Soulbinder

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Mages tend to be very careful with calling spells, due to the inherent risks in using them. The entities conjured can be temperamental and difficult to control. The easier path for many is to simply summon monsters and make do with their services. This is a wise choice for most spellcasters, since a called creature takes time, effort, and can be very dangerous if it escapes. The challenge of using the difficult magic of calling spells is not one most mages, even most conjurers, have the dedication to master.

The exception to this rule is the soulbinder. Whether by heritage, training, or inborn talent, these conjurers delight in the complexities of personal interaction with planar beings and the power inherent in mastering them through magic. A soulbinder is not just a mere conjurer; he is a lord of the prime plane with rulership over powerful creatures from other dimensions. This elevates him above mortality and puts the power of a god in his worthy hands.

At least, that’s how the worst of them see things. Aside from them, some soulbinders are very analytical, approaching their magic with an almost scientific focus. Others have a knack for drawing complicity from the creatures they conjure and gaining contracts for service with little repayment on their parts. In whatever way a soulbinder approaches his craft, the end result is the same. Soulbinders are masters of the calling arts, achieving more in less time and with fewer risks.

Role: {{{Role}}}

Characteristics: Masters of binding circles and controlling extraplanar entities

Source: Encyclopedia Arcane: Conjuration

Game Rule Information

The Soulbinder has the following game statistics.

Abilities: Charisma for Diplomacy or Intimidation checks as needed

Alignment: Any

Hit Die: d4

Starting Gold: N/A

Class Skills

The Soulbinder's class skills are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Scry (Int), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis)

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Soulbinder.

Weapon and Armor Proficiency: A Soulbinder is proficient with whatever they were already proficient with prior to taking levels in this class.

Spells per Day: A soulbinder continues training in magic as a means of furthering his mental abilities. Thus, when a new soulbinder level is gained, the character also gains spells as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He does not, however, gain any additional benefits a character of that class would have received, only the new spells. This essentially means that he adds the level of soulbinder to the level of another spellcasting class the character already has and then determines spells per day and caster level accordingly. If the caster had more than one spellcasting class before he became a soulbinder, he must decide to which class he adds each level of soulbinder for the purposes of determining spells per day when he adds the new level.

Planar Sage Ex: The wealth of knowledge a soulbinder gathers through his research into the nature of the planes gives him an excellent knowledge of outsiders, other planes of reality, or magical effects that concern either. This acts as the Bardic Knowledge class ability, using the mage’s soulbinder levels. This power only works concerning the soulbinder’s field of expertise, not the wide range of lore available to a bard.

Diagram Expert Ex: Having drawn thousands of practice containment diagrams, a soulbinder has a special degree of skill at using them. The listed bonus for this class power is added to any check required when creating a diagram. The number listed in the bonus is inclusive and does not stack with previous Diagram Expert bonuses.

Furthermore, a diagram laid by a soulbinder is resistant to disruption and gains a Will save against anything that would act against the soulbinder’s will. This save is made at the soulbinder’s base Will save and is only modified by the Diagram Expert bonus. The DC is determined by the type of disruption; 10 for a straw or narrow object crossing the diagram’s lines, 15 for a large object doing so, 20 for minor damage (less than 10 points), and 25 for major damage (10- 30 points of damage). The Games Master is free to rule that massive damage to, or interruption, of the diagram disrupts it automatically with no save allowed.

Eyes of Submission Su: By meeting the gaze of a creature bound into a containment diagram, a soulbinder can try to force it to agree to whatever demands he wishes to make. This can be done twice a day and acts as the spell domination but counts as calling as well as mind-affecting. If the domination succeeds, the target immediately agrees to perform the desired task. This ends the domination effect and negates the need for any opposed Charisma checks or time expenditures as with lesser planar binding.

Voice of Authority Su: The soulbinder can speak to any creature contained in a diagram and try to master it with the magically augmented power of his voice alone. This allows the soulbinder to make a Diplomacy or Intimidation check (his choice) opposed by the creature’s Will save. If this check succeeds, the creature accepts the caster as its master and agrees to any task the spell that called it allows as a request. This power is usable twice per day as well.

Touch of Admonishment Su: A magical ability developed by long exposure to dimensional energies, the soulbinder gains a touch attack that gathers the energies of the planes into his fingertips and releases them explosively into a target creature or object. This causes some physical damage and a great deal of excruciating pain. The Touch inflicts 1d8 plus Charisma bonus in magical damage, is not subject to damage reduction or elemental resistances, and can be enhanced once a day to inflict the same spell effect as Symbol of Pain. The Touch requires a melee touch attack, does not invoke an attack of opportunity nor can it be used to take on, and does not offer a saving throw against its damage or pain effect. If the target is of outsider or extraplanar origin they are also instantly banished back to their original plane.

Soul of Dominion Ex: The soulbinder is now a true master of the binding and calling arts, having bolstered his personality and will to near divine levels of potency. He can call 4 additional Hit Dice of creatures when he casts binding and ally spells. He can also Take 10 on opposed Charisma checks or opposed Charisma-based skill checks. Creatures who escape a diagram of containment within 100 feet of him must immediately make an opposed Will save or return to their plane of origin.