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Old 07-16-2012, 07:23 PM   Top  -  End  -  #2
Milo v3
Troll in the Playground
 
 
Join Date: Aug 2010
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Default Re: Soul Weaver: Binder of Souls [3.5e]

Chapter One: Binder
Spoiler


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
LevelBABFort SaveRef SaveWill SaveSpecial0th1st2nd3rd4th5th6th7th8th9thPacts
1st+0+0+0+2Familiar, Gate of Souls310
2nd+1+0+0+3Binder's Pact, Obedience Sigil, Soul Master423
3rd+1+1+1+3Twin Soul4215
4th+2+1+1+4Bonus Feat, Dominating Soul4326
5th+2+1+1+4Binding Receptacle43217
6th+3+2+2+5Perfect Understanding43328
7th+3+2+2+5Sunder Binding443219
8th+4+2+2+6Shifting Familar4433210
9th+4+3+3+6Bonus Feat44432112
10th+5+3+3+7Anima Mastery, Binding Receptacle44433213
11th+5+3+3+7Powerful Familiar444432114
12th+6/+1+4+4+8Soul Perception444433215
13th+6/+1+4+4+8Supress Taint4444432118
14th+7/+2+4+4+9Bonus Feat4444433219
15th+7/+2+5+5+9Binding Receptacle, Improved Anima Mastery44444432120
16th+8/+3+5+5+10Telepathy44444433221
17th+8/+3+5+5+10Soul Merchant444444432122
18th+9/+4+6+6+11Anima Portal444444433223
19th+9/+4+6+6+11Bonus Feat444444443324
20th+10/+5+6+6+12Binding Receptacle, Anima Sovereign444444444425

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. 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 + Creatures HD + 1/2 Trapped Creatures Spell Resistance + Trapped Creatures Will Save). Willing target's don't add their HD to the DC. Failure on this check release the target from the Obedience Sigil.

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 2nd 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. A pact can also be ended by the binder who created it as a swift action.

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). If the creature is willing, then this pact doesn't expend a Pact, instead 1 slot is expended for every three willing pacts.

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.
EBLSize
1-45 ft. by 5 ft.
5-810 ft. by 10 ft.
9-1220 ft. by 20 ft.
13-1640 ft. by 40 ft.
17-2080 ft. by 80 ft.

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 -1.

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.

Dominating Soul (Ex): Upon reaching 4th level, your soul has become adept at manipulating the souls of those weaker than you. Creatures with HD equal to or lower than your Binder Level divided by 4, doesn't expend a pact slot when used with Binder's Pact.

In addition, Bondings with only a single point also don't expend a pact slot.

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:
Type of BindingRequirement
DeedMust be adjacent to bound creature
AnimationMust be adjacent to bound Construct and a suitable vessel must be within 30 feet.
AuraMust be within the area of the Aura and a suitable vessel must be within 30 feet.
BondingMust be adjacent to bonded subject
EnchantingMust be in physical contact with enchanted item and a suitable vessel must be within 30 feet.
InnvocationMust be adjacent to a creature imbued by Innvocation and a suitable vessel must be within 30 feet.
PhylacteryMust be in physical contact with phylactery and a suitable vessel must be within 30 feet.
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.

Anima Mastery (Ex): At 10th level, the Binder has attuned to his abilities allowing for him to pierce souls easier when using using certain receptacles. The Base DC of Binder Pacts are halved for one Receptacle of his choice. Once this choice is made, it cannot be changed.

At 15th level, the Base DC of Binder Pacts are halved. The Base DC for Binder Pacts using the prior-choosen receptacle are reduced to a quarter of there normal amount.

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
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My Homebrew (180+ and still counting)

Quote:
Originally Posted by Crasical View Post
I once had a DM shoot down my wizard with an octopus familiar idea when I pointed out the ink loophole and declared my intention to escape bad situations by holding my pet above my head and shouting "BEHOLD, THE OCTOPUS!" before disappearing in a cloud of chemical darkness.
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Last edited by Milo v3 : 01-31-2013 at 07:15 PM.
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