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    Default Soul Weaver: Binder of Souls [3.5e] (PLEASE PEACH)

    Soul Weaver
    This project is going to be big. Very big. I always enjoyed reading about how in ancient myths wizards bound demons and angels to their will and manipulated souls into doing their bidding. The closest D&D has is Charm Monster and spells like Gate and Planar Ally.

    For me these aren't the way to fufill these myths. So I created a class called the Binder (which isn't related to the Tome Of Magic Binder). But after starting the class it had a few problems.

    Firstly it was very complicated compared to the rest of 3.5.
    Secondly it relied on my making a lot of very very very large tables.

    Now I have realised (with help from this forum) this "class" isn't just a class. It is a whole new system, with completely different mechanics for enchanting items, creating golems, empowering characters, controlling minions, making permanent spells, and new feats.

    So I've turned this class into a Project, which I'll slowly complete over time over the course of several threads. In this thread shall be the Binder Class, and its spell list.

    As they are the glue which holds it all together and from which everything comes and returns to.

    I hope for help from the forums in helping making this system balanced and complete. And thank you for all the help I've had so far.

    Note: Here are the creatures of the Monster Mannual and all the Binder Traits/Taints.

    Also Will Checks are will saves, but they are against another creature, rather than protecting you from attacks.

    Contents
    1. Chapter One: Binder Class
    2. Chapter Two: Binder's Spell List
    3. Chapter Three: Binder Specific Feats
    4. Chapter Four: Deeds
    5. Chapter Five: Animation
    6. Chapter Six: Auras
    7. Chapter Seven: Bonding
    8. Chapter Eight: Enchanting
    9. Chapter Nine: Innvocation
    10. Chapter Ten: Phylactery
    11. Chapter Eleven: New Spells
    12. Chapter Twelve: Race's of the Soul
    13. Chapter Thirteen: Prestige Classes
    14. Chapter Fourteen: Creatures of Binding
    15. Chapter Fifteen: Binders in Keran
    16. Chapter Sixteen: Binder Feats
    Last edited by Milo v3; 2012-07-25 at 08:46 PM.
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    By Aruius.

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    Default Re: Soul Weaver: Binder of Souls [3.5e]

    Chapter One: Binder
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    The Binder Rune


    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. 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 Binderís experience point total can never go below 0 as the result of a familiarís 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.

    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:
    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 canít 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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    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 masterís 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 familiarís kind, but make the following changes:

    Hit Dice: For the purpose of effects related to number of Hit Dice, use the masterís character level or the familiarís normal HD total, whichever is higher.

    Hit Points: The familiar has one-half the masterís total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

    Attacks: Use the masterís base attack bonus, as calculated from all his classes. Use the familiarís Dexterity or Strength modifier, whichever is greater, to get the familiarís melee attack bonus with natural weapons.

    Damage equals that of a normal creature of the familiarís kind.

    Saving Throws: For each saving throw, use either the familiarís base save bonus (Fortitude +0, Reflex +2, Will +2) or the masterís (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesnít 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 masterís skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiarís total skill modifiers, some skills may remain beyond the familiarís ability to use.

    Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the masterís 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 familiarís existing natural armor bonus.

    Int: The familiarís Intelligence score.

    Alertness (Ex): While a familiar is within armís 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 masterís 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 ďYouĒ 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 familiarís 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 familiarís 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.

    At 15th level, the radius of the Empathic Link is increased to 10 miles.

    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 ďtoucher.Ē 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 masterís 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 familiarís 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.
    Last edited by Milo v3; 2013-01-31 at 07:15 PM.
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    By Aruius.

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    Default Re: Soul Weaver: Binder of Souls [3.5e]

    Chapter Two: Binder Spell List
    Level Zero: Arcane Mark, Daze, Detect Magic, Disrupt Undead.

    Level One: Animate Fire, Animate Water, Charm Person, Command, Comprehend Languages, Hold Portal, Magic Aura, Mount, Portal Beacon, Protection From Chaos, Protection From Evil, Protection From Good, Protection From Law, Resist Planar Alignment, Summon Eldritch Abomination I, Summon Monster I, Summon Natures Ally I, Summon Noble Blood I, Summon Planar Agent I, Summon Primal Being I, Summon Undying Servant I.

    Level Two: Align Weapon, Avoid Planar Effects, Cloak Pool, Command Undead, Daze Monster, Death Knell, Discolour Pool, Hypnotic Pattern, Locate Object, Protection from Positive Energy, Protection from Negative Energy, Resist Energy, Sonic Weapon, Spawn Screen, Summon Eldritch Abomination II, Summon Elysian Thrush, Summon Monster II, Summon Natures Ally IJ, Summon Noble Blood II, Summon Planar Agent II, Summon Primal Being II, Summon Undying Servant II, Summon Swarm, Whispering Wind.

    Level Three: Analyze Portal, Attune Form, Chain of Eyes, Clairaudience/Clairvoyance, Enhance Familiar, Fortify Familiar, Gentle Repose, Ghost Touch Weapon, Halt Undead, Interplanar Message, Lesser Telepathic Bond, Mass Align Weapon, Magic Circle Against Chaos, Magic Circle Against Evil, Magic Circle Against Good, Magic Circle Against Law, Mass Resist Energy, Phantom Steed, Protection From Energy, Regal Procession, Servant Horde, Shadow Cache, Suggestion, Summon Eldritch Abomination III, Summon Monster III, Summon Natures Ally III, Summon Noble Blood III, Summon Planar Agent III, Summon Primal Being III, Summon Undying Servant III, Tiny Hut, Tongues, Weapon of Energy, Weapon of Impact.

    Level Four: Animate Dead, Charm Monster, Dimensional Anchor, Dismissal, Lesser Geas, Lesser Planar Ally, Lesser Planar Exchange, Mass Resist Energy, Make Manifest, Perinarch, Planar Tolerance, Scramble Portal, Scrying, Secure Shelter, Summon Eldritch Abomination IV, Summon Hound Archon, Summon Monster IV, Summon Natures Ally IV, Summon Noble Blood IV, Summon Planar Agent IV, Summon Primal Being IV, Summon Undying Servant IV, Undead Bane Weapon.

    Level Five: Call Zelekhut, Contact Other Plane, Dominate Person, Greater Command, Hidden Lodge, Hold Monster, Lesser Dragon Ally, Mages Faithful Hound, Magic Jar, Sending, Shadow Fade, Slay Living, Spiritwall, Subvert Planar Essence, Summon Bearded Devil, Summon Bralani Eladrin, Summon Eldritch Abomination V, Summon Monster V, Summon Natures Ally V, Summon Noble Blood V, Summon Planar Agent V, Summon Primal Being V, Summon Undying Servant V, Teleport.

    Level Six: Create Undead, Energy Immunity, Geas/Quest, Imbue Familiar with Spell Ability, Mass Make Manifest, Mass Suggestion, Planar Binding, Planar Exchange, Repulsion, Seal Portal, Spider Plague, Summon Babau Demon, Summon Eldritch Abomination VI, Summon Monster VI, Summon Natures Ally IV, Summon Noble Blood VI, Summon Planar Agent VI, Summon Primal Being VI, Summon Undying Servant VI.

    Level Seven: Awaken Undead, Barghest Feast, Brilliant Blade, Call Kolyarut, Control Undead, Dragon Ally, Ethereal Jaunt, Greater Scrying, Greater Teleport, Mages Magnificent Mansion, Mass Hold Person, Planar Bubble, Plane Shift, Summon Eldritch Abomination VII, Summon Monster VII, Summon Natures Ally VII, Summon Noble Blood VII, Summon Planar Agent VII, Summon Primal Being VII, Summon Undying Servant VII, Teleport Object.

    Level Eight: Binding, Brilliant Aura, Clone, Create Greater Undead, Demand, Dimensional Lock, Fierce Pride of the Beastlands, General of Undeath, Greater Planar Binding, Greater Planar Exchange, Greater Plane Shift, Summon Eldritch Abomination VIII, Summon Monster VIII, Summon Natures Ally VIII, Summon Noble Blood VIII, Summon Planar Agent VIII, Summon Primal Being VIII, Summon Undying Servant VIII, Trap the Soul.

    Level Nine: Abyssal Army, Astral Projection, Awaken Construct, Call Marut, Dominate Monster, Freedom, Gate, Greater Dragon Ally, Heavenly Host, Hellish Horde, Hunter of Hades, Imprisonment, Mass Hold Monster, Plague of Undead, Planar Peinarch, Soul Bind, Summon Elemental Monolith, Summon Eldritch Abomination IX, Summon Monster IX, Summon Natures Ally IX, Summon Noble Blood IX, Summon Planar Agent IX, Summon Primal Being IX, Summon Undying Servant IX, Teleportation Circle.

    Chapter Three: Binder Feats
    Note: If a character has multiple Feats increase the Hit Dice of a summoned creature, the amount of hit dice added is equal to half the sum of all the addition hit dice. This Hit Dice doesn't grant more Skill Points or Feats.

    Aberrant Binding [Binder]
    Allows a Binder to bind Aberrations.
    Prerequisite: Knowledge (Dungeoneering) 5, Soul Master
    Benefit: The Binder can create pacts with creatures with the Aberration Type, that have a CR equal to or below his Effective Binder Level -3.
    An aberration's body gains the Sunken Soul Template if their soul is used in the following forms of Binding: Animation, Aura, Enchanting, Innvocation, and Phylactery.
    Normal: Normally a binder can't bind Aberrations.
    Special: Can be taken by a Binder as a Bonus Feat. Also this feat can be selected a second time, if this is done the Binder can create pacts with creatures with the Aberration Type, that have a CR equal to or below his Effective Binder Level.

    Archon Binding [Binder]
    Allows a Binder to bind Archon's to a greater extent.
    Prerequisite: Knowledge (Planes) 6, Soul Master
    Benefit: Your Effective Binder Level is 2 levels higher when using Binder's Pact on creatures with the Archon subtype.
    Also any summoned creatures with the Archon Subtype gain +2HD but are still classed as their orginal CR for the purposes of Binding.
    Special: Can be taken by a Binder as a Bonus Feat.

    Axiomatic Binding [Binder]
    Allows a Binder to bind creatures of Law to a greater extent.
    Prerequisite: Knowledge (Planes) 6, Soul Master
    Benefit: Your Effective Binder Level is 2 levels higher when using Binder's Pact on creatures with the Lawful subtype.
    Also any summoned creatures with the Archon Subtype gain +2HD but are still classed as their orginal CR for the purposes of Binding.
    Special: Can be taken by a Binder as a Bonus Feat.

    Beast Binder [Binder]
    Allows a Binder to bind Magical Beasts.
    Prerequisite: Knowledge (Arcana) 5, Soul Master
    Benefit: The Binder can create pacts with creatures with the Magical Beast Type, that have a CR equal to or below his Binder Level -2.
    A Magical Beast's body gains the Sunken Soul Template if their soul is used in the following forms of Binding: Animation, Aura, Enchanting, Innvocation, and Phylactery.
    Normal: Normally a binder can't bind Magical Beasts.
    Special: Can be taken by a Binder as a Bonus Feat. Also this feat can be selected a second time, if this is done the Binder can create pacts with creatures with the Magical Type, that have a CR equal to or below his Binder Level +1.

    Binder of Evil [Binder]
    Allows a Binder to bind creatures of Evil to a greater extent.
    Prerequisite: Knowledge (Planes) 6, Soul Master
    Benefit: Your Effective Binder Level is 2 levels higher when using Binder's Pact on creatures with the Evil subtype.
    Also any summoned creatures with the Evil Subtype gain +2HD but are still classed as their orginal CR for the purposes of binding.
    Special: Can be taken by a Binder as a Bonus Feat.

    Binder of Good [Binder]
    Allows a Binder to bind creatures of Good to a greater extent.
    Prerequisite: Knowledge (Planes) 6, Soul Master
    Benefit: Your Effective Binder Level is 2 levels higher when using Binder's Pact on creatures with the Good subtype.
    Also any summoned creatures with the Good Subtype gain +2HD but are still classed as their orginal CR for the purposes of binding.
    Special: Can be taken by a Binder as a Bonus Feat.

    Binder of the Gods [Binder]
    Allows a Binder to bind Angels to a greater extent.
    Prerequisite: Knowledge (Planes) 6, Soul Master
    Benefit: Your Effective Binder Level is 2 levels higher when using Binder's Pact on creatures with the Angel subtype.
    Also any summoned creatures with the Angel Subtype gain +2HD but are still classed as their orginal CR for the purposes of Binding.
    Special: Can be taken by a Binder as a Bonus Feat.

    Binder of the Sea [Binder]
    Allows a Binder to bind creatures of the water to a greater extent.
    Prerequisite: Knowledge (Planes) 6, Soul Beast
    Benefit: Your Effective Binder Level is 2 levels higher when using Binder's Pact on creatures with the Water subtype.
    Also any summoned creatures with the Water Subtype gain +2HD but are still classed as their orginal CR for the purposes of Binding.
    Special: Can be taken by a Binder as a Bonus Feat.

    Binder of Life [Binder]
    Allows a Binder to bind creatures of life to a greater extent.
    Prerequisite: Knowledge (Planes) 6, Soul Master
    Benefit: Your Effective Binder Level is 2 levels higher when using Binder's Pact on creatures with the Positive subtype.
    Also any summoned creatures with the Positive Subtype gain +2HD but are still classed as their orginal CR for the purposes of Binding.
    Special: Can be taken by a Binder as a Bonus Feat.

    Binder of Death [Binder]
    Allows a Binder to bind creatures of death to a greater extent.
    Prerequisite: Knowledge (Planes) 6, Soul Master
    Benefit: Your Effective Binder Level is 2 levels higher when using Binder's Pact on creatures with the Negative subtype.
    Also any summoned creatures with the Negative Subtype gain +2HD but are still classed as their orginal CR for the purposes of Binding.
    Special: Can be taken by a Binder as a Bonus Feat.

    Binder of the Sky [Binder]
    Allows a Binder to bind creates of the Air to a greater extent.
    Prerequisite: Knowledge (Plane) 6, Soul Master
    Benefit: Your Effective Binder Level is 2 levels higher when using Binder's Pact on creatures with the Air subtype.
    Also any summoned creatures with the Air Subtype gain +2HD but are still classed as their orginal CR for the purposes of Binding.
    Special: Can be taken by a Binder as a Bonus Feat.

    Binder of the Mountain [Binder]
    Allows a Binder to bind creatures of the earth to a greater extent.
    Prerequisite: Knowledge (Planes) 6, Soul Master
    Benefit: Your Effective Binder Level is 2 levels higher when using Binder's Pact on creatures with the Earth subtype.
    Also any summoned creatures with the Earth Subtype gain +2HD but are still classed as their orginal CR for the purposes of Binding.
    Special: Can be taken by a Binder as a Bonus Feat.

    Binder of Flame [Binder]
    Allows a Binder to bind creatures of the flame to a greater extent.
    Prerequisite: Knowledge (Planes) 6, Soul Master
    Benefit: Your Effective Binder Level is 2 levels higher when using Binder's Pact on creatures with the Fire subtype.
    Also any summoned creatures with the Fire Subtype gain +2HD but are still classed as their orginal CR for the purposes of binding.
    Special: Can be taken by a Binder as a Bonus Feat.

    Binder of Frost [Binder]
    Allows a Binder to bind creatures of the cold to a greater extent.
    Prerequisite: Knowledge (Planes) 6, Soul Master
    Benefit: Your Effective Binder Level is 2 levels higher when using Binder's Pact on creatures with the Cold subtype.
    Also any summoned creatures with the Cold Subtype gain +2HD but are still classed as their orginal CR for the purposes of Binding.
    Special: Can be taken by a Binder as a Bonus Feat.

    Celestial Binder [Binder]
    Allows a Binder to bind creatures of good to a greater extent.
    Prerequisite: Knowledge (Planes) 6, Soul Master
    Benefit: Your Effective Binder Level is 2 levels higher when using Binder's Pact on creatures with the Extraplanar subtype with Good Alignments.
    Also any summoned creatures with the Extraplanar Subtype with good alignments gain +2HD but are still classed as their orginal CR for the purposes of Binding.
    Special: Can be taken by a Binder as a Bonus Feat.

    Circle Binder [Binder]
    Allows a Binder to create more Binding Circles.
    Prerequisite: Obedience Sigil
    Benefit: You can have an extra number of Binding Circles at anyone time equal to your Will Save.
    Special: Can be taken by a Binder as a Bonus Feat. Also, this feat can be taken multiple times.

    Demon Binder [Binder]
    Allows a Binder to bind Demons to a greater extent.
    Prerequisite: Knowledge (Planes) 6, Soul Master
    Benefit: Your Effective Binder Level is 2 levels higher when using Binder's Pact on creatures with the Demon subtype.
    Also any summoned creatures with the Demon Subtype gain +2HD but are still classed as their orginal CR for the purposes of Binding.
    Special: Can be taken by a Binder as a Bonus Feat.

    Devil Binder [Binder]
    Allows a Binder to bind Devils to a greater extent.
    Prerequisite: Knowledge (Planes) 6, Soul Master
    Benefit: Your Effective Binder Level is 2 levels higher when using Binder's Pact on creatures with the Devil subtype.
    Also any summoned creatures with the Devil Subtype gain +2HD but are still classed as their orginal CR for the purposes of binding.
    Special: Can be taken by a Binder as a Bonus Feat.

    Dragon Binder [Binder]
    Allows a Binder to bind Dragons.
    Prerequisite: Knowledge (Arcana) 8, Twin Soul
    Benefit: The Binder can create pacts with creatures with the Dragon Type, that have a CR equal to or below his Effective Binder Level -3.
    An Dragon's body gains the Sunken Soul Template if their soul is used in the following forms of Binding: Animation, Aura, Enchanting, Innvocation, and Phylactery.
    Normal: Normally a binder can't bind Dragons.
    Special: Can be taken by a Binder as a Bonus Feat. Also this feat can be selected a second time, if this is done the Binder can create pacts with creatures with the Dragon Type, that have a CR equal to or below his Effective Binder Level.

    Druidic Binding [Binder]
    Allows a Binder to bind Animals and Plants.
    Prerequisite: Knowledge (Nature) 5, Soul Master
    Benefit: The Binder can create pacts with creatures with the Animal or Plant Type, that have a CR equal to or below his Effective Binder Level -1.
    An Animal or Plant's body gains the Sunken Soul Template if their soul is used in the following forms of Binding: Animation, Aura, Enchanting, Innvocation, and Phylactery.
    Normal: Normally a binder can't bind Animals or Plants.
    Special: Can be taken by a Binder as a Bonus Feat. Also this feat can be selected a second time, if this is done the Binder can create pacts with creatures with the Animal or Plant Type, that have a CR equal to or below his Effective Binder Level +2.

    Entropic Binder [Binder]
    Allows a Binder to bind creatures of Chaos to a greater extend.
    Prerequisite: Knowledge (Planes) 6, Soul Master
    Benefit: Your Effective Binder Level is 2 levels higher when using Binder's Pact on creatures with the Chaos subtype.
    Also any summoned creatures with the Chaos Subtype gain +2HD but are still classed as their orginal CR for the purposes of Binding.
    Special: Can be taken by a Binder as a Bonus Feat.

    Fiendish Binder [Binder]
    Allows a Binder to bind manifestations of Evil to a greater extent.
    Prerequisite: Knowledge (Planes) 6, Soul Master
    Benefit: Your Effective Binder Level is 2 levels higher when using Binder's Pact on creatures with the Extraplanar subtype and Evil Alignment.
    Also any summoned creatures with the Fiendish Subtype and an Evil Alignment gain +2HD but are still classed as their orginal CR for the purposes of Binding.
    Special: Can be taken by a Binder as a Bonus Feat.

    Legion of Souls [Binder]
    Allows you to store more souls with you than normal
    Prerequiste: Cha 13
    Benefit: You can have an extra number of souls infused into you via Innvocation equal to your Charisma modifier.
    Special: Can be taken by a Binder as a Bonus Feat.

    Mortal Binder [Binder]
    Allows a Binder to bind Humanoids and Monstrous Humanoids
    Prerequisite: Knowledge (Local) 5, Soul Master
    Benefit: The Binder can create pacts with creatures with the Humanoid or Monstrous Humanoid Type, that have a CR equal to or below his Effective Binder Level -2.
    An Humanoid or Monstrous Humanoid's body gains the Sunken Soul Template if their soul is used in the following forms of Binding: Animation, Aura, Enchanting, Innvocation, and Phylactery.
    Normal: Normally a binder can't bind Humanoids or Monstrous Humanoids.
    Special: Can be taken by a Binder as a Bonus Feat. Also this feat can be selected a second time, if this is done the Binder can create pacts with creatures with the Humanoid or Monstrous Humanoid Type, that have a CR equal to or below his Effective Binder Level.

    Necromantic Binder [Binder]
    Allows a Binder to bind Deathborn, Deathless and Undead.
    Prerequisite: Knowledge (Religion) 6, Twin Soul
    Benefit: The Binder can create pacts with creatures with the Deathborn, Deathless, or Undead Type, that have a CR equal to or below his Effective Binder Level -3.
    A Deathborn, Deathless or Undead's body gains the Sunken Soul Template if their soul is used in the following forms of Binding: Animation, Aura, Enchanting, Innvocation, and Phylactery.
    Normal: Normally a binder can't bind Deathborn, Deathless, or Undead.
    Special: Can be taken by a Binder as a Bonus Feat. Also this feat can be selected a second time, if this is done the Binder can create pacts with creatures with the Deathborn, Deathless, or Undead Type, that have a CR equal to or below his Effective Binder Level.

    Ooze Binder [Binder]
    Allows a Binder to bind Oozes.
    Prerequisite: Knowledge (Dungeoneering) 5, Soul Master
    Benefit: The Binder can create pacts with creatures with the Ooze Type, that have a CR equal to or below his Effective Binder Level -1.
    An Ooze's body gains the Sunken Soul Template if their soul is used in the following forms of Binding: Animation, Aura, Enchanting, Innvocation, and Phylactery.
    Normal: Normally a binder can't bind Oozes.
    Special: Can be taken by a Binder as a Bonus Feat. Also this feat can be selected a second time, if this is done the Binder can create pacts with creatures with the Ooze Type, that have a CR equal to or below his Effective Binder Level +2.

    Shifting Binder [Binder]
    Allows a Binder to bind shapeshifting creatures to a greater extent.
    Prerequisite: Knowledge (Planes) 6, Soul Master
    Benefit: Your Effective Binder Level is 2 levels higher when using Binder's Pact on creatures with the Shapeshifter subtype.
    Also any summoned creatures with the Shapeshifter Subtype gain +2HD but are still classed as their orginal CR for the purposes of Binding.
    Special: Can be taken by a Binder as a Bonus Feat.

    Wild Binder [Binder]
    Allows a Binder to bind Fey.
    Prerequisite: Knowledge (Nature) 5, Twin Soul
    Benefit: The Binder can create pacts with creatures with the Fey Type, that have a CR equal to or below his Effective Binder Level -3.
    An Fey's body gains the Sunken Soul Template if their soul is used in the following forms of Binding: Animation, Aura, Enchanting, Innvocation, and Phylactery.
    Normal: Normally a binder can't bind Fey.
    Special: Can be taken by a Binder as a Bonus Feat. Also this feat can be selected a second time, if this is done the Binder can create pacts with creatures with the Fey Type, that have a CR equal to or below his Effective Binder Level.

    Vermin Binder [Binder]
    Allows a Binder to bind Vermin.
    Prerequisite: Knowledge (Nature) 5, Soul Master
    Benefit: The Binder can create pacts with creatures with the Vermin Type, that have a CR equal to or below his Effective Binder Level -2.
    A Vermin's body gains the Sunken Soul Template if their soul is used in the following forms of Binding: Animation, Aura, Enchanting, Innvocation, and Phylactery.
    Normal: Normally a binder can't bind Vermin.
    Special: Can be taken by a Binder as a Bonus Feat. Also this feat can be selected a second time, if this is done the Binder can create pacts with creatures with the Vermin Type, that have a CR equal to or below his Effective Binder Level +1.
    Last edited by Milo v3; 2012-07-21 at 01:13 AM.
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    Default Re: Soul Weaver: Binder of Souls [3.5e]

    Chapter Four: Deeds
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    Obedience Rune

    Binder are famous at manipulating the very essence of creatures and making them do their whims. They do this by binding their soul to idea of an action. They then are under a compulsion to do the action imprinted upon their soul. Their are various Deeds you can imprint upon a soul, some harder than others.

    Each deed is an order which you tell the creature to do. Once you have bound it to this deed then it will try to accomplish the deed.

    The creature can fail the deed. If a creature is killed while trying to accomplish the deed then its Binders Pact is over and it is now free. If it fails the task irrevocably without dying then the creature is freed as long as they were actively trying to accomplish the goal without trying to fail. If they were trying to fail or weren't attempting to complete the deed then they are then bound again to a new deed at the choice of the Binder. This deed requires no check but you must still be of appropriate EBL and fufill all the prerequistes.

    A binder may use make the binding at a lower EBL than normal to determine the power of the Binding while still allowing them to retain their EBL for other sections of the Binding.

    Notes:
    • EBL stands for Effective Binder Level
    • The DC's in the table are the Base DC's for the Deed.
    • The CR for an target to be assassinated is raised to the CR of their protector, if that the Protectors CR is higher. A protector is anyone who is near the target frequently and will fight to protect the target E.g. A bodyguard.



    Other Deed's can be made that aren't on this table. The DC's of such Deed's are up to the decision of the DM.

    Chapter Five: Animation
    The Animation Receptacle allows a Binder to place a soul within an object, creating a mobile construct. To do this a inanimate object must be within 30 feet when forming the Binder's Pact. If there are multiple inanimate objects within range the Binder may select one.

    The soul of the creature is then placed within the object creating an animated object. If certain prerequisites are met in the object, the Binder may choose to create a different type of construct.

    Regardless, you cannot use this receptacle to create constructs with more HD than your EBL. Also the Construct created is loyal to the Binder, and will do as he commands.

    Whenever a construct has a soul bound into it for a while it starts to be tainted by the soul within it. After one week the construct gets the Minor Taint, after one month it gains the Moderate Taint, and finally after a year it gains the Major Taint.

    In addition to taint; a creature might grant the construct a Trait choosen by the Binder. Moderate Traits can only be choosen if the Binder has a EBL of 10 or more. Major Traits can only be choosen if the Binder has a EBL of 15 or more.

    A binder may use make the binding weaker if they wish to at the time of Binding.

    DC: The Base DC for Animation Binding equal to the HD of the construct to be created.

    Necromatic Binding: If Binder with the Necromantic Binder Feat uses animation to place a soul inside a corpse, he may choose have the constructs type be Deathless or Undead rather than Construct.

    Note: EBL stands for Effective Binder Level.
    Last edited by Milo v3; 2012-07-16 at 09:18 PM.
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    Default Re: Soul Weaver: Binder of Souls [3.5e]

    Chapter Six: Aura
    The Aura Receptacle allows a Binder to place a soul within an area. This grants a Genius Loci to the area. The size of this area is determined by your EBL.


    The Genius Loci has no physical ability scores, and has the mental ability scores equal to the bound creature. A Genius Loci views everything within the area as if it had Blindsight. It is always considered taking 10 on spot checks unless it is commiting some other action.

    While a Genius Loci retains its memories, personality, and knowledge, the Binder who created it can command it while within its area as a full-round action.

    A Genius Loci normally has no physical presence and can merely observe. As a Swift action, the Genius Loci can become manifested. While manifested it gains a transparent incorporeal medium sized body which generally mimics its natural form, in addition this body can speak any language known by the Genius Loci.

    This body can be moved to any 5 foot square within the area as a move-action. And by expending a standard action it can ultise any of its Aura Traits (If its Trait would normally not be activated by a standard action, it is changed to a standard action).

    Whenever an area has a soul bound into it for a while it starts to be tainted by the soul within it. An area inhabited by a Genius Loci is affected by the Ambient Taint of the souls. Also while manifesting, the area is affected by the Manifested Taint of the Souls.

    In addition to taint; the Genius Loci may select an Aura Trait from the bound creature. Moderate Traits can only be choosen if the Binder has a EBL of 10 or more. Major Traits can only be choosen if the Binder has a EBL of 15 or more.

    A binder may use make the binding weaker if they wish to at the time of Binding.

    Gesalt Genius Loci: Souls can be placed into an existing Genius Loci, doing so causes the following changes:
    Its Intelligence equal to the highest in the gesalt.
    Its Wisdom equal to the highest in the gesalt.
    Its Charisma equal to the highest in the gesalt.
    It gains the Aura Traits of each soul.
    It has the memories, personality, and knowledge of all the souls that make it up.
    It has the Ambient Taints of all in the Gesalt.
    It has the Manifested Taints of all in the Gesalt.

    Note: EBL stands for Effective Binder Level.
    Last edited by Milo v3; 2012-07-17 at 06:37 AM.
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    Default Re: Soul Weaver: Binder of Souls [3.5e]

    Chapter Seven: Bonding
    The Bonding Receptacle allows a Binder to link a soul to another creature or object. How many benefits each Bonding grants is dependent on the EBL of the Binder, every few levels granting Bonding Points. Bonding Points can be spent by the binder making the Bond to grant Traits.

    Bondings are strange as they require both participants to be willing. Also even though each Bonding affects two creatures, it only counts as one pact.


    Creature Bonding Traits
    One Point Traits:
    Alertness - As long as both Bonded creatures are within 30 feet of each other, they gain Alertness as a bonus feat.
    Direction- As long as the two bonded creatures are on the same plane they automatically know which direction the other is in, from their own position.
    Distance - As long as the two bonded creatures are on the same plane they automatically know how far away they are, from their own position.
    Empathetic Link - Each Bonded creature has an empathic link with his other out to a distance of up to 1 mile. Neither cannot see through the bondedís eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
    Love Bond - Each Bonded creature cannot willing mate with a creature other than the creature it is bound to.
    Truth Sense - Each Bonded Creature automatically knows when the other is lying. This doesn't reveal the truth, nor does it detect deceit through omission.

    Two Point Traits:
    Aid - When the Bonded is flanking with, or using the Aid Another action on, their fellow Bonded, the bonus is increased by 4. Additionally, Bonded gain a +4 insight bonus to Heal when treating their fellow bonded. (so +6 to hit during flanking, for instance)
    Life Sense - As long as the two bonded creatures are on the same plane they automatically know if the other is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct).
    Shared Magic - At the either Bondedís option, he may have any spell (but not any spell-like ability) he casts on himself also affect his other. The bonded must be within 10 feet of each other at the time of casting to receive the benefit.
    Weak Telepathy - Both of the Bonded Creatures gain Telepathy 60 feet, this only allows communication between the bonded creatures.

    Three Point Traits:
    Harmony - When affected by a spell, spell-like, extraordinary, or supernatural effect where the alignment of the targets is important, the bonded are treated as having whichever alignment would be most favorable of the alignments possessed by the bonded.

    Loyalty - For the purpose of magical compulsions such as Charm Monster, Dominate Monster, or Suggestion, attempts to force a bonded to betray their fellow Bonded are unacceptable orders, on par with an order to commit self-destructive acts.
    Moderate Telepathy - Both of the Bonded Creatures gain Telepathy 100 feet, this only allows communication between the bonded creatures.
    Resilent Bond - If either creature has a resistance to a form of damage, he may choose to halve this resistance and grant the other half to a creature he is bonded to.

    Four Point Traits:
    Lifeline - If a Bonded creature within 60 ft. would die from hitpoint damage or from failing a save, another Bonded creature can choose to take the effects instead.
    Major Telepathy - Both of the Bonded Creatures gain Telepathy to a range of 1 mile, this only allows communication between the bonded creatures.
    Titanic Soul - The bonded use the higher of the two's Will saves. This can not be used to qualify for prestige classes, feats, or anything else that requires a minimum Will Save.

    Five Point Traits:
    Share Senses - If either creature has a sensory ability (Such as Blindsense, Low-light Vision or Scent), he may choose to halve the range and grant the other half to a creature he is bonded to. If the sensory ability doesn't have a set range, it can be granted without penalty.

    Repeated Bonds: A creature can be bonded to another 3 times, each time gaining a new set of Bonding Points, allowing the bonded to gain more traits.

    Object Bonding Traits
    One Point Traits:
    Alertness - If the Bonded creature is in possesion of the object, they gain Alertness as a bonus feat.
    Direction - The Bonded creature automatically knows which direction the object is in, from their own position.
    Distance - The Bonded creature automatically knows how far away they from the object.

    Two Point Traits:
    Bonded Grip - If the Bonded creature is within 60 feet of the object, he can manipulate it as the Mage Hand spell at-will.
    Quick Draw - If the Bonded creature is in possesion of the weapon, they gain Quick Draw as a bonus feat, but only with that weapon. (Only works with weapons)
    Swift Donning - The Bonded creature can don the armor as a full-round action, instead of one or more minutes. (Only works with armor)

    Three Point Traits:
    Conjure Object - If the Bonded creature is within 60 feet of the object, he can teleport it into his hands as an immediate action. If the object is to large to appear in his hands, it teleports to the nearest empty space which it can fit in.

    Special Bonding Traits
    Warding - This can only be placed on doorways, entrances, exits, windows, or similiar portals, and doesn't require a creature to be bound. When this bonding is enacted, a creature type that you can bind must be selected, when a creature of that type tries to pass through the bound portal it must make a will save or not be able to pass through.

    When Warding is used the Binder must also select how many points this bonding is worth, the points selected determine the DC for the previously mentioned Will Save as follows:
    {table="head"]Points|DC
    1|10
    2|15
    3|20
    4|25
    5|30[/Table]

    Note: EBL stands for Effective Binder Level.

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    I'm willing to take suggestions for any new Traits.
    Last edited by Milo v3; 2012-08-18 at 02:54 AM.
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    Default Re: Soul Weaver: Binder of Souls [3.5e]

    Chapter Eight: Enchanting
    The Enchanting Receptacle allows a Binder to place a soul within an object, creating a magical item. To do this the object must be within 30 feet when forming the Binder's Pact.

    The soul of the creature is then placed within the object creating an magical item. This acts as if you were creating a magical item except for the following:
    • It is instantaneous and doesn't take up time.
    • Object to be enchanted doesn't need to be masterwork.
    • The XP cost is increased by 50 if the object to enchanted isn't Masterwork in quality (Only for armour and weapons).
    • Doesn't require an item creation feat.
    • Doesn't require prerequiste spells.
    • The XP cost is increased by 50 for each prerequiste spell the Binder lacks.
    • Doesn't have a GP or XP Cost.
    • The XP Cost of the magic item can be up to 100 * Soul's HD. (Remember XP Cost is 1/25 of the market price).

    Regardless, you cannot use this receptacle to create magic items with more GP Cost than 1,000 * EBL. (Remember GP Cost is 1/2 of the market price).

    Whenever a magical item has a soul bound into it for a while it starts to be tainted by the soul within it. After one week the item gets the Minor Taint, after one month it gains the Moderate Taint, and finally after a year it gains the Major Taint.

    In addition to taint; a creature might have a small list of magical items it can be used to create, these have specific Base DC's and has the magic items listed Market Price.

    A binder may use make the binding weaker if they wish to at the time of Binding.

    DC: The Base DC for Enchantment Binding equal to the value of the magical item created divided by 400 gp.

    Note: EBL stands for Effective Binder Level.
    Last edited by Milo v3; 2012-08-15 at 04:22 AM.
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    Default Re: Soul Weaver: Binder of Souls [3.5e]

    Chapter Nine: Invocation
    The Invocation Receptacle allows a Binder to place a soul within a creature, granting it power. To do this a creature must be within 30 feet when forming the Binder's Pact. If there are multiple creatures within range the Binder may select one.

    The soul of the creature is then placed within the creature.

    Whenever a creature has a soul bound into it for a while it starts to be tainted by the soul within it. After one week the creature gets the Minor Taint, after one month it gains the Moderate Taint, and finally after a year it gains the Major Taint.

    In addition to taint; a creature grants the host a Trait choosen by the Binder. Moderate Traits can only be choosen if the Binder has a EBL of 10 or more. Major Traits can only be choosen if the Binder has a EBL of 15 or more.

    A binder may use make the binding weaker if they wish to at the time of Binding.

    DC: The Base DC for Invocation Binding equal to the half HD of the soul and the host added together.

    Limit: A creature can only have a number of souls bound into it through this Receptacle, equal to its Hit Dice.

    Note: EBL stands for Effective Binder Level.
    Last edited by Milo v3; 2012-07-19 at 08:58 AM.
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    Default Re: Soul Weaver: Binder of Souls [3.5e]

    Chapter Ten: Phylactery
    The Phylactery Receptacle allows a Binder create a soul storage. This receptacle grants two things; firstly it allows the Binder to create a Phylactery as a ritual, or to place a bound creature within a Phylactery.

    Creating a Phylactery
    To create a phylactery a gem, or similiar precious object must be used as the focus. He must then remain in contact with this object as he commits a ritual which takes 4 hours and 50 gp. At the end of the ritual the binder must select a type of creature he can bind. The Phylactery is then set to only affect creatures of that type.

    Placing Creatures within a Phylactery
    A Binder can place a creatures soul within a Phylactery as part of a Binder's Pact. This only works if the Phylactery affects creatures of the soul's type.

    The phylactery holds the trapped entity indefinitely or until it is broken and the soul is released, which returns it to its body. If the trapped creature is an outsider or elemental it instead forms a new body for itself within 60 ft. If the trapped creature's body has been killed, then it enters its afterlife.

    Another way of placing a soul within a Phylactery, if a creature within 60 feet of the Phylactery dies and fufills the correct type requirement he can try and place his soul within the Phylactery instead of going to the after life. This requires a Will Save (DC 30). If the dead creature is Bonded to the Phylactery this can function across any distance.

    For this to happen the dead creature must be aware of the Phylactery and its soul storing nature.

    DC: The Base DC for placing a soul in a phylactery is 5 * target's HD.

    Phylactery Uses
    A Phylactery with a soul in it can be used in several ways from spells to communication, and to creating new bodies. All these uses destroy the Phylactery and soul within unless otherwise stated.

    Avatar: A Binder with the Animation Receptacle can merge a Phylactery with the resulting construct. This causes the soul to be in full control of the resulting constructs body, except it will be loyal to you. This destroys the Phylactery, but the soul remains intact within the Construct.
    Crafting: When crafting a magical item or casting a spell with an XP COst, a Phylactery can be used to reduce the XP cost by 50 per HD of the soul within. This cannot reduce the XP Cost lower than zero.
    Lichdom: By manipulating the soul within a phylactery you can warp it into a new state. This causes it to no longer function as a Phylactery, but can be used as part of becoming a Lich. This destroys the soul within, but leaves the Phylactery intact.
    Pact: Can make a Binder's Pact with the creature within the Phylactery without requiring a Binding Circle. The soul and phylactery remain undamaged.
    Recharge Arcana: A Binder can use the energy within a soul to recharge a magic item. This grants restores a number of charges to the magical item equal to 10 per Hit Dice. This can only be used on items with a limited number of charges.
    Return Soul: A Binder can return a soul to its body if it is within 90 feet. This destroys the Phylactery, but the soul is undamaged.
    Trade Good: A Phylactery can be sold for currency or an equivent trade. A Phylacteries value is equal to 150 gp per Hit Die of the soul. The Phylactery and Soul are unharmed.

    Note: EBL stands for Effective Binder Level.
    Last edited by Milo v3; 2012-07-24 at 04:09 AM.
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    Default Re: Soul Weaver: Binder of Souls [3.5e]

    Summon Eldritch Abomination I-IX
    School conjuration (summoning) [see text]; Level binder x, cleric x, sorcerer/wizard x
    Casting Time 1 round
    Components V, S, F/DF (a grimoire and a heart)
    Range close (25 ft. + 5 ft./2 levels)
    Effect one summoned creature
    Duration 1 round/level (D)
    Saving Throw none; Spell Resistance no
    Variable Spell: x is equal to the spells level.

    This spell summons an Aberration or Ooze. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one Aberration or Ooze with a CR equal to x, 1d3 with a CR of x-1, or 1d4+1 with a CR of x-2 or less. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.

    A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).

    When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type.

    Summon Monster I-IX
    School conjuration (summoning) [see text]; Level binder x, cleric x, sorcerer/wizard x
    Casting Time 1 round
    Components V, S, F/DF (a grimoire and a pint of blood)
    Range close (25 ft. + 5 ft./2 levels)
    Effect one summoned creature
    Duration 1 round/level (D)
    Saving Throw none; Spell Resistance no
    Variable Spell: x is equal to the spells level.

    This spell summons a Magical Beast or Vermin. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one Magical Beast or Vermin with a CR equal to x, 1d3 with a CR of x-1, or 1d4+1 with a CR of x-2 or less. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.

    A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).

    When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type.

    Summon Natures Ally I-IX
    School conjuration (summoning) [see text]; Level animal x, binder x, sorcerer/wizard x+1
    Casting Time 1 round
    Components V, S, F/DF (a pinch of fur)
    Range close (25 ft. + 5 ft./2 levels)
    Effect one summoned creature
    Duration 1 round/level (D)
    Saving Throw none; Spell Resistance no
    Variable Spell: x is equal to the spells level.

    This spell summons an Animal or Fey. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one Animal or Fey with a CR equal to x, 1d3 with a CR of x-1, or 1d4+1 with a CR of x-2 or less. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.

    A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).

    When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type.

    Summon Noble Blood I-IX
    School conjuration (summoning) [see text]; Level binder x, sorcerer x, wizard x+1
    Casting Time 1 round
    Components V, S, F/DF (a patch of draconic scales)
    Range close (25 ft. + 5 ft./2 levels)
    Effect one summoned creature
    Duration 1 round/level (D)
    Saving Throw none; Spell Resistance no
    Variable Spell: x is equal to the spells level.

    This spell summons a Dragon. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one Dragon with a CR equal to x, 1d3 with a CR of x-1, or 1d4+1 with a CR of x-2 or less. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.

    A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).

    When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type.

    Summon Planar Agent I-IX
    School conjuration (summoning) [see text]; Level binder x, cleric x sorcerer/wizard x
    Casting Time 1 round
    Components V, S, F/DF (a grimoire and a drop of blood)
    Range close (25 ft. + 5 ft./2 levels)
    Effect one summoned creature
    Duration 1 round/level (D)
    Saving Throw none; Spell Resistance no
    Variable Spell: x is equal to the spells level.

    This spell summons an Outsider. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one Outsider with a CR equal to x, 1d3 with a CR of x-1, or 1d4+1 with a CR of x-2 or less. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.

    A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).

    When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type.

    Summon Primal Aspect I-IX
    School conjuration (summoning) [see text]; Level binder x, cleric x, sorcerer/wizard x
    Casting Time 1 round
    Components V, S, F/DF (a grimoire and a pinch of ash, bark, soil, smoke, or water)
    Range close (25 ft. + 5 ft./2 levels)
    Effect one summoned creature
    Duration 1 round/level (D)
    Saving Throw none; Spell Resistance no
    Variable Spell: x is equal to the spells level.

    This spell summons an Elemental. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one Elemental with a CR equal to x, 1d3 with a CR of x-1, or 1d4+1 with a CR of x-2 or less. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.

    A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).

    When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type.

    Summon Undying Servant I-IX
    School conjuration (summoning) [see text]; Level binder x, cleric x, sorcerer/wizard x
    Casting Time 1 round
    Components V, S, F/DF (a grimoire and bones of a humanoid)
    Range close (25 ft. + 5 ft./2 levels)
    Effect one summoned creature
    Duration 1 round/level (D)
    Saving Throw none; Spell Resistance no
    Variable Spell: x is equal to the spells level.

    This spell summons a Deathless or Undead. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one Deathless or Undead with a CR equal to x, 1d3 with a CR of x-1, or 1d4+1 with a CR of x-2 or less. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.

    A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).

    When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type.
    Last edited by Milo v3; 2013-01-05 at 05:08 AM.
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    Default Re: Soul Weaver: Binder of Souls [3.5e]

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    Default Re: Soul Weaver: Binder of Souls [3.5e]

    Chapter Twelve: Races
    These are two races I've made in the past. The Durzites are designed to be rather good binders, while the Newesti are immune to nearly all forms of binding.
    Durzite
    Personality
    Durzites are very patient by nature, but also heavily driven by desire and greed. They use their intelligence to get what they want, and when that fails, they resort to magic and tools to finish the job. Art and leisure are very important to durzites, and use bound creatures or golems to do menial labour for them.

    Durzites aren't as empathetic as other races, with their sense of survival being more prominent. This attitude has helped them survive in the upper areas of the underdark. But this has weakened ties to surface races.

    Physical Description
    Durzites stand 3 to 4 feet tall and weigh 30 to 40 pounds. Their skin is pale and their faces are tight and angular. They have rather long pointed ears that jut back rather than point up like more sylvan folk. Their eyes are commonly unnatural shades, ranging from deep purples, aquas, yellows as well as the occasional human shade of eye. Interestingly, instead of hair, their heads are topped with coarse spines, similar to that of a hedgehog. These spines slowly continue to grow longer as they age. The oldest of their kind have foot-long spines.

    Valuing privacy, they often wear loose robes, cloaks and capes to conceal anything that they may have on them, like armour or weapons. Of course, in the constantly briskly chilled underground, these clothes also serve to keep them warm. Having to traipse across hard stone, often slippery with dew or loose pebbles, their craftsman took it to heart to provide their people the best possible footwear made. Durzite boots are renowned as being comfortable, long lasting and sure-footed and fetch prime prices in markets and bazaars.

    Traditionally, durzite clothing is drab or dark colour with a few flourishes for personal taste and style. They seldom wear hoods or hats, but can. Their spines don't prevent them from wearing such things, though it does make them uncomfortable.

    Relations
    Durzites don't get along with other races very well, because of their lack of empathy and lazy nature. Outsiders from the planes don't typically trust durzites either, so knowing that they could use binding magic to trap them.

    Occasionally gnomes establish trade routes with durzites, but the Durzites regard them as too destructive to be trusted. Dwarves, with similar living environs, have never gotten along with durzites. Durzites keep to themselves and can hardly be expected to bother with the troubles of the outside world. Many creatures of the underdark fear the cities of the durzites and their secret weapons and schemes.

    Alignment
    Durzites run structured, organized lives, and thus tend toward lawful. Though, with adventures and outcasts, they tend toward neutrality, living without the rigors of daily study and schedules. But as all species they're outlooks and alignment are greatly varied.

    Lands
    Durzites live deep within mountains. They build great golems to carve away at the rock and haul away huge boulders. Druids, Earth Elementals, and Wizards follow after and smooth and decorated their halls. Though it is not the halls that impress as much as their caverns, huge open spaces underground filled with stone buildings shaped by magic and lit from all around by thousands of tiny fire beetle souls. Spiralling walkways line the walls of the cavern, leading off to other smaller chambers. In the centre of the city, lies a fortified stronghold, home to the senate of Council Elders, High Mages and High Priests who rule over their city-states. The stronghold reaches to the ceiling of the great cavern, and acts as a support pillar. The Council of Elders is composed of those durzites who win public election, as well as those who live to 100 years, which automatically earns them a seat on the Council.

    Elders, Wizards and Binders form the city's Governing Commons. They elect one of their own to sit as the High Elder, who rules until his passing, or his retirement. Though, during peace time, the job is easy, as durzite cities, for all their size, are sparsely populated. For this reason, durzites are wary of letting too many outsiders in at one time. Durzites keep track of visitors, never allowing more than 1 visitor per 2 durzites.

    Visitors come to trade, as with gnomes, or to shop for goods in their bazaars, which are always filled with finely made crafts. Durzite made boots are well renowned as the finest footwear available.

    In every Durzite city, there is a Gate Room that has portals that connect to every durzite city and often to other planes of existence.

    Religion
    Durzites regularly worship the four moons of magic, despite not being able to see them from their underground cities. They don't have many clerics though and generally use magic items to heal.

    Language

    Durzites are all taught to speak Trader's Tongue and Turvani at a young age. By the time they reach adulthood they are fluent in both of these languages and often another, chosen by the Durzite as it develops.

    Names
    Occasionally, other races will refer to durzites as "durzees", or to a single durzite as "durzee". This isn't meant to be a racial slur, it is merely slang.

    Durzite names are commonly long and obtuse. In modern ages, their names have gotten progressively shorter. Though, in ages past, it was not uncommon for names to reach past seven syllables. Since they are so long lived and few in number, a durzite will rarely use his surname, saving it for formal occasions only. Surnames are not necessarily taken from the father, and a durzite man may take the surname of his wife if she is of a nobler stature upon marriage.

    Male Names: Adelmorn, Alkin, Diyamaki, Ganikarto, Ganteka, Gurdok, Kakarneb, Neoseraphi, Ornugon, Varden
    Female Name: Amekmia, Emediomana, Fadameta, Mekanouta, Mesvanterra, Quinata, Votumeta, Zota
    Surnames: Arekton, Bakuearol, Cantemarden, Jotenberki, Kanderlan, Penkaron, Setsaravar, Sotaragas

    Racial Traits
    • Durzite: Durzites are humanoids with the Durzite subtype.
    • Small: As small creatures, durzites gain a +1 size bonus to Armour Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of medium-size characters.
    • Durzite base land speed is 20 feet.
    • +2 Int, +2 Wis, −2 Strength : Durzites are smart and have strong wills, but also weaker and less than other races.
    • Inborn Summoner (Sp): At first level a Durzite must choose a spell from the following list:
      • Summon Eldritch Abomination I
      • Summon Monster I
      • Summon Nature's Ally I
      • Summon Noble Blood I
      • Summon Planar Agent I
      • Summon Primal Being I
      • Summon Undying Servant I

      A Durzite can cast that spell as a spell-like ability once per day. Caster level is equal to character level.
    • Low-Light Vision: Durzites can see twice as far as humans under conditions of poor illumination. They are able to distinguish color and detail under these conditions.
    • Shielded Soul: The soul of a Durzite is protected from the binding of others. Any Binder attempting to make a pact with a Durzite against its will suffers a -5 Racial Penalty.
    • Language: Durzite begin play speaking the Turvani language. Durzite with high Intelligence scores can choose from the following: Auran, Ignan, Terran, Traderís Tongue.
    • Favored Class: Binder and Wizard.


    Vital Statistics


    {table="head"]Durzite Random Height and Weight| | | |
    Gender|Base Height|Height Modifier|Base Weight|Weight Modifier
    Male|3'0"|+3d6|40 lb.|x (1) lb.
    Female|3'0"|+3d4|35 lb.|x (1) lb.[/table]


    Newsti
    Origin
    During the early years of the Second Era, a race known to others as elves were created by the god Kephra, Lord of the Wild. He designed them to have an eternal bond with nature. They lived content for two generations but afterwards two cults were forged. Through the actions of these two cults, demons were created. The survivors of the cult were exiled by the other elves to the plains of Sumra for betraying their creators. The cultists were branded the name Dunesti (Or Exiled Elves), while the others elves saw themselves as being true uncorrupted elves and adopted the name Newesti (True Elves).

    These Newesti dwelt within their lands, preferring not to trouble them with the rest of the world. They were content until the Dwarves tunnelled into their lands. Once the Newesti found out they sent Spider Blood Assasins against the miners, soon a war started between the two. This war has led to harsh regulations against leaving Estikar and the origin of the Seekers.

    Personality
    The personality of a True Elf is tied to their Soul Beast, a creature which their soul is linked to in the Feywild. Those with the Wolf might be cold, calculating and work best in teams, while a Newesti with Shark would be more spontaneous and self-serving.

    Despite this causing a diverse number of traits most Newesti share some traits.
    Nearly all Newesti are personal in their thinking , giving them an arrogant side and causing them prefer to do as they wish regardless of other. This causes them to often act selfish towards others but this doesn't mean they aren't empathetic. Despite their self-centred minds Newesti are very empathic to those who they consider family or friends.

    The highest commendation from a Newesti is them being willing to risk their life to save yours. If this happens then the Newesti will probably be your ally for life.

    Physical Description
    Newesti are short and slim, standing about 4-1/2 to 5-1/2 feet tall and typically weighing only 95 to 135 pounds, with Newesti men the same height as and only marginally heavier than Newesti women. They are graceful but frail. They tend to be fair skinned and dark haired, with deep green or amber eyes. Both male and female Newesti grow hair very quickly, often causing large amounts of facial hair to arise in weeks. Facial Hair is frowned upon as it is seen as a sign of giving into the beast within, because of this it is amazingly rare to see a Newesti with a beard or moustache.

    Because of their bond to the Feywild, once mature their bodies never show any normal sign of aging, but when they reach the age of 200 their bond with nature becomes uncontrollable.

    They start to transform into that of their Soul Beast. If they are in their homeland the Newesti assembly will start a ritual, this will allow the Newesti to retain their mind and personality intact. A Newesti older than 211 has never been recorded and the maximum lifespan of a Newesti has never been found because of the transformation.

    Relations
    The Newesti generally donít care enough about the outside world and see most races as strange but not exotic enough to garner any interest. This isn't true of three species though; Aasimar are sometimes born to Newesti parents these are seen as weaker because of their short lives and pity them. Dunesti are openly hated and distrusted because of the Dunesti's treason in the second era. Half-Elves are also pitied because of their tainted blood.

    They are currently are war with Dwarves and distrust them almost immediately.

    Alignment
    They tend towards Chaotic Neutral, doing as they wish as their main goal.

    Lands
    The Newesti rule the land of Estikar. Estikar is the smallest country in the world of Keran, being only a single large island. It is mainly tropical jungle with several large forested hills forming boundaries between Territories. It has no cities in it; instead each community has control over a Territory. With the exception of Mira, where the government and the Newesti Assembly of Estikar lies. The buildings in the territories are far and in between, and are generally built in the upper areas of large trees.

    Because of the war with the Dwarves and the low-birth rates of Newesti, most True Elves aren't allowed to leave Estikar. There are often only three exceptions; Aristocrats, Seekers, and Soldiers. The Seekers are a specialized group of warriors trained by the Assembly for the sole purpose of hunting down Newesti who have illegally left Estikar.

    Religion
    Newesti have a close religious relationship with Kephrana and his children, The Divines of the Wild. Every Territory in Estikar has a large temple to each of these gods of nature, and hundreds of Newesti make pilgrimage to these temples each year.

    Language
    Estilex is the ancient language of the Newesti. Despite what most tell you this language was originally learnt from the Fey rather than a Divine. Estilex is a rather poetic tongue and uses vowels to great extent.

    Names
    Newesti do not choose their names nor do their parent's. Instead the name of the Newesti is the True Name of his Soul Beast. The parents don't find this out until a year after the child is born, upon which time this Soul Beast will manifest granting the parent's with his name, until which time they will call the baby Naeli (My Child). Because of the importance of this name, the parents create a public name for their child, this name is often derived from the Newesti's personal name.

    Racial Traits
    • Feybouond: Newesti are humanoids with the Elf and Feybound subtypes.
    • +2 Dexterity, +2 Wis, Ė2 Strength. Newesti are swift and cunning like a beast, but their bodies are weak.
    • Medium: As Medium creatures, Newesti have no special bonuses or penalties due to their size.
    • Newesti base land speed is 30 feet. Newesti also have a climb speed of 20 feet, but only when climbing natural surfaces.
    • Fey Soul: A Newesti's soul takes the form of a creature in the Feywilds, this causes them to have many Fey Traits. Newesti gain Fey Heritage Feat as a bonus feat.
    • Keen Senses: +2 racial bonus on Perception checks.
    • Low-Light Vision: A Newesti can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
    • Soul Beast: A Newesti's soul lies in the Feywild as a creature, with experience a Newesti can learn to call it to his presence. Upon reaching 2 HD, a Newesti gains a familiar. The Newesti is treated as a Binder of half his Hit Dice for the purposes of the Familiar. In addition, as long as his familiar is alive, the Newesti is immune to soul moving effects such as Trap the Soul spells.
    • Language: Newesti begin play speaking the Estilex language. Newesti with high Intelligence scores can choose from the following: Karmainian, Kratoan, Sumran, Umbrese.
    • Favored Class: Spider Blood Assassin and Wizard.


    Vital Statistics


    {table="head"]Newesti Random Height and Weight| | | |
    Gender|Base Height|Height Modifier|Base Weight|Weight Modifier
    Male|4'5"|+2d6|85 lb.|x (1d6) lb.
    Female|4'5"|+2d6|80 lb.|x (1d6) lb.[/table]
    Last edited by Milo v3; 2013-01-09 at 07:08 PM.
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    Default Re: Soul Weaver: Binder of Souls [3.5e]

    Chapter Thirteen: Prestige Classes

    Nomadic Soul
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    Blood, Darkness, Come unto Me!
    -A Knight Possessed by his demonic blade.

    Many know about the power a Binder has over souls. These can result in placing the soul of a creature in the body of another. This imparts gifts upon the vessel. This causes the link between his soul and his body slightly weaker.
    Nomadic Souls are those who use this to their advantage. They empower the souls within them, force souls out of themselves, even remove themselves from a mortal shell and possess others.

    GAME RULE INFORMATION
    Nomadic Souls have the following game statistics.
    Abilities: The most important ability for a Nomadic Soul is either Wisdom or Charisma. Each Nomadic Soul selects one path upon entering this prestige class. This choice reflects whether it is will power or force of personality which grants their abilities. After that constitution is rather important, giving the Nomadic Soul more chance for survival.
    Hit Die: d6.

    ENTRY REQUIREMENTS
    Skills: 6 ranks in concentration, 6 ranks in Knowledge (Arcana), and 6 ranks in Use Magic Device.
    Spellcasting: Must be able to cast arcane spells of 1st level.
    Special: Must have had the soul of another creature within your body via the invocation receptacle.

    Nomadic Soul
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Binding/Spellcasting

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Soul Attunement, Soul Vessel|

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Empowered Soul Merge, Warper of Taint|+1 level of existing arcane spellcasting class

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Tainted Weapons|

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Astral Form, Possess Object|+1 level of existing arcane spellcasting class

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Echoing Soul, Hide Presence|

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Twin Tainted Weapons, Wandering Spirit|+1 level of existing arcane spellcasting class

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Charitable Soul|

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Tainted Form|+1 level of existing arcane spellcasting class

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Astral Merge|

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Assuming Control, Soul Pact|+1 level of existing arcane spellcasting class

    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Strong Soul|

    12th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Essence Release, Empowered Tainted Weapons|+1 level of existing arcane spellcasting class

    13th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Possess Dynamic Object|

    14th|
    +7/+2
    |
    +4
    |
    +4
    |
    +9
    |Soul Tear|+1 level of existing arcane spellcasting class

    15th|
    +7/+2
    |
    +5
    |
    +5
    |
    +9
    |Avatar|

    16th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Thrallís Blade|+1 level of existing arcane spellcasting class

    17th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    | |

    18th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |Thrallís Armory|+1 level of existing arcane spellcasting class

    19th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |Soul Rend|

    20th|
    +10/+5
    |
    +6
    |
    +6
    |
    +12
    |Nomadic Soul|+1 level of existing arcane spellcasting class[/table]

    Class Skills
    The Nomadic Souls class skills (and the key ability for each skill) are Bluff, Concentration, Diplomacy, Disguise, Hide, Listen, Knowledge (Arcana), Search, Sense Motive, Spellcraft, Spot, and Use Magic Device.

    Skill Points at Each Additional Level: 4 + Int modifier

    Class Features
    All of the following are class features of the Nomadic Soul.

    Weapon and Armor Proficiency: Gain no proficiency with any weapons, armor, or shields.

    Binding: When a new nomadic soul level is gained, the character gains Effective Binder Level as if he had also gained a level in a geotia spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of binding. If a character had more than one geotia spellcasting class before becoming a nomadic soul, he must decide to which class he adds the new level for purposes of determining EBL.

    Spellcasting: When a new nomadic soul level is gained, the character gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a nomadic soul, he must decide to which class he adds the new level for purposes of determining spells per day.

    Soul Attunement : At 1st level, you must choose how you manipulate your soul. This choice can be either Wisdom (Using your willpower to control you soul), or Charisma (Using your force of personality to control your soul).
    This determines the power of several effects and your choice is referred to as your selected ability score throughout this text.

    Soul Vessel: A Nomadic Soul can store more souls within his physical form than most. A Nomadic can can add his selected ability score's modifer to the number of souls he can hold in his body via the Invocation Receptacle.

    Empowered Soul Merge (Ex): A Nomadic Soul of 2nd level or above soul resonates with others within his body. Whenever a Binder would use Invocation to place a soul within the body of the Nomadic Soul, the Binder's Effective Binder Level is increased by one level per four Nomadic Soul Levels (minimum +1).

    Warper of Taint (Su): As of 2nd level a Nomadic Soul can control the taint within his body, allowing him to choose what taint manifests.
    As a move action the Nomadic Soul can choose to suppress which ever taints he would currently be effected by from Soul Merging. As a free action he can return his body to being affected by all taints again or a few specific taints (choosen by the Nomadic Soul).

    Tainted Weapons (Su) Once a Nomadic Soul reaches 3rd level he can use the taint within his body to manifest weapons. As a move action he can grow a natural weapon. The options for this weapon is the natural weapons the creatures bound into you possess. This function as the creatures weapon except for the following:
    Spoiler
    Show
    • The Weapons Size is changed to that of the Nomadic Binder.
    • Damage Dealt is changed to that of its new size.
    • It functions as a normal natural weapon of that type and doesn't grant any abilities associated with it (Such as Poison, Ability Damage, etc.).


    The Nomadic Soul can only have one natural weapon grown at a single time via use of this ability. This ability can be dismissed as a free action.

    This ability can be used in your normal form in addition to whatever form you are possessing while possessing a creature.

    At 6th level you can grow up to two natural weapons at a time.

    At 12th level, as a standard action you can select one soul within your body via invocation. For 1d4 hours afterward, your natural weapons are effected by an enchantment of your choice with a gp cost equal to or below 500 * the Soul's Hit Dice. While this ability is in use, you are counted as not having that soul within you.

    Astral Form (Su): At will, a Nomadic Soul can leave his body and become ethereal, as though using the etherealness spell as cast by a sorcerer of the Nomad's total Hit Dice plus your Selected Ability Score Modifier. The creatureís new form is ethereal and thus immune to even the most potent physical attacks and most magical attacks (except, for example, force attacks) by non-ethereal creatures.

    When a Nomadic Soul possesses a creature or object, even force effects no longer affect the Nomad. Only spells such as dismissal can affect the possessing Nomad when cast by non-ethereal creatures. Any sort of attack, magical or otherwise, directed against the Nomadic Soul affects the possessed creature or object, however.

    Possessing an object or creature effectively ends a use of this ability, so time spent in another body or object does not count against the duration of this ability. While in ethereal form the body of the Nomadic Soul is left behind. It temporarily becomes an NPC and gains the Sunken Soul Template (see Chapter 3). This template is lost if he returns to it and possesses his own body (This can be done without any difficulty as long as you are within 5ft) or if another Nomadic Soul possesses it (as normal possession rules)

    The Nomadic Soul retains all the bounds bound to it in its astral form and when it is possessing. When possessing an object the soul merged with you lie dormant. When possessing a creature, you can choose to affect the creature the effects of one of the Soul Merges which you are affected by. This choice can be changed as a full round action.

    If the duration of this effect ends the Nomadic Soul must make a Will Save (DC 15). If they succeed then Astral Form is used again. If they fail they are killed. They can be resurrected as normal if their natural body is killed. If their natural body is still alive, then if a resurrection spell is cast upon the body the soul will return as if the Nomadic Soul was killed.

    Possess Object (Su): A Nomadic Soul in astral form can possess an object on the Material Plane or whatever physical object found on any other plane such as rocks in the Earth Elemental plane. The object can be no larger than Huge. Magic items and attended items receive Will saving throws. Unattended nonmagical items are automatically possessed.

    A Nomadic Soul takes up residency inside of the object it possesses, much like a parasite to a creature so it is no longer ethereal. The Nomad is aware of what is going on around the object: It can see and hear up to 60 feet away as if using its normal sense (it does not gain blind sight). In any round in which it takes no other actions (such as using a spell-like ability), it extends its senses to twice its normal range (120 feet). It can't communicate physically though, but gains telepathy with anyone in contact with the object.

    The nomad is vulnerable to spells that specifically affect outsiders or creatures of the nomad's alignment (such as holy word and holy smite, as well as chaos hammer or order's wrath) and mind-affecting spells or effects, but it is unaffected by physical attacks or standard magical effects (such as fireball) unless it specifically affects objects (such as shatter).
    If harming the object causes it to be destroyed; the nomad is forced back into its astral form for however long the duration remains of the last use of Astral Form ability.

    While possessing an object, a Nomadic Soul can use any ability it has that requires no physical action, such as using Astral Form (which ends Object Possession), a spell-like ability or telepathy. It cannot cast spells that require movement or speech, attack physically or perform any other physical action, until it reaches a high enough level to make the possessed object perform these tasks for it.

    Echoing Soul (Su): Upon reaching 5th level, when a Nomadic Soul is possessing an object he can speak through it as if it was his body.

    Hide Presence (Ex): A Nomad which is possessing an object or creature can attempt to hide its presence by making a special Hide check.

    This "mental" Hide check uses the nomad's Int modifier instead of its Dex modifier, and modifiers such as being invisible, a size modifier from being Small or smaller, Large or bigger, cover, etc arenít added to the check as mental hiding isnít affected by physical hiding modifiers.

    A successful check allows a Nomadic Soul to avoid virtually anything that would betray its presence in the possessed creature or object: it can pass through a magic circle against evil, enter a temple warded by forbiddance, escape detection via detect evil or elude mind reading effects like detect thoughts. The DC for this Hide check is the same as the saving throw DC for the spell the nomadis trying to avoid. The nomad gains a +4 circumstance bonus on this check if it is not controlling the possessed creature or object at the time of the check.

    When possessing a creature, a Nomadic Soul can make this Hide check to protect the possessed creature from the full effects of alignment-based spells such as holy smite. If the Nomad makes a successful Hide check (against the save DC of the spell), the possessed creature takes damage appropriate to its actual alignment, but if the nomad fails the Hide check, the possessed creature is affected as if it were the nomad.
    Making this check is not an action; the nomad can do it in response to another creature's action (such as casting detect evil).

    Wandering Spirit (Su): As of 6th level, while a Nomadic Soul is possessing an object you can force the object to move.
    The Nomad can cause a vehicle or similar object he is possessing to move at a speed up to the Nomad's own land speed in its corporeal form. If it lacks a proper means of movement then its base land speed is 5ft.

    In addition the Nomad can manipulate other moving parts of a possessed object - such as a clock's hands or a crossbow's firing mechanism. Thus, a nomad could make a wagon steer toward a pedestrian, or roll out of a stable without a horse to pull it. Cocking a crossbow and firing it is more then within its power, but it can't aim or load itself using this ability. Exerting control is itself a free action, though actually moving an object requires a move action.

    Charitable Soul (Ex) Once a Nomadic Soul attains level 7, he can empower the objects possesses.

    The nomad can bestow powers on the item with a value as an enhancement bonus of up to half its Nomadic Soul class level, so a 6th level Nomadic Soul could make a sword a +3 weapon, a +2 keen weapon, or a +1 wounding weapon, for example.

    If the possessed object is already magical, the nomad can increase the powers on the item by the same amount - so a 10th level Nomadic Soul could turn a +1 sword into a +1 vorpal sword, for example. The enchantment bonus on items possessed is limited to a maximum of +10.

    Despite the nomad's duplication of magic item abilities, a nonmagical possessed item doesnít become actually magical. Detect magic will not sense an aura; detect evil or other detect Ďalignmentí corresponding to the nomad's alignment will, however. Smart characters might notice that the possessed item behaves strangely or has an unusual appearance (a magic weapon that isnít masterwork quality, for example, is a tipoff that something is awry). A character who succeeds at a Search check (DC 25) notes that there is ďsomething strangeĒ about the item.

    Tainted Form (Su): At 8th level and above, a Nomadic Soul taints whatever it is possessing as if it was used in Invocation or Enchantment Receptacles.

    The Nomadic Soul can choose the effects of its taint but they all must be relating to a single theme.

    Note: The effects of binding are only cosmetic and have no effect on the actual object or creature.
    Example Themes for Tainted Form
    Spoiler
    Show
    Eldritch
    Enchanting
    Minor Taint : Has a collection of flesh growing at the base with a yellow eye.
    Moderate Taint : A portion of the object is missing and the flesh area is exposed and forced to grow to the point of creeping over the object itself. A large eye resides within the fleshy area.
    Major Taint : The object appears to be made entirely out of organic material, with teeth, flesh and an abundance of eyes covering its surface.
    Invocation
    Minor Taint : Eyes become demonic.
    Moderate Taint : Your left arm becomes a darker fleshy color with several red eyes.
    Major Taint : The flesh from your arm continues to move and covers the left half of your chest. On this chest flesh is a large maw.

    Inferno
    Enchanting
    Minor Taint : Is hot to the touch but doesnít burn.
    Moderate Taint : A trail of flame follows the objectís movement.
    Major Taint : The object appears to be made entirely out of fire, with exception to the base which seems to be made from obsidian.
    Invocation
    Minor Taint : Eyes become like fire.
    Moderate Taint : You blood turns into magma, this stings to the touch when out of your body. Your veins also know glow red through your skin.
    Major Taint : Flesh becomes like obsidian, except your glowing veins can still be seen.


    Astral Merge (Su): At 9th level, a Nomadic Soul gains the ability to possess a creature as well as objects. The nomad must be in ethereal form and adjacent to its target, and must use a standard action to attempt possession. A protection from evil spell or similar magic wards a creature against being possessed in this manner. An unprotected target must make a Will saving throw.

    The possessing nomad gets a bonus on attempts to possess creatures that carry, hold, or wear an item they are currently possessing. For each day the possessed item was worn, held, or carried by the target prior to the possession attempt, the DC for the targetís Will save increases by +1, up to a maximum of +10. If the saving throw is successful, that creature is immune to that nomad's possession attempts for one day. If the saving throw is failed, the creature is possessed, through it is not necessarily aware of this fact.
    A nomad possessing a creature takes up residency inside of the victim much like a parasite, so it is no longer ethereal. It cannot be targeted by spells or attacks separately from the victim, including attacks from ethereal creatures. Damage taken by the possessed creature has no effect on the nomad. If the victim dies, the nomad is forced back into its ethereal form.

    Only one Nomadic Soul or other creatures with the possession ability can possess a target at a time. If another tries to possess an already possessed target the two possessing forces make a check similar to an Ego check (DC= HD+selected ability score vs opposing total). If the already possessing force wins they get to stay in possession, if the opposing nomad to possess wins they wrestle control away and possesses the target forcing the old possessor back into ethereal form.

    The nomad can sense anything the victim can, even including the benefits of blind sight or other exceptional senses the victim may have. At any time, the Nomadic Soul can communicate with the victim telepathically, projecting words in any language the victim understands directly into the victim's thoughts. The nomad is constantly aware of the victim's thoughts. It can also choose to probe the creature's memories as well, but the victim is allowed a Will save. If this saving throw is successful, the nomad cannot probe that creature's thoughts for one day.

    A persons soul slowly builds up a defense against the Nomadic Soul. After residing within a specific individual's body for 1 Year - x months, where x is equal to the hosts wisdom modifier (minimum 1 week), the host can take a swift action and instead force the Nomad out from his body and into astral form as if the body was killed. If you try and possess the specific individual again they retain their ability to reject you.

    Assume Control (Su): At 10th level, a Nomadic Soul gains the ability to exert direct control over a creature it is possessing. Attempting to establish control is a standard action for the Nomad. The victim must make a Will saving throw each round until the Nomad abandons the attempt, or the victim fails a saving throw and the Nomad gains control, or the victim makes three consecutive successful saves, indicating that the Nomad cannot control the victim that day (though it remains in possession of the victim).

    Each round of struggle, the victim can take only a single move or attack action. Once the Nomad gains control, it automatically maintains it for a number of rounds equal to its class level + selected ability score modifier, +1 for each previous occasion on which it has controlled this host. When this time elapses, the nomad can attempt to reassert control, as it chooses.

    While in control of a victim, the Nomadic Soul has access to all the creature's abilities, skill ranks, and extraordinary abilities. The Nomad now acts as though it is the creature in all respects, until it loses or relinquishes control. The Nomad uses its own Intelligence, Wisdom, and Charisma scores for actions such as casting spells and their effects, but adopts all of the possessed creature's physical ability scores. The physical scores of a possessed creature are reduced while being possessed getting a -4 penalty to Strength, Dexterity, and Constitution. After a days worth possessing the body of the species, the penalty lowers by one. If this would cause the penalty to go to zero then the penalty disappears. Note that the penalty is reduced for each day in a body of the possessed species overall, not just in this exact body.

    The Nomad retains the use of all his class abilities. This includes spells, assuming the victimís body allows it, such as a nomad with a spell that depends on his original body to speak wouldnít be able to use such spell while in a victimís body that doesnít have a humanoid mouth. The nomad retains the creature's type, and is affected by spells and other effects as if it were the possessed creature except in regard to its alignment.
    For instance, a cornugon possessing the body of a wolf is subject to spells that affect animals, even though it is far more intelligent than a normal wolf.
    A balor possessing the body of a paladin is not subject to unholy blight, however, but is fully affected by holy smite and gains a negative level due to the paladin wielding a Holy sword.
    A imp possessing a animated table is not subject to spells that donít affect objects, but is subject to spells like shatter that does affect objects.

    The Nomad can choose whether the possessed creature retains awareness of its body's senses and actions, in which case it can mentally communicate with the nomad, or simply blacks out for the duration of the control.

    While this is in effect you can use class abilities as though it was your body.

    Soul Pact: Upon reaching tenth level a Nomadic Soul starts to become less stable. This will cause his soul to be destroyed in 10d10 years. After that time the Nomadic Soul cannot be resurrected, except by a miracle or wish spell.
    This can be stopped by making a deal with a powerful outsider (at least 5 + Nomadic Soul Level).

    The details of the deal are up to the DM but the result is that the Nomad's soul is stablised.

    In addition in order to level up further in this class you must make this deal, as your ability cannot increase while your soul is damaged.

    Strong Soul (Ex): As of eleventh level any attempts to bind the Nomadic Soul are fought as if his soul was more powerful. When a Binder tries to make a binder's pact with the Nomad against their will, the DC increases equal to his Nomadic Soul level.

    Essence Release (Su): At 12th level, a Nomadic release the souls within himself. To do this he must complete an hour long ritual which costs 50 gp, at the end of which the binder must make a will check (DC 20). If this check fails the hour and gold pieces are wasted.

    To complete this ritual 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 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.

    Possess Dynamic Object (Su): At 13th level, a nomad can also possess a substance that has no fixed shape (such as a pool of water or a dust cloud) or is part of a larger object (such as a section of a wall). When it does so, a nomad cannot possess an area or a volume larger than 10ft square per class level.

    Soul Tear (Su): As of fourteenth level, a Nomadic Soul's touch can tear at the souls of others.
    This ability can be activated in one of two ways, firstly he can activate it when he does a natural or unarmed attack, and secondly he can take a standard action to make a touch attack.

    If this attack hits, in addition to the damage dealt normally it deals an extra 2d10 untyped damage. If this would cause the target to be unconscious or dying they gain the Sunken Soul template.

    Avatar (Su): Once a Nomadic Soul attains 15th level, using a burst of taint he can turn the body of the possessed into a hybrid of yours and his temporarily.

    As a move action while possessing a creature he can enter Avatar State. This grants the creature:
    • The use of your extraordinary abilities.
    • The use of all your Supernatural abilities.
    • All your natural attacks (Scaled to fit the possessed creatures size) (This includes any that would be gained from the Warped Weapons ability)
    • All your movement modes (If you share a movement mode use whichever one is higher)
    • Your damage reduction (if you both have Damage reduction then it uses the one with higher DR)
    • All your vulnerabilities
    • The possessed creatures caster level is increased by +5.
    • you gain immunity to being forced out of the possessed creatures body, except by death of the creature.


    This effect lasts for a number of rounds equal to your Nomadic Soul Level + Selected ability modifier. This ability can only be activated when the two of you are willing to use it. This ability can be used once per day.

    Thrall's Blade (Su): Upon reaching level sixteen, while you possess a creature, if it wields a weapon it is affected as though you were possessing it. Thus it can be affected by Charitable Soul, Taint, Wandering Spirit, and increasing the DC of Assume Control.

    In addition, if the creature your possessing dies and you would normally be forced into Astral Form, you can choose to instead continue to possess the weapon wielded by the creature.

    Thrall's Armory (Su): Upon reaching level eighteen, while you possess a creature, if it wields a weapon, wearing armor, or clothing all are affected as though you were possessing them. Thus it can be affected by Charitable Soul, Taint, Wandering Spirit, and increasing the DC of Assume Control.

    In addition, if the creature your possessing dies and you would normally be forced into Astral Form, you can choose to instead continue to possess the weapon or armor that was being used by the creature.

    Soul Rend (Su): As of nineteenth level, a Nomadic Soul's touch can rend the souls of others.
    This ability can be activated in one of two ways, firstly he can activate it when he does a natural or unarmed attack, and secondly he can take a standard action to make a touch attack. These attacks gain a +3 distortion bonus on hitting.

    If this attack hits, in addition to the damage dealt normally it deals an extra 3d8 untyped damage. If this would cause the target to be unconsious or dying they gain the Sunken Soul template.
    If this kills the creature it can never be resurrected, except by the gods themselves.

    Soul Rend cannot be used in the same round as Soul Tear.

    Nomadic Soul (Ex): Upon reaching the pinnacle of its power, a Nomadic Soul truly masters his control over manipulating his soul. Upon reaching 20th level his type changes to Outsider (Native).
    Also the duration of his Astral Form ability turns to permanent, and the nomad can use Avatar three times per day.

    Ending Possession: Spells such as dismissal and banishment are among the only effects that can target a Nomadic Soul separately from the object or creature it inhabits. When these spells are directed against a Nomadic Soul, the spell effect is resolved as if the nomad were in its normal, corporeal form, using its own Hit Dice, saving throws, ability scores, and so on. If successful, these spells drive the nomad out of the victim and back to its home plane. Holy word and similar spells can also drive out a possessing nomad and send it back to its home plane, but a nomad can hide its presence to escape the effects of such spells. Certain other special abilities (such as the Exorcism granted power of the Sacred Exorcist prestige class described in Complete Divine) can force a Nomadic Soul out of a victim and back into its astral form.
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    Default Re: Soul Weaver: Binder of Souls [3.5e]

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    Default Re: Soul Weaver: Binder of Souls [3.5e]

    Chapter Fifteen: Binders in the Campaign
    Anima
    Anima is an inner plane, lying between the planes of positive and negative energy. This realm is amazingly hard to access, the only entrance being the Anima Portal generated by powerful binders. Despite this, Anima can be left by any normal means of planar travel.

    Within Anima lies a wasteland, made upon the ash and ground material of millenia old bones. In the sky rages a constant storm, every now and then you can see gaps between the clouds, granting glipses of a true void.

    There is no native life within this plane, only ever getting the rare vist of a Binder once every thousand years.

    The Anima's purpose is a strange and twofold. Souls grow out of the grim soil of the plane, slowly developing into the shape of the creature it will be host to. Once this development is complete, it ascends into the above void and gains life.

    The other purpose is that it draws in souls. If bits of a soul are damaged, it will slowly absorb them into the plane itself, giving rise to new souls. Also as a creature ages, it's soul's connection with the Anima draws stronger and stronger until it can no longer remain in its vessel.

    This plane is infinite in size, has normal physics, deals one point of wisdom damage to all creatures within it per year, no save.

    Binder's in Keran
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    Default Re: Soul Weaver: Binder of Souls [3.5e]

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    Default Re: Soul Weaver: Binder of Souls [3.5e]

    Okay I'll got enough space now, you can PEACH, and say whatever about it.

    And I'll start adding in the content.
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    Default Re: Soul Weaver: Binder of Souls [3.5e] (PLEASE PEACH)

    Okay all the Receptacles are all posted. Please tell me if there are any errors with them as I made them up as I went along, and are probably full of problems.

    Next up is the New Summon Spells. These aren't necessary but make things easier for a Binder at low levels.

    Also if you have any comments at all please tell me.
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    Default Re: Soul Weaver: Binder of Souls [3.5e] (PLEASE PEACH)

    Thank the Forum you didn't give up on this. I thought you had got lost on tangents but I guess you were making a world(?). I really like the idea. I wish I had more experience to help out. I'll try to read what you've done and try to lend a hand.

    Has someone tiered this yet?

    Keep on going, because this will be great!

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    Default Re: Soul Weaver: Binder of Souls [3.5e] (PLEASE PEACH)

    Quote Originally Posted by Merchant View Post
    Thank the Forum you didn't give up on this. I thought you had got lost on tangents but I guess you were making a world(?). I really like the idea. I wish I had more experience to help out. I'll try to read what you've done and try to lend a hand.

    Keep on going, because this will be great!
    Thanks. It good to hear I'm doing something right.

    Also for that severe brake: school assessments, skyrim, crafting a campaign setting, making homebrew, running several games in these forums, running a RL game, and going in homebrew competitions.

    I was trying to do way too many things at once. Things have died down now though so my main priority will be finishing this.

    Has someone tiered this yet?
    Sadly you being the first reply, no one has tiered it.
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    Default Re: Soul Weaver: Binder of Souls [3.5e] (PLEASE PEACH)

    Just send it to Morph Bark's tiering thread. Maybe it can be tiered as is and get adjusted when it is finished.

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    Default Re: Soul Weaver: Binder of Souls [3.5e] (PLEASE PEACH)

    Quote Originally Posted by Merchant View Post
    Just send it to Morph Bark's tiering thread. Maybe it can be tiered as is and get adjusted when it is finished.
    Unfortunately, Morph Bark has an immense waiting list for the Tiering Thread so its going to be a while until it can get tiered that way.
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    Default Re: Soul Weaver: Binder of Souls [3.5e] (PLEASE PEACH)

    There is something I don't quite understand. At level 2 you gain the ability to make pacts with Elementals, Outsiders, and Magical Beast, and you can make them do Deeds. This part I do understand, but my problem comes when we look at Seal Master. We see that Binders bind Elementals and Outsiders can only be bound if their CR is equal or below (EBL-2). Thing is, I'm pretty sure there aren't any CR 0 monsters, or anything with a negative CR. At first I thought that you intended for a player to gain one of the +EBL feats, forcing them to specialize for the first level they can bind souls. However, no feats, bonus or otherwise, are gained at that level and the +EBL feats require more ranks than is possible at level two, which nixes that idea. Do you intend for the player to have a class feature that they can't use until the level after they gain it?

    On another note, have some vague ideas for Bondings. I wont give a point cost for them, as I'm unsure of how to cost them.

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    Titanic Soul: The bonded use the higher of the two's Will saves. This can not be used to qualify for prestige classes, feats, or anything else that requires a minimum Will Save.

    Loyalty: For the purpose of magical compulsions such as Charm Monster, Dominate Monster, or Suggestion, attempts to force a bonded to betray their fellow Bonded are unacceptable orders, on par with an order to slit their own throat.

    Aid: When the Bonded is flanking with, or using the Aid Another action on, their fellow Bonded, the bonus is increased by 4. Additionally, Bonded gain a +4 insight bonus to Heal when treating their fellow bonded. (so +6 to hit during flanking, for instance)


    Fake Edit: I just noted something that seems to be a copypasta error:
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    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.

    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).

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    Default Re: Soul Weaver: Binder of Souls [3.5e] (PLEASE PEACH)

    i'll lend my opinion here, after i read this whole thing a few times. this is a very extensive creation, I personally thank you for taking this on, as it has been needed for years
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    Default Re: Soul Weaver: Binder of Souls [3.5e] (PLEASE PEACH)

    I'm going to critique this, I swear...

    ...as soon as my brain starts working and I have some free time.
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    Default Re: Soul Weaver: Binder of Souls [3.5e] (PLEASE PEACH)

    Quote Originally Posted by Vauron View Post
    There is something I don't quite understand. At level 2 you gain the ability to make pacts with Elementals, Outsiders, and Magical Beast, and you can make them do Deeds. This part I do understand, but my problem comes when we look at Seal Master. We see that Binders bind Elementals and Outsiders can only be bound if their CR is equal or below (EBL-2). Thing is, I'm pretty sure there aren't any CR 0 monsters, or anything with a negative CR. At first I thought that you intended for a player to gain one of the +EBL feats, forcing them to specialize for the first level they can bind souls. However, no feats, bonus or otherwise, are gained at that level and the +EBL feats require more ranks than is possible at level two, which nixes that idea. Do you intend for the player to have a class feature that they can't use until the level after they gain it?
    Thats a typo from when binding outsiders was a 3rd level ability. I'll fix.

    On another note, have some vague ideas for Bondings. I wont give a point cost for them, as I'm unsure of how to cost them.
    Titanic Soul - +4
    Loyalty - +3
    Aid - +2 [/spoiler]

    Fake Edit: I just noted something that seems to be a copypasta error:
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    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.

    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).
    Will fix.

    Quote Originally Posted by LordErebus12 View Post
    i'll lend my opinion here, after i read this whole thing a few times. this is a very extensive creation, I personally thank you for taking this on, as it has been needed for years
    Thanks.
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    Default Re: Soul Weaver: Binder of Souls [3.5e] (PLEASE PEACH)

    Micro-comment:
    Change "0" to "0th" in the class table header for consistency.
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    Default Re: Soul Weaver: Binder of Souls [3.5e] (PLEASE PEACH)

    Quote Originally Posted by DracoDei View Post
    Micro-comment:
    Change "0" to "0th" in the class table header for consistency.
    Okay fixed.
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    Default Re: Soul Weaver: Binder of Souls [3.5e] (PLEASE PEACH)

    I've now added in the two races, Durzites and Newesti, and the first PrC.
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    Default Re: Soul Weaver: Binder of Souls [3.5e] (PLEASE PEACH)

    And now a few thoughts on the PRC: First, this class does not seem to increase EBL. This means that it is dependent on either having a binder in the party, or a friendly NPC binder willing to sacrifice a few of her pacts. Additionally, considering that the number of Invocations someone can have are keyed off of hit dice now, instead of will save, Soul Vessel now does nothing.

    More important is the whole 'sacrifice your pacts' thing. Lets use a level 7 party with a Nomadic Soul and a Binder. The Nomadic Soul will want as many souls bound to it as possible, and he could, at the very least, hold 7 souls, assuming Soul Vessel isn't changed so that does something. If I do understand the Binder's pacts, this would take up all but two of the Binder's pacts from being level seven. While they exist to be used, and there is a feat to gain more, and you do get some pacts from having a high Int, this leaves very few for use with Deeds, Enchantment, or any other use of pacts*. This also assumes that there is indeed a Binder in the party willing and able to provide soul bindings. Without a Binder in the party, than it becomes much harder to gain more bound souls.

    It might be a good idea to have Nomadic Soul levels count as Binder levels for the purpose of EBL. Or is that supposed to already be the case, with +caster level also adding to EBL? I recall that the prior version of Nomadic Soul required you to lack the ability to be able to bind souls, but you seem to have dropped that.

    On an unrelated note, is the Anima portal supposed to be a one-way affair? Because from the wording of it, if you do not have alternative means to escape Anima, you will not be able to leave.

    On yet another note, it might a good idea to give Binders the ability to end their own pacts, preferably either for free, or at least less than the cost of breaking someone else's pact.

    *The Nomadic Soul is going to continue to want more souls bound to it, and its max number of souls bound is growing roughly as fast as the Binder's number of pacts.

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