| #1jimprofitJul 28, 2010 5:52:13 | The thing of these Vestiges is they are all lower level do to their fluff, and the fact I'd want to center around these nine. (I'm sure a DM be leniant enough to let me use fighter's bonus feats for binder feats to specialize in these favored vestiges...) The TF2 classes are the vestiges, and it's believed that these heroic legends were actually the demon princes and arch devils come to life. And that their constant warfare and tales of granduer were them reincarnating into different forms to spread evil and terror wherever they went...
SCOUT:
 VESTIGE LEVEL 1. BINDING DC: 13. Abilities:
Bonk Atomic (Ex) Gain +1 dodge bonus to AC and reflex saves per two binder levels. (Max +4 at level 8)
Sandman (Su) You may conjure up as a move action a +1 club, that at will, instead of dealing damage to a target, you may instead apt to deal it's magical effect that forces the foe to make a reflex save or become shaken for a number of rounds equal to your binder level. You are considered proficient with this weapon, even if you would not normally be. This weapon lasts for a number of rounds equal to your binder level unless you dismiss it, drop it, or it is destroyed.
Force-A-Nature (Su) You may conjure up as a move action a +1 light crossbow at will. When an opponent is struck with the FaN's bolt, they are knocked back 5ft simaler to a bullrush. You do not need to reload a FaN, but a new bolt simply takes it's place after launched as a free action. You are considered proficient with this weapon, even if you would not normally be. This weapon lasts for a number of rounds equal to your binder level unless you dismiss it, drop it, or it is destroyed.
Crit-a-Cola (Ex) Increase the critical threat range of all your attacks with a weapon by 1. (For example, a 19-20 weapon becomes an 18-20.)
DEMOMAN:
 VESTIGE LEVEL: 1. BINDING DC: 13. Abilities:
Scottish Resistance (Ex) You gain electric and cold resistance 5.
Charge N' Targe (Ex) You gain a base land speed increase of +10ft and +4 armor bonus to AC.
Eyelander (Su) You may conjure up as a move action a +1 greatsword, that when you attack a foe and bring them down to 0hp or lower, gain temporary hitpoints equal to the creature's hit die. These hitpoints last untill expended. You are considered proficient with this weapon, even if you would not normally be. This weapon lasts for a number of rounds equal to your binder level unless you dismiss it, drop it, or it is destroyed.
Scottish Skullcuter (Su) you may conjure up as a move action a +1 greataxe, that is treated as a touch attack in combat. You are considered proficient with this weapon, even if you would not normally be. This weapon lasts for a number of rounds equal to your binder level unless you dismiss it, drop it, or it is destroyed.
PYRO:
 VESTIGE LEVEL: 1. BINDING DC: 13. Abilities:
Backburner (Ex) You deal +8 damage with your first attack during an encounter.
Flaregun (Su) As a standard action, you choose a target within 50ft and they make a reflex save or become blinded for a number of rounds equal to binder level. You may not use this ability again for five rounds.
Homewrecker (Ex) You gain an attack and damage bonus on sunder attacks equal to your binder level. (Max ten)
Axetinguisher (Su) When you would hit a foe with a melee weapon, they must make a fortitude saving throw or become sickened for one round per binder level. (Max five)
SOLDIER:
 VESTIGE LEVEL: 2. BINDING DC: 15. Abilities:
Gunboats (Ex) You gain fire resistance 10.
Buff Banner (Su) As a full-round action, you can give yourself and all allies within 50ft a bonus to their next will save equal to your binder level. (Max ten) You cannot use this ability again for five rounds.
Direct Hit (Sp) As a standard action, you can cast direct hit as a ranged (up to 40ft) touch attack that deals 1d8 force damage per binder level. (Max 4d8) You cannot use this ability again for five rounds.
Equalizer (Ex) If you take damage during a turn, on the next turn you gain an extra attack at your highest base attack bonus. (You cannot gain more then one extra attack this way.)
Pain Train (Ex) As a free action you may change the damage type of a weapon during an attack into piercing or bludgeon damage.
ENGINEER:
 VESTIGE LEVEL: 2 BINDING DC: 13. Abilities:
Southern Hospitality. (Su) You may conjure up as a move action, a +1 light mace at will. When an opponent is struck with souther hospitality, they must make a fortitude save every round per binder level (max five), or take 1d4 damage each round. You are considered proficient with this weapon, even if you would not normally be. This weapon lasts for a number of rounds equal to your binder level unless you dismiss it, drop it, or it is destroyed.
Frontier Justice. (Sp) This functions as the spell fireball, only your opponent gets to make two reflex saves and take the better result inorder to halve the damage from it. You may not use this ability again for five rounds.
Wrangler. (Sp) Functions as the spell entropic shield, only it's a 50% miss chance on ranged attacks instead. You may not use this ability again for five rounds.
Gunslinger. (Ex) Gain damage reduction 1.
HEAVY:
 VESTIGE LEVEL: 2. BINDING DC: 15. Abilities:
Sandvhich (Su) As a full-round action, you may heal yourself or any target within 30ft of 1d8 hp per binder level. (Max 4d8 at fourth binder level) You may only use this ability 3/day.
Dokolah's Bar (Ex) You gain fast healing 1. (This does not stack with other fast healings.)
Natascha (Sp) This functions as the spell magic missle, only when an opponent is succesfuly struck with a missle, they must make a reflex save or have their moving speed (be it land, flying, swimming, etc) reduced by 5ft for one minute. You cannot use this ability again for another five rounds.
K.B.G (Ex) You are treated as having the feat improved unarmed strike, and on a critical hit, your unarmed attacks cause 1 con damage to the target.
MEDIC:
 VESTIGE LEVEL: 3. BINDING DC: 17. Abilities:
Kritzkeg (Su) You may choose any target within 100ft (other then yourself) and heal them of 1d4hp per binder level. (Max ten) You cannot use this ability again for five rounds.
Ubersaw (Su) You may conjure up as a move action a +2 longspear that whenever you successfully attack a foe with it, you gain one ubercharge point. At anytime as a free action you may expend an ubercharge point to deal an additional +4 damage with your attack. (You must decide to expend ubercharge points before rolling your attack.) You are limited to a number of ubercharge points you can expend at one time equal to your binder level divided by two, rounded down. You are considered proficient with this weapon, even if you would not normally be. This weapon lasts for a number of rounds equal to your binder level unless you dismiss it, drop it, or it is destroyed.
Blutsauger (Su) Everytime you succesfuly attack a foe, you heal 1d4hp damage.
SNIPER:
 VESTIGE LEVEL: 3. BINDER DC: 17. Abilities:
Razorback (Ex) You are immune to critical hits.
Jarate (Ex) All your attacks are considered touch attacks.
Tribalman's Shiv (Su) You may conjure up as a move action, a +2 shortsword that whenever it strikes a foe, that foe has a percentage chance of failing their next spell, spell-like, or supernatural ability equal to the amount of damage dealt by the tribalman's shiv. You are considered proficient with this weapon, even if you would not normally be. This weapon lasts for a number of rounds equal to your binder level unless you dismiss it, drop it, or it is destroyed.
Huntsman (Su) You may conjure up as a move action, a +2 longbow that whenever it strikes a foe, that foe must make a will save or become confused for one round. The bolts are magical and you can reload the huntsman as a free action from a magical quiver. You are considered proficient with this weapon, even if you would not normally be. This weapon lasts for a number of rounds equal to your binder level unless you dismiss it, drop it, or it is destroyed. |