| Post/Author/DateTime | Post |
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| Tensaiga10-21-07, 07:55 AM | Heh, while reading up on the ToM I was absolutely enthralled by it's flavor...All 3 classes presented seem interesting and unique, though they (And by they I of course mean truenamers) seem like they might be hard to pull off in actual playing. Still, while going through binders and vestiges, this idea...well, lets say came to me. The inspiration is moot here, but I do want it to be balanced. Having limited experience with binders, it is VERY hard for me to gauge the power level of this vestige. That's where you come in. What level vestige would you put this down as, and, more over, if you could change things without changing the overall flavor? Alastor, Flame of Heaven Legend: Alastor is said to be a ruler or some other sort of nobility in another world, who has willingly become a vestige to further his own aims. By his appearance, it would seem self-evident that this world is the elemental plane of fire, but some binders speculate that it may be a world further removed. For one reason or another, Alastor all but refuses to speak on the subject, and so little else can be ascertained. It is said that he seeks to banish all outsiders because of some experience in the past where he apparently lost someone close to him. Special Requirements: You must place at least 1 pint of oil in a container on his seal before he will answer a call. The oil is consumed in the binding. Manifestation: On calling, Alastor bursts forth from the oil as a bonfire over 6 feet in height. He doesn't have any descript form, but rather maintains the visage of a roaring fire that flickers and dances as he speaks. Some have said they've seen something more, a horned demonic figure that appeared and then disappeared in an instant amongst the flames, but no one has proven anything, and it seems unlikely since Alastor is not a particularly violent or spiteful vestige, at least not that any known binder has been able to tell. Sign: Your hair turns a very deep crimson and your eyes appear as if there was a burning fire within. Sparks and ash rain down around you when you engage in battle, though they disappear before they hit the ground and are insubstantial. Influence: When influenced by Alastor, you feel compulsive to track down and banish or destroy outsiders of all types, though mostly evil outsiders. You remain curmudgeonly towards good outsiders, and may try to actively stop chaotic and lawful outsiders, but if you detect an evil outsider you must immedietly act to thwart it, or if you see one you must immediately attack it. Granted Abilities: Sense Outsiders - You sense all non-native outsiders within a 1 mile radius centered on you at all times. This just gives you a vague awareness of the presence of outsiders, which can be improved by concentrating further. 1 Round: You know the general direction of the outsiders (Up to 5; If there is more than 5, then you know the direction of the most powerful 5) 2 Rounds: You know the alignment of the outsiders (Or most powerful 5) 3 Rounds: You know the amount of outsiders. 4 Rounds: You can pinpoint the exact location of the most powerful outsider. Flaming Wings - As a standard action, you can sprout wings from your back made of pure flame. These allow you to travel at 40 ft per round with Good manuverability, and also temporarily allow you to make use of the fly-by attack feat. These wings last 1 round per binder level. You are set gently, but swiftly down on the ground if you are in the air when their duration ends. After they disappear, you cannot create them again for 5 rounds. Fiery Weapon - All natural attacks, unarmed attacks, and weapons you wield are considered to have the Flaming Burst property (An extra 1d6 fire damage per hit, and an extra 1d10 fire damage on a critical hit, with a further 1d10 fire damage for every crit multiplier beyond x2). As soon as a weapon leaves your control, it no longer has this property. Sacred Vessel - When any attack, spell, or ability would kill or destroy you without doing any damage to do so, it doesn't. When you fail the save (or when you would die/be destroyed if there is no save involved) your HP is instantly set to -1. Your body disappears, and a gout of flame in a 30ft radius spread explodes from where your body would be, doing your manifester level d6 fire damage to all enemies caught by it, reflex save for half. In a flash of light, the illusion of an enormous fire elemental appears in your place. It's size is determened by your surroundings at the time, but it appears as large a size (Up to colossal) as possible without passing through walls or a ceiling. It remains for 1 round, and in a deep and imposing voice, fortells the demise of your enemies. All enemies that can hear him and aren't mindless must make a will save or be shaken for 10 rounds. After the round is up, your body is placed back where it fell and and you are automatically stable, as well as unconcious for 1d4 hours. Alastor is automatically unbound when Sacred Vessel is triggered, and will not answer your call for 1 week. In addition, here is a fifth ability that also fits the flavor that may replace one of the previous ones. The last one may have been too...well, contrived and convoluted to actually work, so it's a good candidate (Sadly...) for replacement Purifying Flame - By spending a full round in concentration, you can use Alastor's flame to purify your body. If you are Exhausted, you go to Fatigued, and if you are Fatigued you are not tired. All effects of alcohol and other drugs are removed (Though your willingness to imbibe or lack of will to are not affected). You may immediately attempt another saving throw against any poison or disease in your body. Furthermore, your skin and clothes are cleaned as if they had been washed. So...crack down! |
| katarl10-21-07, 03:48 PM | Impressive stuff. It's certainly quite powerful, thinking at least 3rd or 4th level, possibly more. |
| Dead_Weasel10-22-07, 12:50 AM | Welcome to the club (http://forums.gleemax.com/showthread.php?t=606718). I agree with katarl about the vestige's level, but it is very difficult to eyeball vestiges, unfortunately. |
| Tensaiga10-22-07, 02:06 AM | Drat, that's what I was afraid of. It's hard enough to convince a DM to let you run a binder but "Hey, I have one that I just made up, can I use it? Also, I don't know how powerful it is!" is a tough sell. I might need to bind a used car salesman to pull it off... |