Chapter One: Binder
A Binder is a type of mage which uses magic to bind the soul (or essence) of a creature (Normally a Elemental or Outsider) to a receptacle. This receptacle could be a inanimate construct, a weapon or armor, a creature, or even a place. These binding's cause anomalies to effect the receptacle.
Making a Binder
A Binder is normally a controller, in the back commanding his summoned and bound creatures. But when it comes to close quarters they can normally use a weapon with a creatures bound to it. At higher levels they can actually create their own guards in the form of Golems.
Abilities: Their major abilities are all mental. Their Intelligence determines the highest spells they can cast, and how they understand souls. A wise binder has more control over the souls of others, being able to override their willpower with his own. Charisma allows them to convince beings to do service at lower costs.
Races: Durzites are the most famous Binders, they are well-known for their golems and their cities which "somehow" seem full of magical energy.
Alignment: Any, but it's hard to not be of evil alignment when your class abilities are focused on forcing creatures souls into servitude.
Starting Gold:3d4 ×10 gp.
Starting Age: Complex.
Hit Die: d4
The Binder Table
Class Skills (2 + Int modifier per level, ×4 at 1st level)
Class Features
All of the following are class features of the Binder.
Weapon and Armor Proficiency: Binders are proficient with all simple weapons, but not any type of armor or shield. Armour of any kind interferes with a Binders movements, which can cause spells with somatic components to fail.
Spells: A Binder casts Geotia spells which are drawn from the Binder Spell list. A Binder must choose and prepare her spells ahead of time (See next post).
To learn, prepare, or cast a spell, the Binder must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Binders spell is 10 + the spell level + the Binders Intelligence modifier.
Like other spellcasters, a Binder can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Binder. In addition, she receives bonus spells per day if she has a high Intelligence score.
Unlike a bard or sorcerer, a Binder may know any number of spells. He must choose and prepare his spells ahead of time by getting a good nights sleep and spending 1 hour studying his spellbook. While studying, the Binder decides which spells to prepare.
Spellbooks: A Binder must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all Binder can prepare from memory.
A Binder begins play with a spellbook containing all 0-level Binder spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the Binder has, the spellbook holds one additional 1st-level spell of your choice. At each new Binder level, he gains two new spells of any spell level or levels that he can cast (based on his new Binder level) for his spellbook. At any time, a Binder can also add spells found in other Binder's spellbooks to her own.
Familiar: A Binder can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a Fey that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The Binder chooses the kind of familiar he gets. As the Binder advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the Binder, the Binder must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per Binder level; success reduces the loss to one-half that amount. However, a Binder’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.
Gate of Souls (Su): As a Full-Round action a Binder can create a geotia sigil in the air or on a surface within 5 feet, as long as he is within 30 feet of the Gate of Souls he can expend a swift action to attempt to call his familiar, a creature he has currently bound to a deed, a piece of equipment or object he has a creature bound into, a Golem he has created, or a creature he has bonded his soul to.
This creature immediately hears the Binders call is given the option of ignoring the call or answering it. If they choose to answer it, they teleport a square adjacent to the Gate of Souls. Objects must answer the call and always appear at the Gate of Souls.
A Gate of Souls can be dismissed as a free action, and a Binder can only have one at a single time.
Binder's Pact (Su): A Binder of 2nd level of above can enter a Pact with creatures trapped inside a Binding Circle. The Binder can only make a pact with creature he can bind.
The Binder is free to talk with the trapped creature. He can then try to convince a trapped creature to do the Binding willingly. This generally results in a bargin between the creature and the binder. The cost can be gold, souls, a deed in return, experience and more. The exact details depend on the trapped creature and the pact so the specifics are determined by the DM and player.
To make a Binder's Pact with a trapped creature; a Binder can either force the creature into submission or try and persuade it. Either way Binder must then make a Will Check + half his Effective Binder Level (round down) to the check (DC is Base DC of the Deed + 1/2 Trapped Creatures Spell Resistance + Trapped Creatures Will Save).
If the trapped creature is willing then the checks DC is only the Base DC.
What soul's a Binder can manipulate do depends of the Binder's level. At 1st level, a Binder can only bind a soul to a deed (See Chapter Four).
Once bound to an act the creature then must then do the deed. Once the deed is complete the soul is free.
To determine how powerful you can make the effects your binding is dependent on your EBL (Effective Binder Level), your Effective Binder Level is equal to your Binder Level plus any additional modifiers.
A Binder can have a number of pacts determined by level plus half your intelligence modifier (Rounded Down).
Obedience Sigil: A Binder of 2nd level or above can create an Obedience Sigil as a full-round action. This appears as a non-mobile ring which has a rune in the center. A Obedience Sigil is invisible except for the Binder who created it, but if activated it loses this trait and becomes visable.
The size of a Obedience Sigil is determined by a Binder's Effective Binding Level. The table below notes the maximum size the can be created, but a Binder can choose to create smaller Obedience Sigil's.
If a creature, that the Binder can enter a pact with, enters a Obedience Sigil the Binder immediate becomes aware of this and can spend an immediate action to activate the Obedience Sigil.
Once activated the creature can't exit the circle by physical or magical means. An Obedience Sigil can be dispelled as a free action by the Binder that created it, or by a third party casting Dispel Magic or similar spells (In which case its caster level is equal to the binder's class level)
A Binder can only have a number of Obedience Sigils equal to his Binder level in existence at one time. A creature can try and escape the Sigil once every day as a full-round action. To escape it must succeed on a Will Save (DC=10 + Effective Binder Level + Wisdom Modifier). If it succeeds on the escape it is no longer bound by the Sigil.
You can trap summoned creatures in the Obedience Sigil but they only remain inside the binding one week or the spells duration (Whichever is longer), if a Binder hasn't successful made a Binder's Pact with the summoned creature within the allotted escape time, it immediately escapes (No save required). If the Binder succeeds on a Binder's Pact within the duration, the summoned creature must remain until the Pact has ended.
Once a creature is bound or escapes then the Sigil disappears. If not dismissed or used (by successfully binding a creature or the creature escaping) the Sigil will last indefinitely.
Soul Master: At Second Level, a Binder can only create pacts with creatures with the Elemental, or Outsider Type, that have a CR equal to or below his Binder Level -2.
In addition to the above, Binders can also make pacts with summoned magical beasts, with a CR equal to or below his Binder Level -4 (Minimum 1/4).
Twin Soul (Su): Upon reaching third level, a Binder may enact a ritual to form an effigy of a soul within himself. This ritual costs 100 gp worth of materials, and takes 3 hours to perform. This fake soul remains within Binder until expended, upon which time it is destroyed.
This soul can be expended in the following ways:
- When an Obedience Sigil would trap him, he could expend the soul in order to be free of the effect.
- When someone attempts to bind him against his will, he may expend the soul to make the effect negated.
- When someone tries to Soul Trap or otherwise move his soul, he may expend the soul to negate the effect.
Bonus Feat: At level four and every five levels thereafter (level 9, 14, and 19) you gain a bonus feat. This bonus feat must have the Binder descriptor.
Binding Receptacle: At 5th level, and every five levels thereafter (level 10, 15, and 20), the Binder learns a new form of binding. He may choose from the following forms of Binding:
Animation, Aura, Bonding, Enchanting, Innvocation, and Phylactery.
Rules for these types of binding can be found in their respective chapters.
In addition to the above, when Binding Receptacle is gained again; your Effective Binder Level for previously selected Receptacles increases by one.
Perfect Understanding (Su): Upon reaching 6th level, a Binder gains great understanding in the workings of others souls. By expending a standard action, he can instantly tell the Type of the touched creature.
Sunder Binding (Su): At 7th level, a Binder can remove the pacts of other Binders. To do this he must complete an hour long ritual which costs 100 gp, at the end of which the binder must make a will check (DC 20 + 10 if target is unwilling). If this check fails the hour and gold pieces are wasted.
To complete this ritual you fufill a requirement based upon what type of binding you are attempting to remove:
A "Suitable Vessel" is a creature of the same species that is mindless or a Phylactery of that creature type.
This causes the binding to be removed. Also if a Suitable Vessel is a requirement, then the soul enters the Vessel, unless the target creature is an elemental or outsider in which case he can physically create a new body within 30 feet.
Shifting Familar (Su): A Binder of 7th level or above can change the form of his familiar as a full-round action. This doesn't grant him any new forms of familiars.
Powerful Familiar: Upon reaching 11th level, a Binder gains Improved Familiar as a Bonus Feat.
Soul Perception (Sp): At 12th level and above, a Binder can expend a standard action to view souls. This functions as the
Deathwatch spell. This ability has a caster level of 12 and can be dismissed as a free action.
Supress Taint (Su): At 13th level, a binder has learnt how to supress a souls taint upon a target. As a Swift action he can supress any taint upon himself or any objects within his possession. As a Move-Action he can supress the taint of an adjacent willing creature or object that creatures possession. As a Full-Round action he can supress the taint of an aura he is in.
Any taint supressed by this ability is supressed for 1 day per Effective Binder Level.
Telepathy (Su): Upon attaining 16th level, the Binder gains Telepathy with a range of 60 feet.
Soul Merchant (Su): A Binder of 17th level, can make Faustian bargains similarly to Devils, granting a creature with a soul a service in exchange for its soul, though none of these services can be used to harm or kill the Binder directly. The Binder decides how these services are commited. This form of agreement can’t be formed under magical compulsion or threat of death, though other forms of duress (such as threatening to kill others) are acceptable.
Upon completion of the services, the Binder gains ownership of the creatures soul. If the creature ever dies, the soul immediately is sent to the Binder's body. In this state it is inert until places into a Receptacle.
Anima Portal (Sp): At 18th level, a Binder can create a portal to the plane known as the Anima. This functions as the
Gate Spell, except it can only be used for Planar Travel and only to travel to the Anima.
This ability can be used three times per day.
Anima Sovereign (Su): Upon reaching 20th level, a Binder learns to manipulate his own soul. The Binder can enact a twenty hour long ritual which costs 100 gold per HD of the Binder.
After this ritual the binder ceases to age, and may select any type. For the effects and abilities regarding type, he is counted as the type he selected. This ritual can be repeated multiple times, each time changing his type.
In addition to the above the amount of pacts he has increases to the amount indicated by level, plus your intelligence modifier.
Familiar
A familiar is a manifestation of a mages soul, which takes the form of a mundane creature. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal creature it appears to be, but it is treated as a Fey for the purpose of any effect that depends on its type. A familiar also grants a +3 bonus to one skill choosen upon gaining a familiar.
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.
List of available Familiars
- Bat
- Dog
- Draketooth
- Cat
- Centipede1
- Giant Fire Beetle
- Hawk
- Lizard
- Monkey
- Octopus
- Owl
- Rat
- Raven2
- Sanguine Venom
- Scorpion3
- Shell4
- Skeleton5
- Snake6
- Spider7
- Termite8
- Toad
- Vulture
- Weasel
1.Tiny Monstrous Centipede.
2.A raven familiar can speak one language of its master's choice as a supernatural ability.
3.Tiny Monstrous Scorpion.
4.Human Warrior Shell.
5.Human Warrior Skeleton.
6.Tiny viper.
7.Tiny Monstrous Spider.
8.Giant Worker Termite.
Familiar Basics: Use the basic statistics for a creature of the familiar’s kind, but make the following changes:
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.
Hit Points: The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.
Damage equals that of a normal creature of the familiar’s kind.
Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +0, Reflex +2, Will +2) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for a Fey of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.
Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.
Natural Armor Adj.: The number noted here is an improvement to the familiar’s existing natural armor bonus.
Int: The familiar’s Intelligence score.
Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited natur e of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.
Incorporeal (Su): If the master is 9th level or higher, a familiar can expend an immediate action to become incorporeal, and return to normal as a free action. The Familiar may remain incorporeal for a number of rounds per day equal to 3 times the masters level.
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.
Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
Merge with Master (Sp): If the master is 19th level or higher and his familiar is adjacent, he may expend a full-round action, and can merge forms with his familiar. This transformation includes all of the master's gear. While merged in this way, the master is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the master are suspended until the master emerges from the familiar (although durations continue to expire).
The master can cast spells while inside the familiar by taking control of the familiar for the duration of the casting. Any material components used for these spells are taken from the master's gear, even though they are otherwise inaccessible. The master can direct all of the familiar's actions while merged, can perceive through its senses, and can speak through its voice.
The master can use this ability for a number of rounds per day equal to his level. He can end this effect at any time as a swift action. The master emerges in a square adjacent to the familiar if able. If the familiar is killed or dismissed while the master is merged with it, the master is immediately ejected, taking 4d6 points of damage, and is stunned for 1 round.