Nember

From RPGnet
Revision as of 17:50, 13 November 2022 by Talisman (talk | contribs)
Jump to: navigation, search

Neutral male human binder 8

Nember.jpg


Ability Scores
Ability Score Bonus Notes
Strength 16 +3
Dexterity 14 +2
Constitution 12 +1
Intelligence 12 +1
Wisdom 10 +0
Charisma 16 +3 Cloak of Charisma +2


Basic Statistics

  • Armor Class: 18 (+6 armor, +2 Dexterity)
  • Hit Dice: 8d8+8 (47 hp)
  • Move: 30'
  • Melee Attack: +1 impaling spear +10/+5, damage 1d8+5, crit 20/x3
  • Ranged Attack: Crossbow +8, damage 1d8, crit 19-20/x2

Class Abilities

  • Soul Binding. Bind up to 2 vestiges; binding check 1d20+13
  • Suppress Sign. With a good pact, can conceal the vestige’s sign.
  • Soul Guardian. Immune to fear
  • Pact Augmentation. Choose one per bound vestige:
    • +5 hp
    • Energy resistance 5
    • DR 1/-
    • +1 insight on saves
    • +1 insight on AC
    • +1 insight on attacks
    • +1 insight on damage
    • +2 insight on initiative
Saving Throws
Saving Throw Total Bonus Base Ability Other
Fortitude +8 +6 +1 +1 resistance
Reflex +5 +2 +2 +1 resistance
Willpower +7 +6 - +1 resistance
Immune to fear
Knowledge Devotion
Knowledge check
result
Insight Bonus to
Attack and Damage
15 or less +1
16-25 +2
26-30 +3
31-35 +4
36+ +5
Skills
Skill Total Bonus Ranks Ability Misc. Creature knowledge
Notes
Heal +2 - +0 +2 Healing belt
Intimidate +7 4 +3 -
Jump +4 - +3 +1 +2 Dimension stride boots, -1 ACP
Knowledge
(arcana)
+11 8 +1 +2 Dragons, magical beasts
Knowledge
(dungeoneering)
+5 2 +1 +2 Aberrations, oozes
cross-class
Knowledge
(history)
+8 5 +1 +2
Knowledge
(local)
+8 5 +1 +2 Humanoids
cross-class
Knowledge
(nature)
+10 7 +1 +2 Animals, fey, giants,
monstrous humanoids, plants, vermin
Knowledge
(religion)
+10 7 +1 +2 Undead
Knowledge
(the planes)
+10 7 +1 +2 Outsiders
Feats
Feat Gained At Effect
Scholar's Knack 1st +1 skill point per level, +2 on Intelligence-based skills
Expel Vestige 1st
(human bonus)
Unbind a vestige 1/day. Requires 1 minute and a binding check.
Next binding check ts at -10; next binding check for that vestige is also at -10
Knowledge Devotion 3rd Gain Knowledge (nature) as a class skill
Make a Knowledge check to gain an insight bonus on attack and damage rolls.
Improved Binding 4th
(binder bonus)
Binder level counts as +2 higher for purposes of determining the level of vestige that can be bound.
Power Attack 6th Trade attack bonus for damage bonus, maximum = BAB. Double bonus for two-handed.
Gear
Item Cost (gp) Weight Slot Notes
Morningstar 8 6 - 1d8 b/p damage
+1 impaling spear 8,302 6 - 1d8/x3 p damage; 3/day swift action to strike as melee touch attack
Dagger 2 1 - 1d4/19-20 s damage, range 10’
Light crossbow w/20 bolts 37 4 - 1d8/19-20 p damage, range 80’
+1 mithral breastplate 5,200 15 Armor +6 AC, -1 check penalty, max Dex +4
Heward’s handy haversack 2,000 5 - Holds 100 pounds, move action to retrieve items (no AoO).
Healing belt 750 1 Waist +2 to Heal checks; has 3 charges, refreshes daily. Expend a charge to heal by touch, 2d8 [1 charge], 3d8 [2 charges] or 4d8 [3 charges]
Implements of binding 1,530 10 - MW dagger; +2 on binding check
Tome of worldly memory 1,500 - - +5 competence to one Knowledge check, 3/day.
Takes one minute; if 5+ ranks in the relevant Knowledge skill, takes one standard action
Dimension stride boots 2,000 1 Feet +2 to Jump; 5 charges, expend a charge to teleport 20’ [1 charge], 40’ [3 charges] or 60’ [5 charges]
Cloak of Charisma +2 4,000 - Shoulders +2 enhancement to Charisma
Vest of resistance +1 1,000 - Body +1 resistance bonus to saves
671 gp


Vestiges
Vestiges Level
Binding DC
Sign Influence Special
Requirements
Granted Abilities
Acererak
The Devourer
5
25
Tooth becomes a gem Seize power in any group Use a gem to summon Acererak Detect undead at will
Hide from Undead: At will, save DC 17
Lich's Energy Immunities: Immune to cold and electricity
Paralyzing Touch: Touch attack to paralyze living foe for 4 rounds. Fort DC 17 negates; can save again at the end of each round. 1/5 rounds
Speak with Dead: As the spell, save DC 17
Undead Healing: Healed by both negative and positive energy
Andras
The Gray Knight
4
22
Small, useless gray-feathered wings Listless and remote
cannot fight for more than 10 rounds
none Weapon proficiency with greatsword, lance, longsword and rapier
Mount: As a full-round action, summon a heavy warhorse with lance. Lasts for eight hours
Saddle Sure: +8 to Ride checks
Smite Good or Evil: +Cha to attack, +binder level to damage, once /5 rounds.
Sow Discord: Target creature within 40'; Will DC 17 or attack random ally
Sure Blows: Improved Critical with all weapons
Balam
The Bitter Angel
5
25
Voice becomes hollow and guttural Distrust clerics, must curse when entering a holy place Deal 1 hp damage to a sapient being Balam's Cunning: Reroll one attack, save or skill check 1/5 rounds
Icy Glare: Gaze attack, 2d6 cold damage, Will DC 17 negates
Prescience: +2 insight bonus to initiative, AC and Reflex saves
Weapon Finesse
Dantalion
The Star Emperor
5
25
Lifeless face appears on your torso Be aloof and stately, read the thoughts of leaders none Awe of Dantalion: Move action; single creature you can see cannot attack you for 1 round. Effect ends if you take a hostile action. No save. Use 1/5 rounds.
Dantalion Knows: +8 on all Knowledge checks
Read Thoughts: Full-round action, range 40', Will DC 17 negates. If you use this power on a creature with an Int 10+ higher than yours, you're stunned for 1 round
Thought Travel: Teleport 40' to a point you can see, 1/5 rounds.
Geryon
The Deposed Lord
5
25
Devilish green cat-eyes appear outside your regular eyes Trust your allies, cannot roll Sense Motive or read thoughts Knowledge (religion or planes) 5 ranks Acidic Gaze: Gaze attack, 2d6 acid damage, Will DC 17 negates
All-Around Vision: +4 to Spot and Search, cannot be flanked, cannot avert gaze vs gaze attack
See in Darkness: See in darkness, including deeper darkness.
Swift Flight: Swift action, fly for 1 round, speed 60' (perfect). 1/5 rounds
Malphas
The Turnfeather
2
15
Teeth and tongue turn black Fall in love easily, use poison none Birds Eye Viewing: Summon a dove or raven and see through its eyes [Listen +5, Spot +7]
Invisibility: Turn invisible for 8 rounds
Poison Use: Use poison without risk
Sudden Strike: Deal +3d6 bonus damage to flat-footed targets
Naberius
The Grinning Hound
1
15
Voice becomes deep and growly Speechify at every opportunity Bluff, Knowledge (any) or Profession 4 ranks 'Disguise Self: As the spell, at will
Faster Ability healing: Heal 1 point of damage to all abilities per round, 1 point of ability drain per hour
Naberius's Skill: Choose one untrained skill; can make skill checks as if trained
Persuasive Words:
Command, Will DC 17 negates, 1/5 rounds
Silver Tongue: Can take 10 on Bluff and Diplomacy, can make a Diplomacy check as a standard action
Otiax
The Key and the Gate
5
25
Surrounded by wisps of blue fog Open all locks; become agitated at the sign of doors and gates none Air Blast: 10-foot reach, touch attack, 2d6 bludgeoning damage (no Str bonus).
Combat Reflexes <
Concealing Mist: Full round action to grant self concealment (20% miss chance)
Open Portal: As open/close
Unlock: Full-round action, open a lock with a DC of 16 or less by touch, 1/5 rounds
Tenebrous
The Shadow that Was
4
21
Seem to be standing in shadow at all times Detachment; never be first in combat Draw Tenebrous's seal in darkness Deeper Darkness: As the spell, centered on you; can move it 10' as a move action and suppress it as a standard. Lasts indefinitely
See in Darkness: See in darkness, including deeper darkness
Touch of the Void: Swift action; charge next melee attack with +1d8 cold damage, 1/5 rounds
Turn/Rebuke Undead: As cleric 8, 1/5 rounds
Vessel of Emptiness: Use the flicker shadowcaster mystery as a Su ability 1/day