drain and negative levels, be it for whatever reason.
- An 18th level binder's mind becomes inaccessible to mental influence. The binder now benefits from a continuous mind blank effect.


Bind Form (Su)
Binders of 4th level or higher may substitute any retrieved spell usage into a special variation of the Summong Monster spell of the same SL.
Instead of summoning an outerplanar creature, the binder summons its essence and binds it onto himself.
A binder has 2 different ways of expressing the result of this power:
1. The binder physically transforms into the summoned creature, acquiring all its powers/advantages/weaknesses, but not including any inherent spellcasting abilities.
2. The binder is physically transformed into an abomination – a hybrid form between himself and the creature whose form he chooses to bind. When this alternative is applied, the binder's size is not modified to be appropriate for the bound creature – the binder keeps his original size (modify the damage of any of the creature's physical attacks appropriately). Any attempt to identify the grafted form requires an appropriate Knowledge check with a +10 modifier to the DC.
In both cases, for any of the binder's currently active bad bindings, the binder shows the signs.
In both cases, if the binder is subject to Dismissal or Banishment effect and fails his save, the bound form is immediately stripped away.


Cosmic Reach (Su)
When confronting extraplanar and otherworldly beings, binders outshine all others.
A 7th level binder confers the Ghost Touch special ability to any weapon held for as long as he holds it. He also uses his normal AC against attacks delivered by incorporeal creatures.
Furthermore, all retrieved spell powers and all offensive class features targeted against a specific being, whether or not it requires touch attack or ranged touch attack to find its mark, the binder adds his Cha-bonus to overcome the target's SR. This ability does not extend to area effects - it applies only to powers directly guided by the binder.


Aligned Breach (Su)
Starting at 9th level, a binder's physical attacks bypass any and all alignment based DR.


Dismissal (Sp)
A 9th level binder gains the power to banish otherworldly beings back to their home planes.
A number of times per day equal to the binder's Cha-bonus (minimum 1), as a standard action, the binder may duplicate the Dismissal spell effect. A creature that makes its save ignores further dismissal attempts by that binder for the next 24 hours.


Banishment (Sp)
A 12th level binder gains increased power to banish otherworldly beings back to their home planes.
His Dismissal effect is elevated to Banishment, and the ability is now a supernatural ability.
This does not grant a binder more daily banishment attempts. It just makes them more potent.


Plane Shift (Sp)
A 12th level binder may duplicate the Plane Shift spell effect a number of times per day equal to the binder's Cha-bonus (minimum 1).
Starting at 14th level, this ability is improved to replicate Greater Plane Shift spell effect.


Maze (Sp)
A 14th level binder may duplicate the Maze spell effect a number of times between long rests equal to his Cha-bonus (minimum 1).
A target of this power ignores further attempts of Maze usage by that binder for the next 24 hours.
Special: If targeted by Maze spell effect, a binder may expend a usage of this ability as a free action to negate the effect.


Etherealness (Sp)
A 17th level binder may duplicate the Etherealness spell effect a number of times per day equal to the binder's Cha-bonus.


Perpetual Form Binding (Su)
A 19th level binder reaches the pinnacle of form binding.
From each Summon Monster group of forms available to the binder (I – VIII), choose a single creature. Those 8 forms are now regarded to as the binder's perpetually bound forms.
A binder may acquire / shed / alternate between any of his selected forms as a standard action that doesn't provoke AoOs.
When exiting a given form, and then re-entering that form, any exhaustible abilities of that creature remain expended until the binder completes long rest.


Timeless Outsider
A 20th level binder becomes a native outsider, forever treated as an outsider or his original race for the purpose of spells and magical effects - whichever is more beneficial to him. Additionally, the binder no longer ages. He remains in his current age category forever.






Binding Feats

Expel Influence
You're an expert in the ritual of binding.
Requirements: Binder 6th
Benefits: Once between long rests, you may purge the influence of a bad binding without abandoning a given power group.
This feat may be taken multiple times. Each time you're granted another daily use of this feat.


Expert Binder
You're an expert in the ritual of binding.
Requirements: Binder 5th
Benefits: When binding, you add +2 to your binding check.
This feat may be taken only once.

Frequent Binding
You've learned how to draw power more frequently.
Requirements: Binder 9th/18th
Benefits: You may retrieve power one more time per day.
Exceeding your regular daily amount of retrieving is strenuous. It raises the binding DC by +5.
This feat may be taken up to twice, at the indicated levels or later on.


Rushed Binding
You've learned how to retrieve powers very fast, but at a price.
Requirements: Binder 3rd
Benefits: You can choose to make a rushed binding check, as a full-round action instead of going through the entire ritual, at a -10 penalty to your binding check.

nonsi
2016-05-04, 07:19 AM
.
Update: Changed the progression of the number of spells retrieved, because I wasn't satisfied with the previous solution.

kestrel404
2016-05-04, 09:46 AM
It doesn't really feel like a 'Binder' to me - just another kind of spellcaster, with a specialized powerset. And your class is Tier 1, though with a slower progression since you don't get 7th level spell effects until level 16 - although I this system makes it the caster with earliest access to 9th level spells.

Let's go through the abilities:

Binding (Su)
Similar to warlocks, binders arrange their power groups in 4 grades...

FYI, the highest level warlock abilities are capped at level 8 - which is why they get access to them earlier than 17th level.
Also, the Warlock power list is very, very restrictive. The closest thing to a 'broken' ability on the entire list is animate dead - which they get significantly later than spellcasters, and even then it would be their most powerful trick for a long while.

Binders may retrieve spell effects from the Abjuration/Conjuration/Transmutation schools, from any spell list.
So, the two most powerful schools (unrestricted sorceror-style access to either is Tier 2 IMO), along with a school that neatly shores up the few weaknesses they have between them?
Plus, since the Binder uses SLAs, they get to ignore certain restrictions on spells - specifically, material components - meaning spells like Transformation (which, BTW, does not prevent the use of SLAs) and Teleportation Circle are free-to-cast.

Spoiler: Signs & Influences
This is pretty interesting, but I'm not sure if full-random is a good way to go about this.

Suppress Sign (Ex)
Looks fine.

Soul Fortress (Ex)
Pretty close to the original protections offered, though I think the change in flavor went in the wrong direction.

Unyielding Mind (Ex)
This seems fine.

Cosmic Reach (Su)
The first part is good, I like it.
The ability to ignore SR is extremely unbalanced - there are a number of spell effects, especially in Conjuration & Transmutation, whose only balance IS SR. Go with a bonus on SR checks equal to Cha-mod (even that is a serious boost).

Dismissal (Sp)
This seems fine - the spell is well-aligned with the class.

Plane Shift (Sp)
Banishment (Sp)
Maze (Sp)
Etherealness (Sp)
This is excessive. Just handing out additional spells...because why? These shouldn't be class features.

Recall Essence (Sp)
Nope, I don't like it. Not even a little. No healing at all in the rest of the class, but True Resurrection as the capstone?
How about this instead - it allows the Binder to target one dead individual as the True Resurrection spell, but instead of bringing them back to life, animates them as an intelligent construct. Requires a wooden/metal effigy of the appropriate size as a focus. They get the Construct type, and this only costs the Binder a single PERMANENT point of Charisma (their base charisma score is reduced by one).
They can also use this ability on themselves, but not if they're dead.

Now, if you're interested, I think that a Binder should be dealing with entities - not just 'cosmic forces' which warp their personality, but actual beings who they're making those pacts with. Instead of getting arbitrary spell-like-abilities, why don't we take a page out of Zceryll's book: Summoned creatures.
Now, I'm not saying to make the Binder a full-on summoner. I think the Zceryll binding went a bit too far (considering it shifts the class up a full tier from 3 to 2 if you've got access...). However, it's an established mechanic that can simplify things (relatively-it'll still be almost as complex as spellcasting).

Instead of summoning an extra-planar entity to fight for him, though, the Binder literally summons its essence into himself - as with the original binder. The difference is that instead of getting a random grab-bag of powers from various entities only ever mentioned in one or two books, the binder can bind anything on the Summon Monster with standard casting progression, Summon Monster I at level 1, II at level 3, IX at level 17, etc. You can probably just treat this in much the same fashion as a Druid's Wild Shape (in fact, just copy that ability, replacing Summon Monster and explicitly allowing access to SLAs) - except the Binder's Size category never changes (some things will have to be adjusted) and he looks like a hybrid abomination of his original form and the summoned creature's. Thus making 'Suppress Sign' - which also suppresses Natural Armor and any other effects which are not purely magical (i.e. an air elemental's flight).

At this point, look back up to your Signs & Influences table - and assign the various influences to the different Types & Outsider subtypes (Elemental, Angel, Demon, etc.).

How does that sound?

nonsi
2016-05-04, 01:15 PM
It doesn't really feel like a 'Binder' to me - just another kind of spellcaster, with a specialized powerset. And your class is Tier 1, though with a slower progression since you don't get 7th level spell effects until level 16 - although I this system makes it the caster with earliest access to 9th level spells.


First of all, thanks for the analysis.





Binding (Su)
Similar to warlocks, binders arrange their power groups in 4 grades...

FYI, the highest level warlock abilities are capped at level 8 - which is why they get access to them earlier than 17th level.
Also, the Warlock power list is very, very restrictive. The closest thing to a 'broken' ability on the entire list is animate dead - which they get significantly later than spellcasters, and even then it would be their most powerful trick for a long while.


Even though warlocks have access to Dark Foresight (9th), you do have a point regarding 9th level.
I'm thinking of matching highest SL available - level by level - to highest vestige accessible. This will grant my Binder access to 8th level spells at levels 18/19/20.
When I think of it, seems Ok to me to leave the big guns in the hands of fullcasters.





Binders may retrieve spell effects from the Abjuration/Conjuration/Transmutation schools, from any spell list.
So, the two most powerful schools (unrestricted sorceror-style access to either is Tier 2 IMO), along with a school that neatly shores up the few weaknesses they have between them?
Plus, since the Binder uses SLAs, they get to ignore certain restrictions on spells - specifically, material components - meaning spells like Transformation (which, BTW, does not prevent the use of SLAs) and Teleportation Circle are free-to-cast.


Transformation, Divine Power and their ilk are things that don't concern me, because this class is designed for settings where such effect don't exist.
Now, with only 3 schools available, limited spells known and diminished SL access (as proposed above), I don't see any scenario where this class can ever touch T1.





Spoiler: Signs & Influences
This is pretty interesting, but I'm not sure if full-random is a good way to go about this.


I'm not sure what you mean by "full-random".
At levels 6/11/16 I need at least 3 known spells to "populate" the available slots. At 1st level, less than 5 known spells won't justify the entire retrieval mechanics.
Guess I could do it like this:
- At 1st level, they learn how to wield 5 + Int-bonus (if any) spell effects
- At levels 6, 11 and 16, they learn 3 spell effects.
- At every other level, they learn 1 spell effects
- In addition, a binder also knows all Summon Monster spells of his available SLs.

This would amount to a total of (19 + 6 + (5 + Int-bonus) = 30 + Int-bonus) accessible spells to retrieve from at level 20 (plus the Summon Monster line).
This is the absolute bottom that I could live with, but it's a bit clunky.





Soul Fortress (Ex)
Pretty close to the original protections offered, though I think the change in flavor went in the wrong direction.


"the wrong direction" in what way?





Cosmic Reach (Su)
The first part is good, I like it.
The ability to ignore SR is extremely unbalanced - there are a number of spell effects, especially in Conjuration & Transmutation, whose only balance IS SR. Go with a bonus on SR checks equal to Cha-mod (even that is a serious boost).


This is very much acceptable by me. Good call.





Dismissal (Sp)
This seems fine - the spell is well-aligned with the class.

. . .

Plane Shift (Sp)
Banishment (Sp)
Maze (Sp)
Etherealness (Sp)
This is excessive. Just handing out additional spells...because why? These shouldn't be class features.


The re-imagined Binder is supposed to be by far the most planes-oriented class of them all.
These powers should be intrinsic – the bread and butter of a high-level Binder, not optional abilities.
It didn't escape me that the binder will gain Maze before everyone else. It's ok for a class to get something before anyone else, and this would make Etherealness the only 9th level power in its arsenal (see below).





Recall Essence (Sp)
Nope, I don't like it. Not even a little. No healing at all in the rest of the class, but True Resurrection as the capstone?
How about this instead - it allows the Binder to target one dead individual as the True Resurrection spell, but instead of bringing them back to life, animates them as an intelligent construct. Requires a wooden/metal effigy of the appropriate size as a focus. They get the Construct type, and this only costs the Binder a single PERMANENT point of Charisma (their base charisma score is reduced by one).
They can also use this ability on themselves, but not if they're dead.


Ok, maybe I did get a bit overboard on this one.
Instead of wooden/metal effigy, I'd go for earth/stone or the corpse itself in some way (I think I'll need help here).
What I do know, is that I'm not comfortable with permanent Cha loss. It would be reasonable for it to persist until the recipient can be brought back to life or is slain.

I'm not sure how "use this ability on themselves" is to be applied.





Now, if you're interested, I think that a Binder should be dealing with entities - not just 'cosmic forces' which warp their personality, but actual beings who they're making those pacts with. Instead of getting arbitrary spell-like-abilities, why don't we take a page out of Zceryll's book: Summoned creatures.
Now, I'm not saying to make the Binder a full-on summoner. I think the Zceryll binding went a bit too far (considering it shifts the class up a full tier from 3 to 2 if you've got access...). However, it's an established mechanic that can simplify things (relatively-it'll still be almost as complex as spellcasting).

Instead of summoning an extra-planar entity to fight for him, though, the Binder literally summons its essence into himself - as with the original binder. The difference is that instead of getting a random grab-bag of powers from various entities only ever mentioned in one or two books, the binder can bind anything on the Summon Monster with standard casting progression, Summon Monster I at level 1, II at level 3, IX at level 17, etc.


Actually, I kind'a like this twist. Instead of amassing hordes to fight for you, you acquire their traits (only one monster at a time).
It's less than summoning, but you can't be banished OTOH.

In any case, I don't intend for this to replace access to spells, but the twist is definitely worth considering.





You can probably just treat this in much the same fashion as a Druid's Wild Shape (in fact, just copy that ability, replacing Summon Monster and explicitly allowing access to SLAs) - except the Binder's Size category never changes (some things will have to be adjusted) and he looks like a hybrid abomination of his original form and the summoned creature's. Thus making 'Suppress Sign' - which also suppresses Natural Armor and any other effects which are not purely magical (i.e. an air elemental's flight).

At this point, look back up to your Signs & Influences table - and assign the various influences to the different Types & Outsider subtypes (Elemental, Angel, Demon, etc.).


On one hand, I don't like the size limit idea.
OTOH, looking like a hybrid abomination sounds fascinating. I just don't have the inspiration to formulate what this would look like for all the creatures available via the Summon Monster spells (or any of them for that matter).
Any suggestions how to deal with the above?
(either way this makes the class a lot more interesting and unique)





How does that sound?


Probably the most inspired and inspiring response I ever got.

kestrel404
2016-05-04, 02:49 PM
I'm thinking of matching highest SL available - level by level - to highest vestige accessible. This will grant my Binder access to 8th level spells at levels 18/19/20.
That sounds fine - though access to 9th level effects as a pseudo-capstone at level 20 would also work.


Transformation, Divine Power and their ilk are things that don't concern me, because this class is designed for settings where such effect don't exist.
Now, with only 3 schools available, limited spells known and diminished SL access (as proposed above), I don't see any scenario where this class can ever touch T1.
Most of the issue with Transmutation and Conjuration is that they've been treated as the 'and other magical things' schools of spells. If is spell doesn't obviously fit into one of the other schools of magic, it tends to wind up as a Transmutation spell, or if it involves something appearing out of nowhere, conjuration.
If you've got a limited spell selection, they become much less potent - though still very, very powerful. The Polymorph line by itself is fairly close to tier 2 in power level (a Commoner with Polymorph at-will with caster level equals class level is a strong tier 3 class).
Does Polymorph Any Object exist as a spell? Because that's another one that breaks when it's an SLA.


I'm not sure what you mean by "full-random".
I mean, I don't like that you roll a die for the effect of the signs influences. Especially not since it changes every time you renew your spells. At least with the original Binder, you know what you're in for - but this is almost like a Paladin who has to roll a d10 every day to see which alignment he's championing.


"the wrong direction" in what way?
The original flavor of the Binder ability was that the beings you have inhabiting your soul don't like to share. This is straight-up 'you're too stubborn for X'. I liked the original idea a lot better.
Mechanically, this is fine - it's just the flavor text that sits wrong with me.


The re-imagined Binder is supposed to be by far the most planes-oriented class of them all.
These powers should be intrinsic – the bread and butter of a high-level Binder, not optional abilities.
It didn't escaper me that the binder will gain Maze before everyone else. It's ok for a class to get something before anyone else, and this would make Etherealness the only 9th level power in its arsenal (see below).
"Spells are not class features" - I forget who said that, but it's something I'm pretty definite on. You can get away with 1 or 2 class features which are just 'you get this SLA' - but beyond that, it loses its appeal.
What really got me was Plane Shift, though - that spell is just a terrible choice for a 9th level character to get continuous access to. It'd be like handing them a Deck of Many Things as a class feature - even if they resist, it's always a temptation, and when they use it it breaks the game (probably not in their favor...).
If you want the party to have access to Plane Shift, give them a magic item, otherwise I don't think it should even be a spell.
For the others:
Banishment is too similar to Dismissal. Just make it an upgrade to the previous class ability, and throw in something else (apply clerical turn-undead rules to summoned/bound creatures?)
Maze is actually an interesting choice (though the counter-maze use is very unlikely to see any benefits). To make it more unique, I'd say give the intelligence DC of solving the maze as the Binder's Class Level + Cha Mod (so it'll be less than 20 when they first get it), and they can also expend a use of this ability to reflexively apply Dimension Anchor to themselves (i.e. it's a counter against most forms of hostile teleport).
Etherealness is nice and all, but there's no reason for it to be a level 9 spell. The only benefit you get over the 7th level version is the minutes/level duration and the ability to carry passengers - all of which is rendered moot 90% of the time when you've had access to Dimension Door for 10+ levels.


Instead of wooden/metal effigy, I'd go for earth/stone or the corpse itself in some way (I think I'll need help here).
What I do know, is that I'm not comfortable with permanent Cha loss. It would be reasonable for it to persist until the recipient can be brought back to life or is slain.

I'm not sure how "use this ability on themselves" is to be applied.
Good call on the 'invested' charisma - if the construct is destroyed or the person otherwise raised, they should definitely get that back.
I'm also unsure on what the construct should be made from. You could go with a page from the Psionics handbook and just say it's made of 'ectoplasm', or you could insist on the soul being bound to a body (even if it's not the resurrected person's body...), but in the latter case I'd also think that Repair Construct spells would only be 1/2 effective, and healing spells would affect the target at 1/2 effect, but as if they were undead (negative energy healing).

As for 'applying the effect to themselves' - that's a backhanded way of offering the Binder immortality. They bind their own soul into a construct...


Actually, I kind'a like this twist. Instead of amassing hordes to fight for you, you acquire their traits (only one monster at a time).
It's less than summoning, but you can't be banished OTOH.

In any case, I don't intend for this to replace access to spells, but the twist is definitely worth considering.

On one hand, I don't like the size limit idea.
OTOH, looking like a hybrid abomination sounds fascinating. I just don't have the inspiration to formulate what this would look like for all the creatures available via the Summon Monster spells (or any of them for that matter).
Any suggestions how to deal with the above?
(either way this makes the class a lot more interesting and unique)

Probably the most inspired and inspiring response I ever got.

Thanks! I like to offer constructive ideas.
The reason for the 'no size change' was to make the use of Suppress Sign optional, so a 1st level character isn't quite as limited by this.
If it was more like wildshape (multiple uses/day, limited duration and can be ended) that wouldn't be nearly as much of an issue
As for the 'Hybrid abomination' appearance, that's honestly one I'd leave up to the player. Just require that they have some obvious feature(s) mentioned in the monster's description, and mechanically it'd allow a Knowledge(whichever is appropriate) check at +10 diff to identify what the binder has combined with.

nonsi
2016-05-05, 01:38 PM
I'm thinking of matching highest SL available - level by level - to highest vestige accessible. This will grant my Binder access to 8th level spells at levels 18/19/20.

That sounds fine - though access to 9th level effects as a pseudo-capstone at level 20 would also work.


Maybe yes and maybe no. For now I can live w/o them.







Transformation, Divine Power and their ilk are things that don't concern me, because this class is designed for settings where such effect don't exist.
Now, with only 3 schools available, limited spells known and diminished SL access (as proposed above), I don't see any scenario where this class can ever touch T1.

Most of the issue with Transmutation and Conjuration is that they've been treated as the 'and other magical things' schools of spells. If is spell doesn't obviously fit into one of the other schools of magic, it tends to wind up as a Transmutation spell, or if it involves something appearing out of nowhere, conjuration.
If you've got a limited spell selection, they become much less potent - though still very, very powerful. The Polymorph line by itself is fairly close to tier 2 in power level (a Commoner with Polymorph at-will with caster level equals class level is a strong tier 3 class).
Does Polymorph Any Object exist as a spell? Because that's another one that breaks when it's an SLA.


Polymorph Any Object persists, but only creature to creature and object to object.








I'm not sure what you mean by "full-random".

I mean, I don't like that you roll a die for the effect of the signs influences. Especially not since it changes every time you renew your spells. At least with the original Binder, you know what you're in for - but this is almost like a Paladin who has to roll a d10 every day to see which alignment he's championing.


I understand what you're saying, but I don’t have an answer how to assign different signs and influences to different creatures. Coming up with a half decent list of 20 was a nightmare by itself. If I had to come up with about 100, I'd give up in advance.








"the wrong direction" in what way?

The original flavor of the Binder ability was that the beings you have inhabiting your soul don't like to share. This is straight-up 'you're too stubborn for X'. I liked the original idea a lot better.
Mechanically, this is fine - it's just the flavor text that sits wrong with me.


The flavor I was imagining is "your constant exposure changes you on the physical level and makes you harder to influence".
This is even more convincing when a binder binds creatures onto his own body.








The re-imagined Binder is supposed to be by far the most planes-oriented class of them all.
These powers should be intrinsic – the bread and butter of a high-level Binder, not optional abilities.
It didn't escaper me that the binder will gain Maze before everyone else. It's ok for a class to get something before anyone else, and this would make Etherealness the only 9th level power in its arsenal (see below).

"Spells are not class features" - I forget who said that, but it's something I'm pretty definite on. You can get away with 1 or 2 class features which are just 'you get this SLA' - but beyond that, it loses its appeal.
What really got me was Plane Shift, though - that spell is just a terrible choice for a 9th level character to get continuous access to. It'd be like handing them a Deck of Many Things as a class feature - even if they resist, it's always a temptation, and when they use it it breaks the game (probably not in their favor...).
If you want the party to have access to Plane Shift, give them a magic item, otherwise I don't think it should even be a spell.
For the others:
Banishment is too similar to Dismissal. Just make it an upgrade to the previous class ability, and throw in something else (apply clerical turn-undead rules to summoned/bound creatures?)
Maze is actually an interesting choice (though the counter-maze use is very unlikely to see any benefits). To make it more unique, I'd say give the intelligence DC of solving the maze as the Binder's Class Level + Cha Mod (so it'll be less than 20 when they first get it), and they can also expend a use of this ability to reflexively apply Dimension Anchor to themselves (i.e. it's a counter against most forms of hostile teleport).
Etherealness is nice and all, but there's no reason for it to be a level 9 spell. The only benefit you get over the 7th level version is the minutes/level duration and the ability to carry passengers - all of which is rendered moot 90% of the time when you've had access to Dimension Door for 10+ levels.


I'm perfectly fine with making Banishment an upgrade of Dismissal.

As for Plane Shift, how abuseable can it get?
Player: "I'm plane-shifting."
DM: "Get back at me when you grow tired of wondering aimlessly through the wilderness of < SOME PLANE >"








Instead of wooden/metal effigy, I'd go for earth/stone or the corpse itself in some way (I think I'll need help here).
What I do know, is that I'm not comfortable with permanent Cha loss. It would be reasonable for it to persist until the recipient can be brought back to life or is slain.

I'm not sure how "use this ability on themselves" is to be applied.

Good call on the 'invested' charisma - if the construct is destroyed or the person otherwise raised, they should definitely get that back.
I'm also unsure on what the construct should be made from. You could go with a page from the Psionics handbook and just say it's made of 'ectoplasm', or you could insist on the soul being bound to a body (even if it's not the resurrected person's body...), but in the latter case I'd also think that Repair Construct spells would only be 1/2 effective, and healing spells would affect the target at 1/2 effect, but as if they were undead (negative energy healing).


Repair instead of cure is nice.
Since the body is no longer living but is not undead either, positive/negative energy shouldn't be viable for healing.
(does this mean that he'll get the repair line for free? I'm leaning toward "No").






As for 'applying the effect to themselves' - that's a backhanded way of offering the Binder immortality. They bind their own soul into a construct...


So, this would take care of the age problem, but would change nothing if they're slain.
Maybe I could say that a binder may assume effigy form and discontinue it at will, or [X] times per [Y] time interval.








Actually, I kind'a like this twist. Instead of amassing hordes to fight for you, you acquire their traits (only one monster at a time).
It's less than summoning, but you can't be banished OTOH.

In any case, I don't intend for this to replace access to spells, but the twist is definitely worth considering.

On one hand, I don't like the size limit idea.
OTOH, looking like a hybrid abomination sounds fascinating. I just don't have the inspiration to formulate what this would look like for all the creatures available via the Summon Monster spells (or any of them for that matter).
Any suggestions how to deal with the above?
(either way this makes the class a lot more interesting and unique)

Probably the most inspired and inspiring response I ever got.

Thanks! I like to offer constructive ideas.
The reason for the 'no size change' was to make the use of Suppress Sign optional, so a 1st level character isn't quite as limited by this.
If it was more like wildshape (multiple uses/day, limited duration and can be ended) that wouldn't be nearly as much of an issue
As for the 'Hybrid abomination' appearance, that's honestly one I'd leave up to the player. Just require that they have some obvious feature(s) mentioned in the monster's description, and mechanically it'd allow a Knowledge(whichever is appropriate) check at +10 diff to identify what the binder has combined with.


I'm wondering if it'll be too much to allow a binder both options: full transformation or suppressible abomination.
It would still be less OP than a spellcaster's summoning, where you enjoy double the action economy, as well as the option of sending your summoned monster on missions while remaining safely away from harm's way.

kestrel404
2016-05-06, 10:38 AM
Polymorph Any Object persists, but only creature to creature and object to object.
Yeah, it's the 'creature to creature' aspect that's the big issue. If it was just a way of reshaping stuff, it'd be fine. But the ability to permanently turn your Salamander familiar into a Juvenile Gold Dragon, permanently change your species/appearance, permanently make that annoying boss-monster an infant...


I understand what you're saying, but I don’t have an answer how to assign different signs and influences to different creatures. Coming up with a half decent list of 20 was a nightmare by itself. If I had to come up with about 100, I'd give up in advance.
You don't need more than you've got - the only issue I have is the randomness.
As an alternative: Assign one of those Signs to each Alignment. Creatures from a plane matching that alignment cause that sign.
Assign the rest to the non-outsiders (Fire Elementals to Hunger for the Flame, for example). Use one of the remainder as a 'catch all' (Alien Vanity, maybe?)


The flavor I was imagining is "your constant exposure changes you on the physical level and makes you harder to influence".
This is even more convincing when a binder binds creatures onto his own body.
That's not too bad. Just make that a bit more obvious.


As for Plane Shift, how abuseable can it get?
Player: "I'm plane-shifting."
DM: "Get back at me when you grow tired of wondering aimlessly through the wilderness of < SOME PLANE >"
Planeshift allows transport for groups, and under some readings allows you to 'kidnap' touched targets if they fail a will save.

Planeshift 2+/day is equivalent to unlimited-range Teleport (give or take ~250 miles, or ~2-days travel with overland flight & expeditious flight).
Planeshift to the Positive Energy Plane = unlimited healing, just as one example of how you can use it as a utility spell.
Planeshift might be a touch-range Save or Lose effect (I planeshift myself and the Sky Giant to the Plane of Earth, then I planeshift myself back). It definitely works for helpless targets (as they're assumed to be 'willing' for spells even if they're not).
Planeshifting by yourself is equivalent to abandoning the party for (minimum) a few days. This also applies to splitting the party.
I can go on, but most of the other examples just build on those.

If you want to allow 'access' to other planes, the Planeshift spell is not actually a good way to do it. I would recommend something equivalent to creating portals (like those that exist in Planescape), with significant setup time to make.


Repair instead of cure is nice.
Since the body is no longer living but is not undead either, positive/negative energy shouldn't be viable for healing.
(does this mean that he'll get the repair line for free? I'm leaning toward "No").
Yeah, no free repair spells - this isn't a dedicated healing class.


So, this would take care of the age problem, but would change nothing if they're slain.
Maybe I could say that a binder may assume effigy form and discontinue it at will, or [X] times per [Y] time interval.
I was thinking more like the Monk capstone - but you get the option of acquiring the Construct type instead of being turned into a Native Outsider.


I'm wondering if it'll be too much to allow a binder both options: full transformation or suppressible abomination.
It would still be less OP than a spellcaster's summoning, where you enjoy double the action economy, as well as the option of sending your summoned monster on missions while remaining safely away from harm's way.
Thinking about it again, you could do something like the Druid's wildshape limits - at 1st level, you can only turn into Small or medium creatures, and your options expand at higher levels. The more I think about it, the better basing this on Wildshape seems - just replace 'animals of specific hit dice' with 'summon spells you could cast'.

nonsi
2016-05-08, 04:00 AM
Yeah, it's the 'creature to creature' aspect that's the big issue. If it was just a way of reshaping stuff, it'd be fine. But the ability to permanently turn your Salamander familiar into a Juvenile Gold Dragon, permanently change your species/appearance, permanently make that annoying boss-monster an infant...


Ok, then how about changing Polymorph Any Object as follows: The spell cannot increase target's mental ability scores. If HD increase is intended, they cannot exceed the target's HD by more than 10, nor can they exceed your CL by more than 5. If no HD increase is attempted, your CL is not taken into account.

Boss to infant is just SoL. Not a lot new beyond Baleful Polymorph, other than a wider variety of creature types – which is ok, given the SL increase from 5th to 8th.






You don't need more than you've got - the only issue I have is the randomness.
As an alternative: Assign one of those Signs to each Alignment. Creatures from a plane matching that alignment cause that sign.
Assign the rest to the non-outsiders (Fire Elementals to Hunger for the Flame, for example). Use one of the remainder as a 'catch all' (Alien Vanity, maybe?)


I'm not sure I could cover all alignments (CE wouldn't fit any of them), and after I've dealt with "Hunger for the Flame" and "Alien Vanity", what do I do with the remaining 9?
Once I got the distribution figured out, how do I formulate which influences are appropriate for which selected spells? I mean, there are a lot of spells out there. And what if they merit conflicting alignments?






That's not too bad. Just make that a bit more obvious.


Will do.






Planeshift allows transport for groups, and under some readings allows you to 'kidnap' touched targets if they fail a will save.

Planeshift 2+/day is equivalent to unlimited-range Teleport (give or take ~250 miles, or ~2-days travel with overland flight & expeditious flight).
Planeshift to the Positive Energy Plane = unlimited healing, just as one example of how you can use it as a utility spell.
Planeshift might be a touch-range Save or Lose effect (I planeshift myself and the Sky Giant to the Plane of Earth, then I planeshift myself back). It definitely works for helpless targets (as they're assumed to be 'willing' for spells even if they're not).
Planeshifting by yourself is equivalent to abandoning the party for (minimum) a few days. This also applies to splitting the party.
I can go on, but most of the other examples just build on those.

If you want to allow 'access' to other planes, the Planeshift spell is not actually a good way to do it. I would recommend something equivalent to creating portals (like those that exist in Planescape), with significant setup time to make.


I see your point regarding Plane Shift. I'm guessing that a reasonable solution would be to make it a prolonged ritual. I'll cook something up when I have the time. I'll try to dig things up from 4e and 5e, as well as homebrew fixes, and see if I find something that fits. In addition, I'll make it 7th level for divine casters as well (with its greater version set to 8th SL for both) and move it to 12th level for the Binder.






Yeah, no free repair spells - this isn't a dedicated healing class.

. . .

I was thinking more like the Monk capstone - but you get the option of acquiring the Construct type instead of being turned into a Native Outsider.


I really don't like the direction this is going in. This doesn't spell out "Binder" to me in any way, shape or form.

I've decided to apply the following changes:
Since Unyielding Mind and Recall Essence are, in effect, fillers, they really have to go.
Unyielding Mind will be replaced with Bind Form (see below).
Recall Essence will be replaced with Perpetual Form Binding (see below).
I'll also add a level-20 capstone: "Timeless Outsider" (no more aging + native outsider).




Bind Form (Su)
Binders of 4th level or higher have a unique option of converting any retrieved spell usage into a special variation of the Summon Monster spell of the same SL.
Instead of summoning an outerplanar creature, the binder summons its essence and binds it onto himself.
A binder has 2 different ways of expressing the result of this power:
1. The binder physically transforms into the summoned creature, acquiring all its powers/advantages/weaknesses, but not including any inherent spellcasting abilities.
2. The binder is physically transformed into an abomination – a hybrid form between himself and the creature whose form he chooses to bind. When this alternative is applied, the binder's size is not modified to be appropriate for the bound creature – the binder keeps his original size (modify the damage of any of the creature's physical attacks appropriately). Any attempt to identify the grafted form requires an appropriate Knowledge check with a +10 modifier to the DC.
In both cases, for any of the binder's currently active bad bindings, the binder shows the signs.
In both cases, if the binder is subject to Dismissal or Banishment effect and fails his save, the bound form is immediately stripped away.

This will come instead of gaining the Summon Monster spells for free. A binder would still be able to choose them as known spells for retrieval tough.

I'm also considering removing option #2 for simplicity's sake.



Perpetual Form Binding (Ex)
A 19th level binder reaches the pinnacle of form binding.
From each Summon Monster SL available to the binder (I – VIII), choose a single creature. Those 8 forms are now regarded to as the binder's perpetually bound forms.
A binder may acquire / shed / alternate between any of his selected forms as a standard action that doesn't provoke AoOs.
When exiting a given form, and then re-entering that form, any exhaustible abilities of that creature remain expended until the binder completes long rest.






Thinking about it again, you could do something like the Druid's wildshape limits - at 1st level, you can only turn into Small or medium creatures, and your options expand at higher levels. The more I think about it, the better basing this on Wildshape seems - just replace 'animals of specific hit dice' with 'summon spells you could cast'.


Seems unnecessary, because the lists themselves seem to put the required balancing limitations without me needing to do anything about it.






Other changes that come to mind:
I was thinking...
Instead of going with the "open market" approach on Abj-Conj-Trans, maybe it'd be better if the Binder had a fixed list of spells to retrieve from (from the Abj-Conj-Trans schools).
This would increase the variety of spells to choose from, but the list would contain only spells that thematically feel appropriate as "Binder" effects (e.g. as much as I like Fly and realize its tactical value, "a flying binder" just doesn’t sound right - at least not w/o binding a form that can fly).
The second upside is that it would also remove the need for spell selection strategy on level progression.

nonsi
2016-05-10, 03:35 AM
.
All intended changes applied. Further reviews would be greatly appreciated.