User:Proton/Reverse heartbreaker/Vestiges

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Existence defines reality. Beyond it, therefore, naught exists—not even a void. This simple reasoning would be irrefutable were it not for the existence of vestiges. Called forth from nowhere, composed of nothing, they exist entirely outside the rules of reality. They are untouchable, untraceable, and beyond all powers that might attempt to confine or define them. This philosophical problem has intrigued sages who have been interested in pact magic for centuries and have defied all their theories. Vestiges cannot exist, yet it seems they do.

Some scholars say that vestiges are a common myth—they do not exist but are inherent in the minds of all beings. Others say they are true spirits—souls cast off into some plane that is unreachable by all magic due to an agreement between the gods. Whatever the truth of the matter, vestiges seem desperate to participate in reality, if only by peering at it through another creature's eyes.

Choosing a vestige[edit]

Although some binders devote themselves to single vestiges or choose vestiges based on philosophy or personality, most freely choose among all the vestiges they can call forth. When deciding which vestige to summon, a binder must consider several factors. In most cases, this decision is based mainly on his likely needs for the day. Binders must anticipate their activities as much as a wizard must when preparing spells. Some binders wait to summon a vestige (or summon one and wait to summon others) until they know more of what the day holds, though by doing so, they risk not having the extra powers provided by a vestige at a critical moment.

In addition to the needs of the day, a binder should consider the vestige's sign and influence. By choosing either a vestige whose influence is generally inoffensive or one that he can easily control, a binder can mitigate any potential trouble that a vestige's influence might cause. In addition, the binder should consider his abilities when choosing. He might possess feats, magic items, or other abilities to enhance his performance while bound to a particular vestige.

Making a pact[edit]

A summoned vestige is interested only in striking a bargain with its summoner. The vestige vanishes as soon as the pact is made, and the binder shows its sign unless he can suppress it. Once created, a pact cannot be broken. Neither the binder nor the vestige can end the association before its duration elapses unless the binder has the Expel Vestige feat.

Occasionally, a vestige might speak with a binder about other matters before the binding process begins, though its willingness to do so is based entirely on whim. However, the information gained in such a conversation is suspect because vestiges are notoriously unreliable sources. They don't seem to recall anything except their own lives; even those memories are often confused or incorrect.

To make themselves more attractive to binders, vestiges often pretend to possess much greater knowledge than they are capable of having; indeed, some even assert that they can see the future or monitor present events occurring in distant locations. It's impossible to force a vestige to tell the truth or even determine whether it is lying since vestiges have immunity to all spells except antimagic field, and Sense Motive attempts against them always fail.

Even so, however, some binders regularly consult with vestiges. Although the information provided is unreliable, it sometimes resembles the truth, and strange coincidences abound. Years of questioning various vestiges about their origins have yielded many versions of each story. Still, the binder scholars who collect vestige legends have become adept at compiling the common elements and researching their veracity. In this way, the individual vestige histories have gained at least a degree of credence.

Vestige descriptions[edit]

This section describes all the vestiges available to binders. The various elements of a vestige description are described below.

Name[edit]

Each description begins with a header stating the vestige's name and an epithet by which it is known.

Seal and summary[edit]

Below is the vestige's seal illustration and a summary description of its essential characteristics.

The Seal: In summoning a vestige, the binder must draw its seal. The unique seal associated with each vestige is displayed above the summary information. Drawing the seal requires no skill check, but the binder must have the means to scribe the seal visibly upon a relatively flat surface. Many binders carry chalk or charcoal with them for this purpose. One piece is sufficient to draw one seal.

Vestige Level: Each vestige has a vestige level, as given in its summary. A creature wishing to summon a vestige must meet or exceed the effective binder level required to summon a vestige of that level (see Table 1–1, page 11). Although all vestiges want to experience reality, some lie farther out in the void than others and are more difficult to contact. Only through extended congress with lesser vestiges can a binder hope to summon the great entities closest to nothingness.

Binding DC: The summary for each vestige gives a binding DC for the binding check needed to make a pact with it. This DC generally scales with the binder level required to summon the vestige, but certain vestiges present a greater-than-average challenge to binders.

Special Requirement: If the vestige imposes any special requirements on its summoning, this entry in the summary is "Yes." Otherwise, it reads "No."

Legend[edit]

This element of the description relates to the origin legend associated with each vestige. Although binder scholars point to similar legends among the general populace (and sometimes even to historical figures) to back up their claims, these backgrounds are largely apocryphal and known only to binders. The historical information on which each legend is based has been gathered through the years by questing for information about them. The legend detailed in this section represents the most widely accepted version, but pact magic grimoires differ, and many theories exist. The religious organizations and secular authorities that might be able to offer proof one way or the other generally muddy the issue still further, either by claiming that vestiges are unholy and accursed beings that damn those who deal with them or by disavowing the creatures' existence entirely.

Special requirement[edit]

If the vestige imposes any special requirements on its summoning, they are given in the next element of the description. Special requirements vary widely depending on the nature of the individual vestige. For example, a vestige might require that its seal be drawn in a particular place or that the binder possess a specific item or attribute. If a binder does not fulfill the vestige's special requirement, it does not manifest when summoned, and the attempt to bind with it fails.

Manifestation[edit]

Different vestiges take different forms, but all manifest (become visible) as images floating over their seals. The image is a supernatural figment—an illusion that cannot be dispelled, though it vanishes in an antimagic field. Certain aspects of the illusion (such as wisps of fog) can extend up to 10 feet beyond the borders of the seal, but the vestige never leaves the area over the seal. Noises produced by the vestige or pact-making process can be heard normally, according to their volume.

Sign[edit]

A binder who makes a pact with a vestige binds his soul to it, becoming a conduit through which the vestige can experience reality. This powerful bond cannot be broken by any magic—even an antimagic field only suppresses it.

This integral link manifests on the binder's person as a physical sign peculiar to the individual vestige, as described here. This sign is a real change rather than an illusory or shapechanging effect, so anyone viewing the binder with true seeing sees it as it is. The sign is a supernatural effect and, therefore, is suppressed when the binding is suppressed.

A binder can hide a sign by either mundane or magical means. Furthermore, a binder with the suppress sign class feature can choose when to show a vestige's sign.

Influence[edit]

This element details the vestige's influence on a binder, which makes for a poor pact. The vestige's influence constantly affects the binder's personality and emotions. In addition, the vestige might require the binder to take (or refrain from) some action. A binder who ignores the wishes of a vestige that influences him takes a −1 penalty on attack rolls, saves, and checks until the vestige leaves.

Granted abilities[edit]

This element of the vestige's description lists the supernatural abilities that the vestige grants. The following rules govern these supernatural abilities.

  • All powers granted by vestiges are supernatural in origin, even if they replicate spells or abilities that are not customarily considered magical.
  • Supernatural abilities are magical and thus are suppressed in an antimagic field.
  • Supernatural abilities are not subject to spell resistance.
  • Supernatural abilities cannot be dispelled.
  • Unless they deal damage, supernatural abilities affect incorporeal creatures normally. A supernatural ability that deals damage has a 50% chance not to affect an incorporeal target if the source of the ability is corporeal.
  • Using a supernatural ability does not provoke attacks of opportunity.
  • Using a supernatural ability is a standard action unless otherwise noted.
  • Some of the supernatural abilities granted by vestiges provide constant benefits once activated. If the duration of a particular effect is not stated or implied by the ability description, assume it is continuous. Typically, binders take a few moments to activate such abilities immediately after making a pact with a vestige. Most effects that are not constant can be used only once every 5 rounds (see the ability description for details).
  • If a supernatural ability granted by a vestige mimics the effect of a spell or shadow magic mystery, the caster level of that ability is always equal to a binder's effective binder level.
  • A vestige-granted power does not require a caster level check unless its description specifies otherwise.
Failure on a required caster level check ends that use of the ability. (The DC for caster level checks depends on the distraction; see Magic § Concentration).
  • Supernatural abilities do not have somatic or verbal components, but specific requirements might apply to using individual granted abilities. For instance, a binder using a breath weapon must be able to open his mouth and breathe.
Similarly, a character must have a free hand to make a melee touch attack. (In a grapple, the character makes a touch attack as though armed with a light weapon.)
  • Supernatural abilities are neither arcane nor divine. Thus, an armored binder has no spell failure chance when using vestige-granted abilities, even when those abilities mimic spells.
  • A binder shows no outward sign when using a granted ability unless the ability description specifies that he must concentrate or the ability would be apparent based on its description (such as a ray projecting from the binder's eyes).
  • When subjected to a supernatural ability that requires a saving throw but has no noticeable effect, the target feels a hostile force or tingle but does not necessarily know the source or nature of the attack.
  • Effects created by the binder's supernatural abilities end when the vestige leaves the binder or if the binder dies while bound.
  • The Difficulty Class for a saving throw against a vestige-granted power is 10 + 1/2 effective binder level + binder's Cha modifier.
  • Abilities that duplicate the benefit of a feat do so even if the recipient does not qualify for the feat.
Vestiges by Level
Vestige
Level
Vestige Binding DC Special
Requirement
1st Amon 20 Yes
1st Aym 15 No
1st Leraje 15 Yes
1st Naberius 15 Yes
1st Ronove 15 Yes
2nd Dahlver-Nar 17 Yes
2nd Haagenti 17 Yes
2nd Malphas 15 No
2nd Savnok 20 Yes
3rd Andromalius 20 Yes
3rd Focalor 20 Yes
3rd Karsus 25 Yes
3rd Paimon 20 No

Amon, the void before the altar[edit]

Vestige Level: 1st
Binding DC: 20
Special Requirement: Yes

Although Amon once ruled as a deity of light and justice, his long existence as a vestige has twisted him into a monster consumed by wrath. He grants those who summon him his sight, fiery breath, and powerful charge.

Legend: Scholars claim that Amon is what remains of the personality of a god who died of neglect millennia ago. Once worshiped by thousands, Amon eventually lost his faithful to more responsive deities. His will was strong enough to resist eternal sleep on the Astral Plane. Since his demise, his half-existence as a vestige seems to have dramatically changed his appearance and personality. Once a calm and wise protector, a god of light and law, Amon is now a foul-tempered and hateful spirit.

Special Requirement: Amon particularly despises four other vestiges: Chupoclops, Eurynome, Karsus, and Leraje. If you have hosted one of these spirits within the last 24 hours, Amon refuses to answer your call. Similarly, these spirits will not answer your call if you are already bound to Amon. The reason for Amon's displeasure with these vestiges is unclear, but the enmity is as old as anyone can remember. Binder scholars theorize that it might stem from when Amon was a god and the other four were ordinary mortal or immortal beings.

Manifestation: Amon manifests in a burst of black smoke, howling foul curses at his summoner. He possesses a black wolf's body with a ram's head and a serpent for a tail. His mouth is filled with sharp teeth, and fire escapes when he speaks.

Sign: You grow a ram's curling horns.

Influence: Amon's influence makes you moody and irritable. In addition, since Amon despises living deities of fire, sun, and law, he forces you to resist even beneficial spells cast by those devoted to such powers. You must make a saving throw to resist such a spell if one is allowed; failure allows you to gain the benefit.

Granted Abilities: Amon grants you his sight, his breath, and the deadly use of his horns.

Darkvision: You gain darkvision out to 60 feet.

Fire Breath: You can vomit forth a line of fire as a standard action. The line extends 10 feet per effective binder level (maximum 50 feet) and deals 1d6 points of fire damage per binder level to every creature in its area. A successful Reflex save halves this damage. Once you have used this ability, you cannot do so again for 5 rounds.

Ram Attack: You can use the ram's horns you gain from Amon's sign as a natural weapon that deals 1d6 points of damage (plus 1-1/2 times your Strength bonus). When you charge a foe with your ram attack, you deal an extra 1d8 points of damage on a successful hit. You cannot use this ability if you do not show Amon's sign.

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