Drakov, the Accursed Sellsword (3.5e Vestige)

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A devil who enjoys granting a fraction of his power to mortals in order to win their souls in death.

Level: 2

Binding DC: 17

Special Requirement: No

Legend[edit]

Vladimir Drakov was once the leader of a band of mercenaries infamous for the acts of profane cruelty, mass executions, looting, and pillaging they engaged in during their sponsored campaigns, which soon evolved into independent raiding. Eventually the good people of his homeland joined together and rose up against him, hiring the services of a brass dragon to aid them in their time of need. As he and his army laid burning, Drakov reached towards the heavens and let loose a scream that echoed throughout the multiverse.

Today, some small fragment of his spirit lives on, enticing those who attempt to bind with it to continue in life what he no longer can in death.

Manifestation[edit]

Drakov's sigil appears as a complex knotwork pattern. He materializes as an floating sword with a dark, glowing eye on either side of the hilt.

Sign[edit]

Blood occasionally drips from your eyes like tears, and segments of your flesh appear to be marred with burn scars.

Special Requirements[edit]

Drakov has no requirements to be bonud.

Influence[edit]

While bound to Drakov, you become cruel, arrogant, and petty. Your urge to issue orders to others increases tenfold, and you have the desire to seek vengeance against even the smallest of insults.

Granted Abilities[edit]

Drakov grants the following powers to you for as long as you remain bound to his vestige.

Skill At Arms (Ex):  You gain proficiency with all weapons, armors, and shields, including exotic varieties. At your 10th effective binder level, you also gain the benefits of the Weapon Focus and Weapon Specialization feats for any weapons conjured with your Call to Arms power (see below), plus your choice of one of the following: Manyshot, Power Attack, or Weapon Finesse.

Call to Arms (Su):  You can conjure any weapon of choice to your hand. This normally requires a standard action but improves to a move action at 6th level, a swift action at 11th level, and a free action once per turn at 16th level. This weapon gains a +1 enhancement bonus at EBL 4, 8, 12, 16, and 20. The weapon disappears immediately when you are no longer bound to Drakov, you give the weapon to anyone else to use, or you use this power to conjure a different weapon. The conjured weapon can also be made of adamantine, cold iron, or silver, as you desire at the time of conjuring. Once your conjured weapon disappears, you cannot conjure another one for 5 rounds.

In addition to their enhancement bonus, your conjured weapon also gains the keen or impact weapon property as appropriate at 5th level; the magebane weapon property at EBL 10; your choice of corrosive, frost, flaming, or shock weapon property at 15th level, and the burst version of the former property at 20th level.

You can also conjure a single piece of nonmagical ammunition at will as a free action, though it too will disappear if you try giving it to anyone else. While nonmagical, the ammunition gains any enhancement bonuses and special weapon properties of the weapon for which it is used as normal, if any. Conjuring ammunition in this way does not trigger the 5 round cooldown of this power, nor does it dismiss any weapon conjured thereby. This ammunition disappears one round after its been conjured.

Charge of the Dark Brigade (Ex):  This power grants you two options. The first allows you to summon forth a phantom steed, though it can take the form of any natural mount suitable to your size. The steed looks to be a living specimen of its type, though large swathes of its flesh appears to have been burned. The mount also comes with any type of barding, saddle, and riding gear, though it is all illusory in nature and provides no benefits (including storage in the case of saddle bags). Regardless, you gain a competence bonus on all Ride checks made while mounted on your phantom steed equal to your EBL. While mounted on your phantom steed, you also gain the benefits of the Ride-By Attack feat. You can summon and dismiss this mount at will as a swift action. Use your effective binder level as your caster level for the steed. The mount will bear only you and one passenger; should you be dismounted, it disappears instantly.

Alternatively, you can remain on foot and make a full attack at the end of a charge. While charging, you can turn any number of times during the charge and you ignore all difficult terrain while doing so. The full attack you make at the end also gains one additional attack at your highest BAB. Once you use this aspect of the power, you cannot do so again for 5 rounds.

Natural Commander (Su):  While bound to Drakov, you can use command once every 5 rounds. This improves to greater command at 5th level. At 10th level, you can instead choose to use dominate person, or dominate monster at 15th level. Regardless of which power your use, the effect ends the moment you invoke another one. Effective caster level and saving throw DCs are based on your EBL, are automatically heightened to the highest level vestige you can bind, and are Charisma-based.


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