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    Default [3.5] Vestige Fusion Feats

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    Sovereign Void Synthesis
    You have been the willing vessel to so many entities, uniting them within your one form, that you have mastered the power to admix certain favored Vestiges while their essence is harbored beneath your flesh.
    Prerequisites: The ability to bind both Amon, the Void Before the Altar, and Orthos, Sovereign of the Howling Dark.
    Benefits: While you have both Amon and Orthos bound, you may spend a standard action to fuse them together, creating a brilliant display of fire and darkness that erupts around you and burns the glowing image of both Vestiges' seals into the ground beneath you (which continue to smolder for several minutes before fading entirely). While fused, they count as a single Vestige for all purposes (such as the number of Vestiges you may have bound at once), but you must display both of their Signs and you are bound by both of their Influences. If you are not already displaying both Signs, they immediately show themselves.

    As a swift action, you may negate either Amon's Darkvision or Orthos' Blindsight for 1 round, channeling the power into the other ability. If you negate Amon's Darkvision, the radius of Orthos' Blindsight doubles for 1 round. If you negate Orthos' Blindsight, the range of Amon's Darkvision quintuples for 1 round.

    Whenever you use Orthos' Whirlwind Breath ability, and Amon's Fire Breath is not on cooldown, you may expend Amon's Fire Breath (forcing you to wait 5 rounds before you may use it again) to augment Orthos' Whirlwind Breath in one of the following ways.
    -Whirlwind Breath is not expended.
    -Enemies that fail their reflex saving throw also take 50% additional damage as fire damage.
    -Allies in the area of your Whirlwind Breath are not effected by it, and are instead protected by a vortex of fire. For 1 round, any melee attacks made against effected allies force the attacker to take 5d6 fire damage.

    Whenever an enemy's melee attack misses you as a result of Orthos' Displacement ability, you may make an attack of opportunity against them using Amon's Ram Attack.

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    Avaricious Slayer Synthesis
    Prerequisites: The ability to bind both Aym, Queen Avarice, and Eligor, Dragon's Slayer.
    Benefits: While you have both Aym and Eligor bound, you may spend a standard action to fuse them together, creating a brilliant display of fire, frost, and lightning that erupts around you and burns the glowing image of both Vestiges' seals into the ground beneath you (which continue to smolder for several minutes before fading entirely). While fused, they count as a single Vestige for all purposes (such as the number of Vestiges you may have bound at once), but you must display both of their Signs and you are bound by both of their Influences (Aym's and Eligor's Signs must both appear on the same hand). If you are not already displaying both Signs, they immediately show themselves.

    At the beginning of each round, you choose Fire, Cold, Electricity, Acid, or Sonic. This becomes the elemental type used for Aym's Halo of Fire and Resistance to Fire abilities, plus Eligor's Chromatic Strike. The element for Eligor's Chromatic Strike is no longer chosen in the normal way, and it effects all melee attacks you make in a round with the same element.

    As a full-round action, you may shift focuses, either draining Eligor's affinity for mounted combat to enhance Aym's affinity for breaking stuff or vice verse. If you choose to lose the bonus Ride By Attack and Spirited Charge feats granted by Eligor, you instead gain Power Attack and Combat Brute (Complete Warrior) as bonus feats. If you choose to lose the bonus Improved Sunder feat granted by Aym, you instead gain Mounted Combat as a bonus feat. It requires another full-round action to shift your focus the other way or return your focus to normal.

    Mounts that you are riding benefit from Aym's Dwarven Step ability.

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    Traitorous Pyre Synthesis
    Prerequisites: The ability to bind both Malphas, the Turnfeather, and Ashardalon, Pyre of the Unborn (Dragon Magic).
    Benefits: While you have both Malphas and Ashardalon bound, you may spend a standard action to fuse them together, creating a brilliant display of fire and black feathers that erupts around you and burns the glowing image of both Vestiges' seals into the ground beneath you (which continue to smolder for several minutes before fading entirely). While fused, they count as a single Vestige for all purposes (such as the number of Vestiges you may have bound at once), but you must display both of their Signs and you are bound by both of their Influences. If you are not already displaying both Signs, they immediately show themselves.

    Malphas' Bird's Eye Viewing ability is altered such that instead of summoning a dove or raven, you instead summon a Wyrmling Red Dragon (it has the Weapon Focus (Bite), Weapon Focus (Claw), and Stealthy feats with 10 ranks in Listen, Search, Spot, Bluff, Intimidate, and Escape Artist, and 5 ranks in Hide and Move Silently). This dragon is invested with demonic energy and benefits from Ashardalon's Fiend's Heart ability.

    When you activate Malphas' Invisibility, you may have it effect either you, the dragon granted by this feat, or both of you simultaneously. When you activate Ashardalon's Presence, you may have the cone effect originate from the dragon granted by this feat instead of you.

    Malphas' Sudden Strike ability becomes applicable if you and the dragon granted by this feat are flanking your target together, even if the target is not denied their dexterity bonus.

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    Material Instigator Synthesis
    Prerequisites: The ability to bind both Eurynome, Mother of the Material, and Savnok, the Instigator
    Benefits: While you have both Eurynome and Savnok bound, you may spend a standard action to fuse them together, creating an impressive display of flying shrapnel and bits of flesh that erupts around you and cuts the glowing image of both Vestiges' seals into the ground beneath you (which continue to burn for several minutes before fading entirely). While fused, they count as a single Vestige for all purposes (such as the number of Vestiges you may have bound at once), but you must display both of their Signs and you are bound by both of their Influences. If you are not already displaying both Signs, they immediately show themselves.

    The damage reduction granted by Savnok's Armor ability and Eurynome's Damage Reduction ability stack (ex. An 8th level Binder would have Damage Reduction 5/Piercing and Lawful).

    If you have both the armor granted by Savnok's Call Armor and the warhammer granted by Eurynome's Maul, you may combine the two of them together in one of two forms as a full-round action.
    -The first causes the warhammer to disappear. The enhancement bonus of the armor granted by Savnok's Call Armor is increased by the enhancement bonus the warhammer would have had. If the warhammer was adamantine, so is the armor now. If the warhammer was anarchic, the armor's enhancement bonus now also applies to your touch AC.
    -The second causes the armor to disappear. The enhancement bonus of the warhammer granted by Eurynome's Maul is increased by the enhancement bonus the armor would have had. If the armor would have been light fortification, the warhammer's threat range is increased by 1. If the armor would have been moderate fortification, the warhammer's threat range is increased by 2 instead. If the armor would have been heavy fortification, the warhammer's threat range is increased by 3 instead. This is factored in after other threat range bonuses such as Keen or Improved Critical.

    You may spend a swift action to separate the two items again. If you do so, you may choose for the armor to appear being worn by you, or beside you, and for the warhammer to be in your hands, or beside you.

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    Shadow Knight Synthesis
    Prerequisites: The ability to bind both Andras, the Gray Knight, and Tenebrous, the Shadow That Was. The ability to bind 6th level Vestiges.
    Benefits: While you have both Andras and Tenebrous bound, you may spend a standard action to fuse them together, creating a brilliant display of darkness and swirling feathers that erupts around you and burns the glowing image of both Vestiges' seals into the ground beneath you (which continue to smolder for several minutes before fading entirely). While fused, they count as a single Vestige for all purposes (such as the number of Vestiges you may have bound at once), but you must display both of their Signs and you are bound by both of their Influences. If you are not already displaying both Signs, they immediately show themselves.

    Creatures within the radius of Tenebrous' Deeper Darkness take a -2 penalty on the saving throw versus Andras' Sow Discord if the ally the victim will be targeting is also within the radius of Tenebrous' Deeper Darkness.

    If you strike an enemy using an attack charged with both Tenebrous' Touch of the Void and Andras' Smite Good or Evil, and deal damage, you place a terrible curse on them. For the next hour, any critical threats made against them are automatically confirmed. This may be removed with a Remove Curse spell.

    The horse granted by Andras' Mount ability benefits from Tenebrous' See in Darkness. In addition, when you activate Tenebrous' Vessel of Emptiness, you may have it effect both you and Andras' Mount simultaneously with only a single use if the mount is adjacent to you. If the mount granted by Andras' Mount dies, you may spend a Turn or Rebuke attempt granted by Tenebrous to gain another daily use of Andras' Mount ability.

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    Wretched Torture Synthesis
    Prerequisites: The ability to bind both Dahlver-Nar, the Tortured One, and Vanus, The Reviled One
    Benefits: While you have both Dahlver-Nar and Vanus bound, you may spend a standard action to fuse them together, creating a brilliant display of glistening gore and entrails that erupts around you and burns the glowing image of both Vestiges' seals into the ground beneath you (which continue to smolder for several minutes before fading entirely). While fused, they count as a single Vestige for all purposes (such as the number of Vestiges you may have bound at once), but you must display both of their Signs and you are bound by both of their Influences. If you are not already displaying both Signs, they immediately show themselves.

    If you have Dahlver-Nar's Shield Self on a willing target, you may end the effect as an immediate action to use Vanus' Free Ally on the target instead. In this case, the effect lasts until the end of your next turn. You may not use Dahlver-Nar's Shield Self again for 5 rounds.

    A creature that fails its Will save against Dahlver-Nar's Maddening Moan becomes susceptible to Vanus' Fear Aura for 1 minute, negating any immunity they would have against the effect (including the one granted for having made a successful save in the past 24 hours).

    If you deal damage to an enemy from Vanus' Noble Disdain, you may target them with Dahlver-Nar's Shield Self as a free action. If Dahlver-Nar's Shield Self is already on an enemy, Vanus' Noble Disdain applies to them regardless of hit dice.

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    Grinning Emperor Synthesis
    Prerequisites: The ability to bind both Dantalion, the Star Emperor, and Naberius, the Grinning Hound
    Benefits: While you have both Dantalion and Naberius bound, you may spend a standard action to fuse them together, creating a brilliant display of pulsating darkness, accented by red eyes and distant stars, that erupts around you and burns the glowing image of both Vestiges' seals into the ground beneath you (which continue to smolder for several minutes before fading entirely). While fused, they count as a single Vestige for all purposes (such as the number of Vestiges you may have bound at once), but you must display both of their Signs and you are bound by both of their Influences. If you are not already displaying both Signs, they immediately show themselves.

    A creature that has failed a Will save against Dantalion's Read Thoughts ability within the last minute becomes especially susceptible to Naberius' Persuasive Words, suffering a -2 penalty on their saving throw to resist. Furthermore, if the target successfully falls victim to Persuasive Words while in this state, they must make an additional Will save (which does not include the -2 penalty). Failing this second save convinces the target that the actions they performed while being magically compelled were their own idea, devoid of foul play, and have no suspicions to the otherwise.

    As a full-round action, you may forsake the bonus granted by Dantalion Knows, shifting your focus away from knowledge and funneling the power of the Star Emperor into Naberius. Until you unbind these fused Vestiges, you gain a +8 bonus on all skills affected by your Naberius's Skills power.

    When you active the Awe of Dantalion, you may, as a free action, forsake the use of the Disguise Self ability granted by Naberius. By doing so, you assume a portion of the glory of the Star Emperor, as much as Naberius may invest you with, shining with a terrible darkness that awes all things. So long as you continue to adhere to the non-aggression clause of the Awe of Dantalion, its effects persist indefinitely. After the first round, however, creatures may attempt to harm you. Every act of aggression against you requires the attacker to make a Will save. Failure leaves your protective state intact. Success shatters it and forces you to wait 5 rounds before using either Awe of Dantalion or Disguise Self again.
    Last edited by Xefas; 2011-11-22 at 02:32 AM.

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    Default Re: [3.5] Vestige Fusion Feats

    Must it nessesarily be limited to just those two vestiges?
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    Default Re: [3.5] Vestige Fusion Feats

    These kind of feats could add hugely to a Binder's potential. This one looks awesome, and I'm excited to see more in the future.
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    Default Re: [3.5] Vestige Fusion Feats

    Quote Originally Posted by flabort View Post
    Must it nessesarily be limited to just those two vestiges?
    I'm considering doing others. And possibly a generic one that is less powerful, but can be used with any two. This first feat is just a proof of concept sort of thing. Like "Hey, does this sound like a good thing? Is there actual interest in seeing more before I put in the time to write them?".

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    Default Re: [3.5] Vestige Fusion Feats

    I'm definitely interested in seeing more of them.
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    Default Re: [3.5] Vestige Fusion Feats

    Quote Originally Posted by Cahokia View Post
    These kind of feats could add hugely to a Binder's potential. This one looks awesome, and I'm excited to see more in the future.
    Quote Originally Posted by Zaydos View Post
    I'm definitely interested in seeing more of them.
    I appreciate the support, and I'm glad to have a reason to continue, as I do love me some Binder action . Avaricious Slayer Synthesis is up now.

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    Default Re: [3.5] Vestige Fusion Feats

    One issue is the ability to bind many more Vestiges than the class was intended to. Normally you can bind 4 Vestiges at 20th level...with the right feats, these could increase that number to 7, which is a CONSIDERABLE boost in power even without the extra abilities these grant...

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    Default Re: [3.5] Vestige Fusion Feats

    Quote Originally Posted by Djinn_In_Tonic View Post
    One issue is the ability to bind many more Vestiges than the class was intended to. Normally you can bind 4 Vestiges at 20th level...with the right feats, these could increase that number to 7, which is a CONSIDERABLE boost in power even without the extra abilities these grant...
    It's not the same as just being able to bind any 7 vestiges. I've purposefully matched high or mid level vestiges with low level vestiges as a mitigating factor. In addition, this is costing them feats, which is a precious commodity, as well as the fact that one of the strengths of the Binder is their versatility. If they ever want or need an ability from a Vestige that they don't have the very specific feat for, they'll have to go without entirely for the duration of the occasion, effectively without a feat.

    I don't think these feats would even be enough to bump them from Tier 3 to Tier 2.

    Also, two more feats up.
    Last edited by Xefas; 2010-10-17 at 01:32 AM.

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    Default Re: [3.5] Vestige Fusion Feats

    This... is awesome. I want to take this material and marry it, then raise a family of more awesome homebrew with it. You can be the godfather.
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    Default Re: [3.5] Vestige Fusion Feats

    Quote Originally Posted by The Tygre View Post
    This... is awesome. I want to take this material and marry it, then raise a family of more awesome homebrew with it. You can be the godfather.
    I approve. You have my blessing.

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    Last edited by Xefas; 2010-10-17 at 01:47 AM.

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    Default Re: [3.5] Vestige Fusion Feats

    I really like it, and the ability grant by the feat are awesome but like Djinn i'm concerned that granting them the ability to bind more vestige is too much for the cost of one feat particulary since you gain a number of benefit from it.
    Yeah it's restrict to specific vestige but still, I mean that's the sort of ability that I imagine a Prc could grant as a capstone so yeah.
    That said I love the idea and it's an excellent work.
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    Default Re: [3.5] Vestige Fusion Feats

    Ohmigoshohmigoshohmigosh these rock!!

    Please keep making them, I have a Binder that these will make good use of these. That and Demon Mulan is awesome.
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    Default Re: [3.5] Vestige Fusion Feats

    These look pretty good. granting more versatility to the Binder. And I don't think that they really imbalance the class because they force you to bind 2 specific vestiges and most abilities require that you sacrifice abilities from one or the other.

    Overall, a great idea, and I'm looking forward to some of the others.
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    Default Re: [3.5] Vestige Fusion Feats

    How about giving them a tag like [synthesis] or something and making it so they can only use one at a time if your worried about that.
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    Default Re: [3.5] Vestige Fusion Feats

    These are awesome. Doesn't Persona have soemthing like this?
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    Default Re: [3.5] Vestige Fusion Feats

    Quote Originally Posted by EdroGrimshell View Post
    How about giving them a tag like [synthesis] or something and making it so they can only use one at a time if your worried about that.
    That could be an option. Another would be to simply remove the bit about them only counting as one vestige for purposes of your maximum... or maybe that they only count as one while you actually have them fused (requiring you to be displaying both signs and under both influences)... maybe even a clause about violating the influence ends the fusion, instead of/as well as giving you the -1 penalty. Or maybe it is balanced the way it is, I wouldn't know, I only got Tome of Magic a week or two ago.

    PS, I like how you worked in Instant Runes.
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    Default Re: [3.5] Vestige Fusion Feats

    Thanks, Draco.
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    I swear, every time I go there, it takes me an hour, (or more!), and at the end of it I've got a permanent -2 wis, +1 int. Not a fair trade-off.

    I don't know what to say about the new feats. The more the better, but I can't really form an opinion of them.

    What I'm reading, though, is that (with all of these combos) you can manifest both as normal, with normal benefits, or just one with twice the power, basically, with the added bonus that they only count as one.

    I cannot say anything about power levels, or balance, but, I can say the flavor REALLY fits the abilities.

    When will you have enough that even a gestalt fighter//binder cannot get enough feats to take all of these...
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    Default Re: [3.5] Vestige Fusion Feats

    Ooo, more Xefas wonderbrew!

    I don't see these as that unbalancing, really, given you can't take these till the mid levels and you're locking up one of your vestige slots with those specific vestiges and you're basically out a feat if you don't bind them that day. Yes, if you take a Synthesis feat for a Vestige you already Favor, you'll get a boost but that's what feats are supposed to do, anyways, right?

    I look forward to more to come, as I do of more Discipline Style feats which I'm PATIENTLY waiting for more of.
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    Default Re: [3.5] Vestige Fusion Feats

    I'm glad these are popular . Shadow Knight Synthesis is up.
    Quote Originally Posted by Cieyrin View Post
    I look forward to more to come, as I do of more Discipline Style feats which I'm PATIENTLY waiting for more of.
    Yeah, yeah, I'm sure I'll get around to doing more of those eventually.

    EDIT: Some of these combined influences are kind of interesting to think of. For instance, Malphas influences you to become overbearingly obsessively affectionate towards someone until they reject you. Ashardalon influences you to exact horrible bloody vengeance against anyone who rejects you. Heh.
    Last edited by Xefas; 2010-10-18 at 04:33 PM.

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    Default Re: [3.5] Vestige Fusion Feats

    Quote Originally Posted by Xefas View Post
    Yeah, yeah, I'm sure I'll get around to doing more of those eventually.
    *Menacing tone*

    Well I hope "Eventually" means soon.
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    Default Re: [3.5] Vestige Fusion Feats

    Quote Originally Posted by flabort View Post
    ...at the end of it I've got a permanent -2 wis, +1 int. Not a fair trade-off.
    Ah, well, I am a wizard, so it works for me... actually, I haven't noticed any Wis reduction... could you explain how this manifests?
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    Default Re: [3.5] Vestige Fusion Feats

    you must have immunity to self-control-affecting effects.
    TV tropes is the leading cause of "Crazy" wizard syndrom.
    just thought I'd let you know.
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    Default Re: [3.5] Vestige Fusion Feats

    Love this thread, too cool Xefas.
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    Default Re: [3.5] Vestige Fusion Feats

    Wretched Torture Synthesis is up.

    It seems like I spend far too much time hunting pictures for these things (same goes for my Martial Styles). It took me three times as long to find a pic I liked that I thought fit the feat as it did to actually write the thing. And I'm still not happy with the picture for Material Instigator Synthesis, if anyone would like to supply an alternative that also features a dude in full-plate with a hammer.

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    WolfInSheepsClothing

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    Default Re: [3.5] Vestige Fusion Feats

    Hey! A picture's worth a thousand words. Sometimes a picture is what pushes a good homebrew into great homebrew. There's nothing wrong with dolling your stuff up a bit. Hell, even terrible homebrew can look good with a nice coat of paint. All of which leads to the fact that you can now summon JACK OF ****ING BLADES! God, I want to mix this with the Vestige Summoner so bad.
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    Default Re: [3.5] Vestige Fusion Feats



    Maybe this for Material Instigator Synthesis? Bit small I know, but finding hammer weilders that aren't Dwarves is a challenge.
    Last edited by Kobold-Bard; 2010-10-18 at 11:27 PM.
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    Default Re: [3.5] Vestige Fusion Feats

    Quote Originally Posted by The Tygre View Post
    God, I want to mix this with the Vestige Summoner so bad.
    I'm not sure how one would do that, but it's certainly an interesting idea.

    Quote Originally Posted by Kobold-Bard View Post
    Maybe this for Material Instigator Synthesis? Bit small I know, but finding hammer weilders that aren't Dwarves is a challenge.
    Ah, thanks, I'll put that one up instead. Small though it is, I like it better than what I had.

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    Default Re: [3.5] Vestige Fusion Feats

    I like these a lot.

    What's the source on the image for Wretched Torture Synthesis?

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    Default Re: [3.5] Vestige Fusion Feats

    Quote Originally Posted by Edge View Post
    I like these a lot.

    What's the source on the image for Wretched Torture Synthesis?
    That's "Jack of Blades", the primary antagonist from the PC game "Fable".

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    Default Re: [3.5] Vestige Fusion Feats

    Posted in this thread:
    Quote Originally Posted by EdroGrimshell View Post
    Have you seen these? I'd like to see these two worked together somehow.
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