Binders and Pact Magic

Discussing all things Ravenloft
User avatar
doctor-evil
Agent of the Fraternity
Agent of the Fraternity
Posts: 88
Joined: Wed Jun 07, 2006 6:18 pm
Location: Washington DC

Post by doctor-evil »

The Artifact (2ndlevel) Binding DC 18

Manifestation: After the tarokka card is placed within a hermetic circle, a cloud of black smoke and sparks pours from the center of the card, there’s the sound of an anvil being struck.

Sign: A smell of hot metal accompanies the binder. Moreover, the item which enhanced (see below) glows with a sickly green light that provides illumination in a 5’ radius.

Influence: The binder becomes a greedy and possessive with regards to their belongings and will argue to obtain any masterwork or magical items the party comes across, even though the binder may not be able to utilize them.

Granted Abilities: The artifact grants abilities to find and identify and use magical artifacts. Moreover, the vestige allows the binder to enhance one magical weapon or item of armour. If the binder has spellcaster levels, they can cast conjuration spells as if they were one level higher if they involve creation or summoning of items.

Locate artifacts: The binder can cast locate object (duration 1minute/binder level).

Artifact knowledge: The binder can cast identify at will. Moreover, by handling a magic item the binder may make a roll to determine the history or the item (modified by the casters intelligence bonus plus binder level). A successful roll with a DC of 20 gives the binder information on the basic history of the item and details about its most recent owner. A successful roll (DC 25) gives information on the three most influential owners and their fates. A successful roll (DC30) gives information of the ancient history of the item including its creation and its creator.

Artifact mastery: The binder gains a +3 bonus to use magic device rolls. The binder can also choose to ten 10 on use magic device rolls even when under stress.

Enhance artifact: One magical weapon or item of magical armor that the binder possesses obtains a special ability of up to +1 market value (e.g. keen) so long as the vestige is active. Alternatively the binder can imbue the item with an ability of up to +3 market value three times a day (for a duration lasting10 minutes/binder level).

The Raven (3nd level) Binding DC 20
Manifestation: After the tarokka card is placed within a hermetic circle, an unkindness (swarm) of ravens pours forth from the center of the card and circles the binder cawing loudly and pecking at the character’s head – this is painful but does no damage.

Sign: The binder’s eyes become pure black, with no iris or white of the eye being visible.

Influence: The binder becomes attracted to shiny objects and will do what ever they can, within reason, to obtain them.

Granted Abilities: The raven grants wisdom and protects the mind while also granting abilities to see ‘the other’.

Steadfast mind: The binder becomes immune to drain or damage of mental abilities (charisma, intelligence or wisdom). The binder also becomes immune to madness checks.

Wise raven: The binder gains a +4 bonus to their wisdom score while the vestige is active.

Eyes of the raven: The black eyes of the raven give the binder low light vision, ghostsight and the ability to see ethereal resonance (as in the ravenloft feats).

Pretty sparklies: The raven’s influence gives the binder a +4 bonus on appraise checks.
User avatar
doctor-evil
Agent of the Fraternity
Agent of the Fraternity
Posts: 88
Joined: Wed Jun 07, 2006 6:18 pm
Location: Washington DC

Post by doctor-evil »

Here are two more tarokka inspired vestiges :twisted:

The Broken One (3rd level)

Manifestation: After the tarokka card is placed within a hermetic circle, a random collection of limbs from a variety of different creatures slither out from the center of the card, trailing blood. These assemble themselves into a vaguely humanoid shape infront of the caster. The binder must also make a horror check (DC 16).

Sign: The caster takes on characteristics of a broken one: a hunchback, random patches of fur, or scales. The binder’s OR rating increases by three.

Influence: The vestige’s influence is expressed in terms of external physical changes (the increased OR noted above).
Granted Abilities: The broken one gives the binder some of its abilities and powers.

Frenzy: Whenever the binder is reduced in hit points to a quarter of their maximum hit points they fly into a frenzy which grants a +4 bonus to strength, 2 temporary hp per binder level, damage reduction 2/- and a +2 bonus to saving throws, but also suffer a -2 penalty to armor class. The broken one remains in a frenzy until its attacker is dead.

Additional limb: The binder gains the ability to grow, or reabsorb, and extra limb as a full round action. The binder also gains the multiattack feat and an additional slam attack (at a -2 penalty due to multiattack; damage dependent on size: small: 1-4; medium: 1-6; large: 1-8, plus strength modifier). Moreover, the binder gains improved grab, which he or she can use if the slam attack is successful.

Fluid body: Although the binder doesn’t gain a broken one’s ability to flow through cracks, they do gain a +8 bonus on escape artist rolls when trying to slip out of ropes, manacles, or through tight spaces.

Child of the night: The binder gains both low light and darkvision.

The Horseman (4th level)

Manifestation: The headless horseman appears in front of the binder. The horseman tips out a sack of severed heads which roll on the ground circling the binder, then holds up a head, newly severed, which is a identical to the binder’s. The head swings so that it stares at the binder and its lips move, silently asking for help. The binder must also make a horror check (DC 21).

Sign: The binder’s head becomes desiccated and skeletal whilst under the influence of the horseman. The binders eyes seemingly vanish and become hollow pits of darkness (OR rating increases by four).
Influence: The binder must collect the heads of any foes that he or she has defeated.

Granted Abilities: The binder gains the ability to summon a supernatural mount and supernatural weapon, so that they can emulate the headless horseman.

Mount: A midnight black heavy warhorse is summoned and serves for one hour per caster level. The warhorse has as many HD as the summoner has binder levels, and has maximum hit points and a natural armour class bonus equal to half the binder’s level (rounded down). The mount is very definitely a dread companion (evil alignment).

Saddle sure: the binder gains +8 on ride rolls and gains the mounted combat feat whilst possessed by the horseman.

Powerful attack: Any slashing weapon the binder uses has its critical damage multiplier increased by one, i.e. a bastard sword gives x3 damage on a successfully roll of 19 or 20.

Summon horseman’s weapon: The binder can summon at will a large, magical kukri a number of times a day equal to half the binder’s level (rounded down). The summoning is a swift action. The summoned kukri is conjured for one minute per binder level and disappears after this time limit is reached. The binder is automatically proficient with the kukri and although the weapon is of the large size category, the caster has no penalty with wielding it in one hand. Moreover the binder temporarily gains weapon focus (kukri). The kukri is a +2 keen kukri of wounding (+3 bonus to hit [weapon focus and magical bonus]; Damage 1-6+2 [magical bonus]; critical 15-20 x 3 [keen and powerful attack – see above]). Any killing blow with the kukri beheads the opponent. Also the wielder may deliver a coup de grace as a swift action, again beheading the opponent.

Fearsome aspect: Sight of the binder on its steed is so terrifying that it imbues fear into all those it attacks. If the binder is successful in striking a foe from horseback, the binder gets an intimidation check as an immediate action (with a +2 bonus if the strike is with the summoned kukri).
Last edited by doctor-evil on Fri Aug 04, 2006 11:32 am, edited 1 time in total.
User avatar
doctor-evil
Agent of the Fraternity
Agent of the Fraternity
Posts: 88
Joined: Wed Jun 07, 2006 6:18 pm
Location: Washington DC

Post by doctor-evil »

Here's a more noble vestige to partner the horseman.


The Hero (4th level)

Manifestation: After the tarokka card has been placed in the center of the hermetic circle, a snowy white charged mounted with a knight in gleaning silvery armour and visored helm appears. The mount rears and the knight swings a longsword around their head. The knight then pushes back their helm to reveal the face of the binder.

Sign: Any armour or weapons the binder possesses becomes clean, shiney and positively glistens.

Influence: The binder must be suitably heroic, saving those in distress, holding back the enemy so that others may escape etc. The hero must also do nothing that would provoke a powers check.

Granted Abilities: The binder gains access to a suit of magical armour and shield and also gains a number of martial feats.

Master at arms: the binder gains martial weapon, shield (including tower shield) and heavy armour proficiency proficiencies. The binder also gains a +1 morale bonus to attack and damage with one melee weapon.

Call armour: the binder can summon a suit of magical armour as a full round action. The armour automatically appears on the binder. The design on the shield surface is the same as on the face of The Hero tarokka card.

7-9 +1 full plate & masterwork large shield
10-12 +2 light fortification full plate & +1 large shield
13-15 +2 moderate fortification full plate & +2 large shield
16-18 +4 moderate fortification full plate & +3 large shield
19-20 +4 heavy fortification & +4 large shield

Courageous: the binder gains the courage feat (i.e. +4 vs fear saves). Also the binder may elect to reroll a failed fear save. The binder must keep the second rerolled save, however, even if it is lower than the first roll.

Smite the enemy legions: the binder gains the benefits of Power attack and Cleave feats (even though they don’t have prerequisite ability scores).
Post Reply