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    Default Occult Adversary [PrC]

    Occult Adversary

    Gniss ValDinra, binding the powers of vestiges into her weapon.

    What we know about vestiges could probably fit one one-hundredth of the space of the inside of a thimble. Some people do not need to know anything about them above and beyond that they are sources of great power. Occult adversaries are a rare breed of binders that not only use their binders in martial combat, but fuse their blades, techniques and vestiges into a deadly melee singularity.
    Most occult adversaries have no tendencies toward one alignment over the other and come in all varieties, from noble blades to harbingers of destruction. Like any other binder, however, they tend to attract negative attention due to the magic they dabble in being widely considered as profane.

    HD: d8

    Requirements
    BAB: +4
    Skills: Concentration 8 ranks, Knowledge (arcana or the planes) 4 ranks, Martial Lore 4 ranks
    Feats: Adaptive Style, Sudden Ability Focus
    Maneuvers: Ability to use 2nd level maneuvers, including at least one stance.
    Soul Binding: The ability to bind 2nd level vestiges, must have bound Savnok to you at least once.

    Class Skills: Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Intimidate, Jump, Knowledge (arcana), Knowledge (history), Knolwedge (religion), Knowledge (the planes), Martial Lore, Profession, Sense Motive, Swim
    Skill-points per level: 4+Int modifier

    {table="head"]Level|BAB|Fort|Ref|Will|Special
    1st|+1|+2|+0|+2|Vestiges of war, soul binding +1
    2nd|+2|+3|+0|+3|Draw their power, soul binding +2
    3rd|+3|+3|+1|+3|Bonus feat, soul binding +3
    4th|+4|+4|+1|+4|Strike of the vestiges, soul binding +4
    5th|+5|+4|+1|+4|Weapon binding, soul binding +5
    6th|+6|+5|+2|+5|Stance of those beyond, soul binding +6
    7th|+7|+5|+2|+5|Bonus feat, soul binding +7
    8th|+8|+6|+2|+6|Improved weapon binding, soul binding +8
    9th|+9|+6|+3|+6|Strike beyond the planes, soul binding +9
    10th|+10|+7|+3|+7|Supernatural warrior, soul binding +10
    [/table]

    {table="head"]Level|Man. Known|Man. Readied|Stances Known
    1st|1|1|0
    2nd|0|0|0
    3rd|1|0|0
    4th|0|0|0
    5th|1|1|0
    6th|0|0|1
    7th|1|0|0
    8th|0|0|0
    9th|1|1|0
    10th|0|0|0
    [/table]

    Weapon and Armor proficiencies: Occult adversaries receive no additional weapon or armor proficiencies.

    Maneuvers: At each odd-numbered level, an occult adversary gains new maneuvers known from the Far Realm, Diamond Mind, Iron Heart or Stone Dragon disciplines. You must meet a maneuver's prerequisite to learn it. You add your full occult adversary levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
    At levels 1st, 5th and 9th, you gain additional maneuvers readied per day.

    Stances Known: At 6th level, you learn a new martial stance from the Far Realm, Diamond Mind, Iron Heart or Stone Dragon disciplines. You must meet the stances prerequisites to learn it.

    Soul Binding: At each level, your soul binding ability improves as if you had gained a level of the Binder class. This increases your effective binder level, the bonus you receive on binding checks, and the level and number of vestiges you may bind. You do not, however, gain any other abilities or advantages a Binder would have gained.

    Vestiges of War (Su): As a master of the blade, and a servant to the forces beyond that which is known, you know how to beg the vestiges to grant you greater martial prowess and diversity. Depending on the vestiges you are bound to, you are capable of binding a set of maneuvers and a single stance to your current known list. These maneuvers are not automatically readied, and the occult adversary must ready them as their normal maneuvers. You need not meet the prerequisites of the maneuver to know it, you must simply have the associated vestige bound. Unlike normal maneuvers, those granted by a vestige are always considered supernatural abilities.
    If you are overcome with the vestige's influence, you must prepare at least one of these vestiges maneuvers and attempt to find every opportunity you can to remain in their stance, even if another stance would be the best choice for a situation than this one.

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    {table=head]Vestige|Stance|1st Maneuver|2nd Maneuver
    Amon|Child of Shadow|Charging Minotaur|Burning Blade
    Aym|Flame's Blessing|Distracting Ember|Mountain Hammer
    Leraje|Eagle's Eyes|Multiple Shot|Moment of Perfect Mind
    Naberius|Bolstering Voice|Wolf Fang Strike|Leading the Attack
    Ronove|Punishing Stance|Counter Charge|Mighty Throw
    Dahlver-Nar|Stone Bones|Unnatural Strike|Eroded Will
    Haagenti|Stonefoot Stance|Frost Riposte|Mountain Hammer
    Malphas|Assassin's Stance|Cloak of Deception|Clinging Shadow Strike
    Savnok|Roots of the Mountain|Bonecrusher|Stone Bones
    Andromalius|Knave's Luck Stance|Accursed Blade|Seize the Moment
    Focalor |Holocaust Cloak(Shocking Sky)|Fan the Spark(Shocking Sky)|Wake of the Dolphin
    Karsus|Dance of the Spider|Fan the Flames|Soaring Raptor Strike
    Paimon|Absolute Steel Stance|Seize the Moment|Lightning Slash
    Agares|Crushing Weight of the Mountain|Bonesplitting Strike|Boulder Roll
    Andras|Crushing Stampede|Staggering Blow|Lightning Recovery
    Buer|Thicket of Blades|Revitalizing Strike|Radiant Charge
    Eurynome|Bite of the Shark|Wavestrike Counter|Bonesplitting Strike
    Tenebrous|Dance of the Spider|Hand of Death|Obscuring Shadow Veil
    Acererak|Step of the Dancing Moth|Hand of Death |Shadow Noose
    Balam|Hearing the Air|Doom Charge|Masterful Parry
    Dantalion|Hearing the Air |Mad Prophet's Vision|Alien Mind
    Geryon|Shifting Defense|Lingering Corrosion|Shadow Stride
    Otiax|Alien Geometry|Mad Prophet's Vision|Shadow Stride
    Chupoclops|Hearing the Air|Ghost Blade|Rabid Bear Strike
    Haures|Step of the Dancing Moth |Shadow Noose|Shadow Blink
    Ipos|Prey on the Weak|Rabid Bear Strike|Scorpion Parry
    Shax|Hurricane Stance|Wake of the Leviathan|Ring of Lightning(Shocking Sky)
    Zagan|Giant's Stance|Crushing Vice|Irrisistable Mountain Strike
    Eligor|Fiery Assault|Battering Charge|Clarion Call
    Marchosias|Adaptive Tactics|Death in the Dark|Inferno Blade
    Halphax |Strength of Stone|Adamantine Bones|Earthstrike Quake
    Orthos|Balance on the Sky|Death in the Dark|Five Shadow Creeping Ice Enervation Strike
    [/table]

    {table=head]Vestige|Stance|1st Maneuver|2nd Maneuver
    Alric|Alien Geometry|Moment of Alacrity|Greater Insightful Strike
    Atlach-Nacha|Child of Shadow|Shadow Blade Technique|Unnatural Strike
    Azathoth|Rising Phoenix|Incomprehensible Force|Wyrm’s Flame
    Cthugha|Holocaust Cloak|Death Mark|Fire Riposte
    Cthulhu|Alien Geometry|Incomprehensible Force|Stunning Revelation
    Dagon and Hydra|Hurricane Stance|Mutation|Wake of the Shark
    Dark Plea|Stance of Alacrity|Avalanche of Blades|Diamond Nightmare Blade
    Dromilius|Leading the Charge|Leading the Attack|Sapphire Nightmare Blade
    Ghatanothoa|Giant’s Stance|Mountain Avalanche|Strike of Gravity
    Gith|Dancing Blade Form|Iron Heart Focus|Ruby Nightmare Blade
    Glaaki|Hearing the Air|Mad Prophet’s Vision|Mind Strike
    Hastur|Masochist’s Stance|Lost Hope|Sadistic Blow
    Ithaqua|Bite of the Shark|Icerime Bolt|Sap Life
    Kurrothk|Aura of Triumph|Key of the Celestial Warden|Charnel Strike
    Naphia|Aura of Triumph|Radiant Charge|Rallying Strike
    Nodens|Gaze of the Angelic Champion|Blade of the Marytr|Radiant Smite
    Nyarlathotep|Aura of Chaos|Alien Mind|Drain Life
    Reshar|Any 8th level stance|Any 8th level maneuver|Any 7th level maneuver
    Rhan-Tegoth|Unnatural Presence|Sluggish Action|Vicious Energy
    Seradess|Rising Phoenix|Quicksilver Motion|Wyrm’s Flame
    Shub-Niggurath|Unnatural Weaponry|Drain Life|Pain of Failure
    Shudde M’ell|Crushing Weight of the Mountain|Bonecrusher|Stone Vice
    Taratai|Pearl of Black Doubt|Emerald Razor|Mind over Body
    Vox|Child of Shadow|Rapid Strike|Skillful Parry
    Y’Golonac|Masochist’s Stance|Eroded Will|Unnatural Strike
    Yog-Sothoth|Unnatural Weaponry|Incomprehensible Force|Memento Mori
    [/table]

    {table=head]Vestige|Stance|1st Maneuver|2nd Maneuver
    Basatan|Overwhelming Wave|Crashing Wave|Tide Advancing
    Ghroth|Beloved of Fortune|Bellowing Slaad|Dance of Blood
    Luna|Prey on the Weak|Rabid Bear Strike|Raging Mongoose
    Mordiggian|Giant’s Stance|Befouling Razor|Charnel Blade
    Nyog’Sothep|Step of the Dancing Moth|Hurricane Incarnate|Shadow Blink
    Rhogog|Unnatural Presence|Sluggish Action|Vicious Energy
    Sol Invictus|Supreme Blade Parry|Courage-Shattering Glare|Strike of Perfect Clarity
    Ubbo-Sathla|Unnatural Weaponry|Incomprehensible Force|Metacosmic Exile
    Vorvadoss|Fiery Assault|Desert Tempest|Ring of Fire
    Yidhra|Oaken Roots Stance|Step Past the World|Weeping Autumn Leaves[/table]

    {table=head]Vestige|Stance|1st Maneuver|2nd Maneuver
    Abysm|Stance of Alacrity|Avalanche of Blades|Diamond Defense
    Arete|Thicket of Blades|Revitalizing Strike|Ruby Nightmare Blade
    Astaroth|Step of the Dancing Moth|Agonizing Blow|Vitriolic Blood
    Desharis|Press the Advantage|Flanking Maneuver|Order Forged from Chaos
    The Triad|Dancing Blade Form|Greater Insightful Strike|Radiant Charge
    Vanus|Dancing Blade Form|Dazing Strike|War Leader’s Charge
    Zceryll|Alien Geometry|Mad Prophet’s Vision|Stunning Revelation
    [/table]
    Putting links into homebrew maneuvers for the first section shall be finished later.

    Draw Their Power (Su): At 2nd level, you know how to channel a bit more raw martial power from your vestiges. You gain a bonus to attack and damage rolls equal to the highest level vestige bound to you with an additional +1 bonus to both for every additional vestige you have bound to you, but only while initiating a strike, boost or counter, but once you use a maneuver you cannot use it again for another 5 rounds. The character may forgo this ability if they so wish, if they wish to keep using the same maneuver more rapidly.

    Bonus Feats: At 3rd level and again at 7th, you may select a bonus feat from the list of feats below. You must meet the feat's prerequisites to learn it.

    Feat list: Avenging Strike, Blade Mediation, Defense Against the Supernatural, Empower Supernatural Ability, Enlarge Supernatural Ability, Evasive Reflexes, Expel Vestige, Extend Supernatural Ability, Extra Granted Maneuver, Extra Readied Maneuver, Favored Vestige, Favored Vestige Focus, Ignore Special Requirements, Improved Binding, Improved Critical, Martial Stance, Martial Study, Rapid Assault, Rapid Pact Making, Rapid Recovery, Scribe Martial Script, Skilled Pact Making, Supernatural Crusader, Supernatural Opportunist, Unnerving Calm, Weapon Focus, Weapon Specialization, Widen Supernatural Ability.

    Strike of the Vestiges (Su): At 4th level, you gain the ability to channel the entropic and spiritual energies of the vestiges within you into sheer martial damage. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is an 4th level strike, and does not belong to any discipline. When you initiate this strike as a standard action, you deal an additional amount of damage equal to 2d6*the highest level of a vestige bound to you. Once this strike is used, it cannot be re-readied for another 5 rounds.

    Weapon Binding (Su): The Occult Adversary has learned to channel vestiges through her blade. Once a day, an occult adversary of at least 5th level may bind a vestige to themself without drawing the seal. This process requires that you hold in your hands a weapon associated with a discipline in which that vestige gives additional maneuvers or stances. For example, the Far Realm Discipline includes the dire flail as an associated weapon, and so an Occult Adversary holding a dire flail could bind with Cthulhu without drawing Cthulhu's seal.
    Note that if the vestige has for part of its special requirement how its seal must be drawn than this ability cannot be unless you have the Ignore Special Requirement feat.

    Stance of Those Beyond (Su): At 6th level, you gain a unique stance that lets you hear the constant whispers of the vestiges and of the plane they exist on. You take a swift action to lose the benefits of any stance you're in to gain the benefits granted by this stance. When in this stance you are distracted by the creatures of the unknown, but with the distraction you gain knowledge and wits. You take a -4 penalty to Listen, Search and Spot checks, and in exchange, gain a +2 bonus to all Martial Lore, Balance, Climb, Jump and Swim checks, as well as a +2 bonus to all melee attack rolls.
    Additionally, you gain the benefits of the evasion and improved uncanny dodge class features, as you're guided in your stepping and reflexes by the extraplanar somethings that reside elsewhere.

    Improved Weapon Binding (Su): At 8th level you may use Weapon Binding twice a day. Furthermore, if when you are binding a vestige using the seal and you hold in your hand an associated weapon, then you gain a +2 martial bonus to the binding check.

    Strike Beyond the Planes (Su): At 9th level you tap the unknown, although you gain no knowledge of the creatures that reside there, you know how shunt enemies into a gap between here and there, temporarily removing them and returning them with a fractured personal reality. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is an 8th level strike, and does not belong to any discipline. When you initiate this strike as a full-round action, you must make a melee attack against an opponent, if the strike hits they are temporarily shunted into a realm their mortal mind can't comprehend. They disappear for 2d6 rounds, and when they return are considered to be confused for 1d8 rounds. Once this strike is used it cannot be re-readied for another 5 rounds.

    Supernatural Warrior (Ex): At 10th level, the very power of the vestiges resides within you at all times, even when not bound to them. Your type changes to outsider, with the Extraplanar subtype-no matter what plane you are on. You gain a +6 bonus on saves against spells and abilities that would banish you to your home plane, but failing your save banishes you to the place where the vestiges reside, making you irretrievable unless by wish or miracle. Additionally, both your binder level and initiator level are equal to the total sum of your levels in binder, any martial adept class and this prestige class, effectively granting you binder levels equal to your martial adept class and your initiator levels to your binder levels.
    For example, Chorzin Dawn is a Binder 3/Warblade 3/Occult Adversary 10, his effective binder level is now 16, as well as his effective initiator level. If he takes another level in binder or warblade, both his binder and initiator levels will go up by one.
    Last edited by Krimm_Blackleaf; 2009-10-08 at 07:46 AM.
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    Default Re: Occult Adversary [PrC]

    Anyone?
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    Default Re: Occult Adversary [PrC]

    Me.

    Awesome.

    So, an outsider with the extraplanar subtype. Does that mean that if he dies he reforms in his homeplane (the plane of vestiges) and is not raise-able anymore? Or True Ressurrection/Wish/Miracle still workin this scenario (which is particularly more likely than being banished, I think).
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    Default Re: Occult Adversary [PrC]

    Quote Originally Posted by Draken View Post
    Me.

    Awesome.

    So, an outsider with the extraplanar subtype. Does that mean that if he dies he reforms in his homeplane (the plane of vestiges) and is not raise-able anymore? Or True Ressurrection/Wish/Miracle still workin this scenario (which is particularly more likely than being banished, I think).
    I'm picturing it as his soul/body goes there and is indeed irretrievable. I imagine a wish or miracle would be able to retrieve you.
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    Default Re: Occult Adversary [PrC]

    stance of those beyond- does this also grant normal uncanny dodge? i think most sources that grant one or the other just grant the first, and specify that if you already have the first, you gain improved uncanny dodge as well.

    strike beyond the planes- has some of the coolest cinematic feel to it. i am already imagining all sorts of scenarios with this ability. nice.

    coincidetnally fits very well with some of the binding stuff i'm working on.

    also, as soon as i realized that this was a martial binding class, i began to laugh. i shoulda known. either way, very cool. good job.

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    Default Re: Occult Adversary [PrC]

    Quote Originally Posted by Stycotl View Post
    stance of those beyond- does this also grant normal uncanny dodge? i think most sources that grant one or the other just grant the first, and specify that if you already have the first, you gain improved uncanny dodge as well.

    strike beyond the planes- has some of the coolest cinematic feel to it. i am already imagining all sorts of scenarios with this ability. nice.

    coincidetnally fits very well with some of the binding stuff i'm working on.

    also, as soon as i realized that this was a martial binding class, i began to laugh. i shoulda known. either way, very cool. good job.

    aaron out.
    As far as I can tell from whatever sources I could find, the benefits of the Imp. Uncanny Dodge mimic those of the Uncanny Dodge class feature exactly, with the added benefits. Saying it has both would just be redundant.

    It always warms my leathery, black little heart when people want to use my creations, especially when it coincides so nicely with something they're working with.

    Ah yes, pretty much the only combo that hasn't been done as far as I know. It was my duty as the person who's made everything else to make this'n.
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    Default Re: Occult Adversary [PrC]

    This is very similar to a class recently posted by The Demented One:
    http://www.giantitp.com/forums/showthread.php?t=84757

    The basic mechanic here of granting new stuff based on vestiges is the same(although in his case it is spells), and the capstone ability is nearly identical. My comment there about the capstone applies more or less here: flavorwise it really shouldn't be easy to make something into a new vestige or such.

    Also, the ability described in the image, which is freaking awesome is not actually an ability given by the PrC.

    Maybe add something at 5th level like this (the wording may need a little work):

    Weapon Binding :
    The Occult Adversary has learned to channel vestiges through her blade. Once a day, an Occult Adversary may bind a vestige to herself without drawing the seal. This process requires that the Occult Adversary hold in her hands a weapon associated to with a discipline in which that the vestige gives additional maneuvers or stances. For example, the Far Realm Discipline includes the dire flail as an associated weapon, and so an Occult Adversary holding a dire flail could bind with Cthulhu without drawing Cthulhu's seal.
    Note that if the vestige has for part of its special requirement how its seal must be drawn than this ability cannot be used if one does not have the Ignore Special Requirement feat.

    Then at 8th level:

    Advanced Weapon Binding :
    You may use Weapon Binding twice a day. Furthermore, if when you are binding a vestige using the seal and you hold in your hand an associated weapon, then you gain a +2 martial bonus to the binding check.

    The wording may need a little work. Both abilities have little game influence and are almost purely fluff, but they make the cool picture fit better.
    Last edited by JoshuaZ; 2008-07-07 at 08:42 PM. Reason: correct wording for Advanced Weapon Binding

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    Default Re: Occult Adversary [PrC]

    Oh wow, that's really good. Thanks so much, it's been bugging me bad that I didn't have real abilities for those levels.
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    Default Re: Occult Adversary [PrC]

    Solid, Krimm. I'd use this over the Knight of the Seal any day of the week, and that was my favorite PrC for melee binders by a long shot up until this point
    People seemed to like this better, but only marginally so - the way one might prefer to be stabbed than shot. Optimally, one isn't stabbed or shot. Optimally, one eats some cake! But there are times when cake is not available, and instead we are destroyed. This is the deep poetry of the universe. -- Tycho Brahe

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    Default Re: Occult Adversary [PrC]

    Quote Originally Posted by Krimm_Blackleaf View Post
    Oh wow, that's really good. Thanks so much, it's been bugging me bad that I didn't have real abilities for those levels.
    Well, if you are going to include them I suppose I should offer versions that actually have good grammar and all that.

    Weapon Binding :
    The Occult Adversary has learned to channel vestiges through her blade. Once a day, an you may bind a vestige to yourself without drawing the seal. This process requires that you hold in your hands a weapon associated with a discipline in which that vestige gives additional maneuvers or stances. For example, the Far Realm Discipline includes the dire flail as an associated weapon, and so an Occult Adversary holding a dire flail could bind with Cthulhu without drawing Cthulhu's seal.

    Note that if the vestige has for part of its special requirement how its seal must be drawn than this ability cannot be unless you have the Ignore Special Requirement feat.

    Advanced Weapon Binding :
    You may use Weapon Binding twice a day. Furthermore, if when you are binding a vestige using the seal and you hold in your hand an associated weapon, then you gain a +2 martial bonus to the binding check.

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    Default Re: Occult Adversary [PrC]

    Quote Originally Posted by JoshuaZ View Post
    Well, if you are going to include them I suppose I should offer versions that actually have good grammar and all that.

    Weapon Binding :
    The Occult Adversary has learned to channel vestiges through her blade. Once a day, an you may bind a vestige to yourself without drawing the seal. This process requires that you hold in your hands a weapon associated with a discipline in which that vestige gives additional maneuvers or stances. For example, the Far Realm Discipline includes the dire flail as an associated weapon, and so an Occult Adversary holding a dire flail could bind with Cthulhu without drawing Cthulhu's seal.

    Note that if the vestige has for part of its special requirement how its seal must be drawn than this ability cannot be unless you have the Ignore Special Requirement feat.

    Advanced Weapon Binding :
    You may use Weapon Binding twice a day. Furthermore, if when you are binding a vestige using the seal and you hold in your hand an associated weapon, then you gain a +2 martial bonus to the binding check.
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