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Thread: I Am the Danger [3.5 Vestige]

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    Default I Am the Danger [3.5 Vestige]

    Heisenberg, the Corroded Chemist
    Once a great alchemist, Heisenberg is now a vestige. His granted abilities give summoners powers related to alchemy and deceit.
    Legend: Heisenberg was one of the best alchemists of his time, if not the best. However, his talents went unrecognized as he sold out just before his endeavors would have led him to great prosperity.
    Later, Heisenberg was spurned by Incabulos, the god of plagues. Afflicted terribly, Heisenberg delved deeper into his knowledge and created "dark alchemy," a practice that would soon become illegal in most lands. Creating vile substances that simultaneously caused great pleasure and incredible health problems in the imbiber, Heisenberg hoped to earn enough gold to pay for the cure for his plague. Time was limited.
    By the time Heisenberg had earned enough for his treatment, however, he had become as corrupted and dark as the chemicals he crafted. Dark deeds and deception were what he was good at, he realized. For the rest of his life, he threatened and destroyed to get what he wanted.
    His dark alchemical materials took a toll on his soul, however, and it was corroded until nothing remained but a husk of its former self. Upon his death, Heisenberg's soul had been blackened too much for it to even be recognized, and so no deity took him. Instead, the dark alchemy that corrupted him in life led him on a path to the void where vestiges lie in wait.
    Special Requirement: You must say Heisenberg's name after drawing his symbol on a flat, immaculate surface.
    Manifestation: Heisenberg manifests in a cloud of acidic green smoke, appearing as a middle-aged man wearing a black pork-pie hat. His clothes appear a little too large for him and hang loosely on his body. When Heisenberg is fully in sight, he says, "You're goddamn right."
    Sign: Your hair falls out and if you are capable of such, you grow a beard. In addition, a black pork-pie hat appears on your head. The hat can be taken off, but must be held at hand at all times it's not on your head.
    Influence: You must sell any alchemical items or potions you create while bound to Heisenberg. In addition, you must create in as clandestine a location as possible, avoiding any scrutiny (except for potential partners in creation). If someone asks about where you were or what you were doing, you must lie.
    Granted Abilities: While bound to Heisenberg, you gain some of the prowess he held in life, as well as the darker parts of his personality.
    Blue Sky: You gain a +4 competence bonus on Craft (alchemy) checks and gain the ability to craft alchemical items as if you were a spellcaster. Finally, you gain the Brew Potion feat and can create a potion without access to the required spell. You gain a craft reserve (as the artificer class feature) of 4 XP per effective binder level you possess. This craft reserve disappears when Heisenberg is no longer bound. The next time you bind Heisenberg, you gain a new craft reserve. Any reserve XP not used while Heisenberg is bound disappears.
    Breaking Bad: You are the corrupted corrupter. You can influence a creature's actions by succeeding on a Bluff, Diplomacy, or Intimidate check opposed by the creature's Will saving throw. If you succeed, you are able to suggest a certain action as per the suggestion spell to the creature. You may only make one suggestion per use of this ability. Upon completion of the suggestion, the creature is released from the compulsion and you cannot use this ability for 1 hour. A single creature can only be influenced in this manner for a number of hours equal to your effective binder level in a day and the same creature cannot be affected twice in the same day. Finally, if you influence a creature to commit an evil act, the act's weight falls on the creature's soul, not yours.
    The One Who Knocks: You add your Intelligence modifier or your Charisma modifier (whichever is higher) to Bluff and Intimidate checks and you can take 10 on these checks.
    We're Done When I Say We're Done: Upon dealing enough damage to down a creature, leaving it either unconscious or dead, you may choose to keep it conscious or alive with 1 hp more than would knock it out or kill it. The creature is still helpless, but is aware of its surroundings and can communicate normally. This state lasts for a number of minutes equal to your effective binder level, at which point you can choose to let the creature get up or stay down. If you don't make a choice, roll 1d2 to determine the creature's fate.

    Last edited by Temotei; 2015-01-09 at 02:32 AM.
    Homebrew
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