Anima Mage Handbook

Post/Author/DateTimePost
#1

thehumandynamo

Feb 15, 2008 14:10:02


IMAGE(http://www.wizards.com/dnd/images/ToMagic_Gallery/96020.jpg)
[SIZE="7"]The Anima Mage[/SIZE]

Index:

Attributes/Races
Class Abilities
Skills/Feats
Builds
Vestiges and Combinations



Entry Requirements:
Alignment: Any nongood
Skills: Intimidate 4 ranks, Knowledge (The Planes) 4 ranks
Feats: Any Metamagic Feat
Spellcasting: Able to cast 2nd-level arcane spells.
Special: Able to bind a 2nd-level vestige.


The Pros
  • +1 Spellcasting with each level
  • +1 soulbinding with each level
  • Powerful class abilities gained over the duration
  • Skill list lends itself well to spellcasting classes


The Cons
  • d4 hit dice
  • 2+ Intelligence Modifier for skill points
  • Only one good saving throw
  • Slowest BAB progression
#2

thehumandynamo

Feb 15, 2008 14:11:57

Attributes


  • Strength- Generally this will be a dump stat. However, in certain melee focus builds, you will want to up this to take advantage of power attack and the jump skill. See the builds section below.
  • Dexterity- While not your most important ability, Dexterity is important for your AC, Initiative modifier, and any Ranged Attacks you make. This will fall behind your Spell Casting Stat, Charisma (if not your Spell Casting Stat), and Constitution.
  • Constitution- More Con equals more Hit Points. With d4 per level, you can use all the help you can get, in addition to having a poor Fortitude save with the class.
  • Intelligence- If you are a Wizard, Beguiler, or any Arcane caster that uses Intelligence as his Primary Casting Stat, this will one of your most important abilities. If you aren't one of the above mentioned classes, this can almost be a dump stat as your skill requirements for the class aren't too heavy.
  • Wisdom- With a good will save and no spell casting tied to Wisdom, this can be one of your dump stats. Note, that if you take Ur-Priest or any other Divine Caster (other then certain Archivist builds), you will need to up your Wisdom to take advantage of it.
  • Charisma- Charisma is one of the more important stats to an Anima Mage. In addition to being the Primary Casting Stat for Sorcerers, Bards, and Warmages, a high Charisma score is necessary to ensure you can make good pacts with your vestiges in order to take advantage of your class abilities. If you fail to make good pacts, then you are simply a spell casting sub-par Binder.


Keep in mind, that depending on which Spell Casting Class you use as an entry into the Anima Mage prestige class may alter how important your stats are.

Races


  • Human- With a bonus feat, extra skill points, and any favored class, Humans can be great Anima Mages.
  • Elf- With a bonus to Dexterity but a penalty to Constitution, Elves can be good Anima Mages. You need to decide if the extra Dex is worth sacrificing Hit Points. Certain builds Elves will be great in, especially when combined with Racial Substitution levels for Wizards and other Prestige Classes.
  • Dwarf- With a bonus to Constitution, but a penalty to Charisma, Dwarves have a trade-off to consider. You will have more hit points, but might have a harder time making good pacts. Using the Dwarven Sorcerer racial substitution levels can make for interesting Anima Mages.
  • Gnome- With a bonus to Constitution and a penalty to Strength, along with small size and some spell like abilities, Gnomes make good Binders and Anima Mages. Gnome Paragon and Racial Substitution levels allow for a lot of diversity and some very powerful spellcasting Anima Mages.
  • Halfling- Again, small size, bonus to saves, a bonus to Dexterity with a penalty to Strength make Halfling well suited to being Anima Mages.
  • Half-Orc- With penalties to both Intelligence and Charisma, Half-Orcs are ill suited to be Anima Mages in all but the most melee oriented builds.
  • Drow- Drow offer a lot of potential for Anima Mages with a bonus to Dexterity, Intelligence and Charisma, spell resistance, and some spell like abilities. They come with a hefty price tag a +2 LA though, as you will already be losing at least one level for having to be a Binder.
  • Tiefling- Tiefling come at a price, though they can make excellent Anima Mages. With a +1 LA and a penalty to Chraisma, you must decide if the resistances and the bonus to Dextertity and Intelligence are worth it to you.
  • Aasimar- Again Aasimar can make great Anima Mages (though they require odd flavor of a non-good Celestial). With a bonus to Charisma and Wisdom plus some resistances, the only hindrance is the +1 LA.
#3

thehumandynamo

Feb 15, 2008 14:12:30

Class Abilities



  • Soulbinding: At each level you get an increase in soulbinding as if you had gained a level in the Binder class. Anima Mage levels and Binder levels stack for determining the highest level of Vestiges you can bind, the number of Vestiges you can bind, binding checks, and granted abilities of Vestiges.
  • Spellcasting: At each level you get an increase in the spells known and caster level of an arcane spellcasting class you had before joining the prestige class. Note that this will allow the advancement of the Warlock class, but you have to meet the pre-requisites of the prestige class with an actual arcane spellcasting class.
  • Exploit Vestige (su): By giving up one granted ability of any bound vestige, you are granted one extra spell slot up to the highest level you can cast. Only one ability may be foregone regardless of the number of vestiges you can bind, and this ability only functions if you make a good pact with the vestige. Note, that it is important to have a good Charisma as you will suffer a -5 penalty on your binding check with the vestige with which you try to exploit.
  • Vestigal Awareness (su): Whenever you make a good pact with a vestige, you gain a +2 bonus on initiative checks. Note that the bonus is untyped, and it does not say what happens if you are able to bind more then one vestige (doesn't say you will or will not receive +2 per vestige if you can bind more then one).
  • Vestige Metamagic (su): As a swift action, give up access to all granted abilities of a vestige for 5 rounds in exchange for applying the effects of any metamagic feat you know to a spell you cast that round without an increase in the spell's level. You can only do this a certain number of times per day (a cap of 3/day by the end of the class), and this ability does not function if you do not have access to the abilities of a vestige you wish to give up (through an anti-magic field, use of this ability, etc) or if you do not have a vestige bound.
  • Vestige Casting (su): As an immediate action, you can once per day cast a spell as an immediate action and modify the spell as though you had the Still Spell and Silent Spell metamagic feats applied to it (whether or not you know the feats).
#4

thehumandynamo

Feb 15, 2008 14:13:27

Skills



  • Bluff- Useful in certain situations, you should have a high charisma score to help with this already. Some melee builds will get better usage for the feinting in combat benefits, and sneakier builds will love the bonus to hiding for creating a diversion.
  • Concentration- Let's face it, no matter how hard you try, you will eventually end up being threatened or taking damage. This is the skill you'll probably max out so that you can keep on casting and abusing your vestiges without wasted actions.
  • Craft- Unless you are focusing on crafting, don't bother.
  • Decipher Script- Mildly useful, mostly for the bonus it provides on UMD checks for scrolls. Some games will find more usage out of this then others, as it depends on how often your DM throws in archaic languages and you are out of divination spells.
  • Diplomacy- We all know how broken this skill is...with it being a class skill for an Anima Mage, no reason not to abuse it. For further info, look up any of the Diplomancer builds floating around (note: With Naberius's silver tongue ability, Anima Mages can make very good Diplomancers)
  • Intimidate- Can be useful as it can get info out of people and is a pre-requisite to getting into the PrC. Aside from Battle of Wills or Demoralizing an Opponent in combat, Diplomacy is the better tool for the job.
  • Knowledge (all skills taken individually)- While some are more useful the others, the Knowledge skills can be great (and annoy your DM at the same time). With 5 ranks in a skill, you can get some nifty synergy bonuses. Recommend are Arcana (for +2 to spellcraft), Architecture (for +2 to finding secret doors), History (+2 to bardic music checks, useful in some bard based builds), Local (+2 to Gather Info checks), Nobility (+2 to Diplomacy checks), and Religion (+2 to Turning checks). Keep in mind that you need some ranks in Planes to qualify for the PrC.
  • Profession- Unless your DM forces you to take this for RP reasons, there isn't much in game use for the skill. You are probably better off buying cross-class ranks in UMD/Spot/Search/Listen/etc.
  • Spellcraft- Another very useful skill for figuring out what spells are being cast around you, combined usage with Detect Magic to get an idea about items, etc.


Feats


Feats will be broken down into General, Metamagic, Supernatural Ability, and Combat. For further feat reference for binders or specific rolls you can fill, check out this post in the Consolidated Binder's Handbook.

General Feats:
  • Bind Vestige- A sub-par entry method, this will require two feats and will not allow for the advancement of your binding side. It is only mentioned because it can allow for qualification.
  • Improved Bind Vestige- The second of the two feats needed to qualify for Anima Mage without any Binder levels, it is sub par and shouldn't be taken.
  • Ignore Special Requirements- Useful especially later in your career. This can allow for the binding of opposed vestiges for some powerful combinations.
  • Improved Binding- Take this immediately. With this feat, you need only one binder level and can qualify for the PrC as early as level 3. Losing only one caster level is win, so do it.
  • Skilled Pact Making- Can be useful to help ensure you don't make bad pacts and thus aren't denied your class abilities. This feat usually won't be necessary with a decent Charisma score and the right gear.
  • Improved Initiative- Lets face it, especially at higher levels, whoever wins initiative wins the fight. This is a feat that never really becomes useless, and will help you out. This should be taken after you have your fill of metamagic feats and have taken both Improved Binding and Precocious Apprentice (if it's allowed).
  • Insightful Reflexes- You will have poor Reflex saves from the majority of classes you will take, including the PrC. If you went any arcane route that has Intelligence as a primary casting stat, this is for you to help with the saves.
  • Force of Personality- You will have a good Charisma score already, and with Wisdom as a semi-dump stat, this can help out. You already have a good Will save, why not make it better?
  • Practiced Spellcaster- Can be very useful, especially if your DM will not allow Precocious Apprentice. This can help make up for those lost caster levels and can also allow for the Mage Slayer chain if you are more melee focused.
  • Precocious Apprentice- If it's allowed, take it at first level. With only one level of an arcane class, and one level of Binder, you can now enter Anima Mage (if you can figure out a way of gaining a feat at 2nd level with one of each class). In conjuction with Improved Binding, you can qualify as early as level 3 for this PrC and from then on you are golden.
#5

thehumandynamo

Feb 15, 2008 14:13:59

Builds:


This section will have a listing of classes and PrCs that are useful to the Anima Mage, along with builds that have been posted.

Discussionon on Anima Mage Gish Builds
Anima Mage Triple Threat
Another Anima Mage Triple Threat build and Late Game power build
Bloodline and Apostle of the Green Lady builds for crazy casting/binding ability.

Apostle of the Green Lady PrC
#6

thehumandynamo

Feb 15, 2008 14:14:37

Vestiges & Combinations



This section will largely be reference as there are several sources for this subject in the various binder guides. It is also somewhat subject to personal opinion as people each have vestiges they favor and dislike.



Vestiges by Jameswilliamogle

1st Level

Amon 1st (DC 20, can't also bind Leraje among others)
Bad Pact: become surly and irritable, must try to save against all beneficial spells as well
Darkvision (60')
Fire Breath* (d6 / level, 10' / level to 50', Ref 1/2)
Ram Attack (d6 + 1.5 x Str, +d8 on charge)

Aym 1st (DC15)
Bad Pact: become greedy, give a coin to every dwarf you meet w/in 10 rounds
Dwarven Step (full movement in all armor)
Improved Sunder
Medium Armor Prof
Halo of Fire (d6 damage to enemy if struck, d6 damage for a touch attack)
Fire Resistance 10
Ruinous Attack (double damage from sunder)

Leraje 1st (DC 15, can't bind Amon)
Bad Pact: act reserved, cannot attack any elves
+4 to Hide
Low-Light Vision
Precise Shot
Weapon Proficiency (all martial bows)
Ricochet (adjacent targets, single roll, normal damage, SA/SS counts once)

Naberius 1st (DC 15, 4 ranks in Bluff or Knowledge or Profession skill)
Bad Pact: any chance given, must talk about something for level rounds, berating those who would take over
Disguise Self (as spell, standard action)
Faster Ability Healing (1 damage / round, 1 drain in all abilities / hour)
Persuasive Words* (30', Command as spell, Suggestion at 14th, Will neg.)
Silver Toungue (can take 10 on any Bluff or Diplomacy check, even if threatened, and as a standard action and don't suffer -10 for rushed check)
Naberius's Skills (pick skills = Con that can't be used untrained, and can use them)

Ronove 1st (DC 15, must draw seal in soil under the sky)
Bad Pact: must prove worth every chance; can't eat or drink
Feather Fall (as spell)
Sprint (10' enhancement bonus to speed)
Improved Unarmed Strike (damage dice as monk, but no flurry)
Melee count as Magic for DR, Magic + Cold Iron at 7th
Far Hand (1. Swift Action, 10' / level, move 5' / level, Medium, Str = level; 2.* Standard Action, d6 damage + Bull Rush + 2, Str = level)

2nd Level

Dahlver-nar 2nd (DC 17)
Bad Pact: act OCD, cannot use anything requiring Concentration
Mad Soul (Immunities: Wis damage / drain, Confusion effects, Insanity)
Maddening Moan* (30' emanation, daze 1 round, Will neg.)
Natural Armor Bonus (1/2 Con)
Shield Self (10'/level, Will neg., split damage between target and self)

Haagenti 2nd (DC17, must speak giant)
Bad Pact: must defer to all more beutiful creatures (bowing, etc.)
Confusing Touch* (confusion 1 round / 3 levels or Maze at 19th level, Will neg.)
Immunity to Transformation (Polymorph or Petrification, unless desired)
Shield Prof. (including Tower Shield)
Weapon Prof. (battleaxe, greataxe, hand axe, throwing axe)

Malphus 2nd (DC 15)
Bad Pact: easy to fall in love (any compliment), use poison every chance
Bird's Eye Viewing (clairvoyent bird, uses it's observation, your interpretation)
Invisibility* (full-round, standard action at 5th, move action 10th, swift 15th, duration =level)
Poison Use (never poison self)
Sudden Strike (d6, +d6 per 4 levels)

Savnok 2nd (DC 20; must have stolen something for which I've made no ammends)
Bad Pact: act headstrong; when you don anything that improves AC, must not remove it
Call Armor (regular Full Plate, increases w/ level)
Heavy Armor Proficiency
DR (1 / Piercing, +1 / 4 levels, Piercing & Magic at 13th)
Move Ally (5' / 2 levels)

3rd Level

Andromalius 3rd (DC 20, must give 2 items Andromalius carries)
Bad Pact: can't steal, can't deal w/ stolen items, become like a jester
Tasha's Hideous Laughter* (CL=BL, save allowed each round)
Locate Item (100' / BL, must be well known or clearly visualized)
See Invisibility (CL=BL)
Sneak Attack (2d6 + d6/5 levels past 5th)

Fogalor 3rd (DC 20, must use liquid during binding)
Bad Pact: act depressed, must say a few words for the departed after combat
Aura of Sadness (adjacent radius, -2 to attack, saves, and skills, suppress as a standard action)
Fogalor's Breath* (standard action, 30', 1 creature, fort or blinded 1 round)
Lightning Strike (3d6 + d6 / 3 BL after 5th, 10' / BL, standard action, Ref 1/2, works anywhere)
waterbreathing

Karsus 3rd (DC 25, Kn Arcana or Spellcraft 5 ranks and can't be w/in a magic effect)
Bad Pact: become arrogant, make Bluff or Intimidate checks instead of Diplomacy
Heavy Magic (magic item DC +2)
Karsus's Sense (detect magic +2 rounds)
Karsus's Will (can use spell trigger items of Wizard = to BL)
Karsus's Touch (touch, dispel magic, bonus = BL)

Paimon 3rd (DC 20)
Bad Pact: must dance (1/2 speed) when hearing music, act bold
Spring Attack*
+4 Dex
Weapon Finnesse & Wpn Prof (S. Sword, Rapier only)
Whirlwind Attack

4th Level

Agares 4th (DC 22, bind on earth or unworked stone)
Bad Pact: only speak the truth, hate untruth
Earth and Air Mastery (+1 to hit & damage if both touch ground, air creatures -1 to hit you)
Earthshaking Step* (10' radius, if touching ground or connected to ground, Ref or prone, doesn't affect you or companion)
Elemental Companion (summon a single earch elemental, once per hour, improves w/ level)
Fear Immunity
True Speach (understand, speak, write language of any creature w/in 30', if its strange, must hear it first)

Andras 4th (DC 22)
Bad Pact: become emotionless, must withdraw from battle dropping everything w/in 10 rounds, can't attack for d4 rounds)
Sure Blows (Imp Crit w/ all weapons)
Sow Discord* (Will, enemy must attack ally w/in reach, 5' / 2 level range)
Lance, Longsword, Rapier proficiency
Mount (full-round, 1/day, Heavy Warhorse w/ Saddle and lance, 1 h / BL)
+8 Ride
Smite Good or Evil* (Cha to attack, BL to damage)

Buer 4th (DC 20, must be bound outdoors)
Bad Pact: absent-mindedness, first melee attack must be non-lethal, no coup de grace
Track
Immunity to disease, binding removes diseases, allys w/in 30' gain Delay Disease
Knowledge (+4 on Heal, Survival, Kn: Nature, can used untrained)
Healing (1 pt per round as std action+10 a full round action and *, its positive energy)
Fast Healing 1 (increases @ 13, 16, 19)

Eurynome 4th (DC 21, can't bind Amon)
Bad Pact: attack only after allies, become paranoid and ungrateful
DR 2 / lawful
Waterwalk (as spell)
Poison Blood (creatures that bite take d6 damage, fort negates, more later)
Animal Friend (all animals have friendly attitude)
Eurynome's Maul (+1 Large Warhammer, better w/ level)

Tenebrous 4th (DC 21, must bind in the deepest darkness)
Bad Pact: act as though I've lost something, must not act 1st in combat
Turn Undead* (cleric level = BL)
Deeper Darkness (CL=BL, as spell, can increase or decrease 10' as move action)
See in Darkness (every kind)
Vessel of Emptiness (flicker 1/day, 2 @ 13, 3 @ 19)
Touch of the Void* (cold energy, d8 + d8 / 4 levels past 7th, 1 attack, full round @ 11th)

Level 5

Acerak 5th (DC 25, need to use a reusable gem during binding)
Bad Pact: must sieze power when available
Detect Undead (CL = BL)
Hide from Undead
Immune: Cold, Electricity
Undead Healing (either pos or neg energy heals)
Speak w/ Dead (CL = BL)
Paralyzing Touch* (1/2 BL, save each turn as a full round action)

Balam 5th (DC 25, deal 1 point damage)
Bad Pact: must spit on the ground of a holy place, distrust clergymen
Balam's Cunning* (can reroll 1 attack, save, skill check)
Icy Glare (2d6 cold damage, Will)
Weapon Finnesse
Precience (+1/4 BL to initiative, Ref, and AC)

Dantalion 5th (DC 25)
Bad Pact: act aloof and use stately gestures, must read thoughts any leader w/in 100'
Awe of Dantalion* (move action, any creature that sees can't target you w/ a hostile action)
Dantalion Knows (+8 to all Knowledge checks)
Read Thoughts (full-round action, as spell, 5' / BL)
Thought Travel* (standard action, can move to anywhere you can see 5' / BL)

Geryon 5th (DC 25, 5 ranks in Kn religion or planes)
Bad Pact: trust everyone, can't sense motive or detect thoughts
Acidic Gaze (30' radius, 2d6 damage, gaze attack rules, will neg)
See in Darkness (all, including deeper darkness)
All-Around Vision (+4 spot & search, no benefits to being flanked for opponents, gaze avoidance penalties)
Swift Flight* (1 round, 60', perfect, swift action)

Otiax 5th (DC 25)
Bad Pact: become uncomfortable in locked rooms, when locked items are around, must unlock when key is presented
Unlock* (standard action, automatic if DC < BL x 2)
Open (10' / BL, as Open/Close)
Combat Reflexes
Air Blast (up to 10', 1 per attack, 2d6 damage no Str, AoO's allowed, touch attacks)

6th Level

Chupoclops 6th (DC 25, must use tomb soil w/ binding, can't bind Amon)
Bad Pact: act pessimistic, must fail all fear saves and morale penalty effects
Aura of Despair (10' radius, -2 to attacks, checks, saves, weapon damage)
Ghost Touch on all melee attacks
Pounce
Soulsense (as blindsense and deathwatch, living creatures only, 10' radius)
Bite (d4 for medium, add Str)
Ethereal Watcher* (as ethereal jaunt, ends after taking any action)

Haures 6th (DC 25)
Bad Pact: act eccentric, if disbelieve an illusion, may not enter that area
Phantasmal Killer* (as spell, 10' / BL)
Mind Blank (as spell, suppressable)
Incorporeal Movement (can move through any terrain w/o penalty, enemies, not walls or solid bariers)
Major Image* (as spell, CL = BL)

Ipos 6th (DC 26, 5 ranks in Kn Arcana and Kn Religion or Kn Planes)
Bad Pact: must educate the unenlightened'
Cold Iron Claws (d6 for med, cold iron)
True Seeing* (swift action, 1 round)
Rend
Planar Attenutation (protection from any single plane)
Ipos's Influence (+1 DC for all abilities from bound Vestiges)

Shax 6th (DC 26, must draw w/in sight of a pond or larger body of water)
Bad Pact: become stingy, particularly about land, requires service or tax for use of territory
Immunity Electricity
Freedom of Movement* (self only, 1 round duration)
Storm Strike (swift action, 1 attack, +d6 electic & +d6 sonic damage)
Swim Speed (+8 to swim checks, can take 10 on swim, can auto-move, can "run" underwater)

Zagan 6th (DC 25, must kowtow during binding)
Bad Pact: become domineering, must slay all snakes and snakelike beings, must deface any deific snake representations
Improved Grapple (considered Large when grappling)
Aversion* (Will, 20' radius, snakes & snake creatures)
Scent
Snake Bane (+2 to hit & +2d6 damage vs. snakes & snake creatures)
Constrict (d8 x 1.5 Str + normal unarmed damage w/ successful grapple)

7th Level

Eligor 7th (DC 30)
Bad Pact: befriend outcasts, attack human, elf, dragon before others
+4 Str
+3 Natural Armor (4 @ 16, 5 @ 20)
Heavy Armor Prof
Ride-by Attack
Spirited Charge
Chromatic Strike (free action, +d6 fire, cold, acid or electricity)

Marchosias 7th (DC 30, must have stolen something and never atoned)
Bad Pact: act sly, must use death attack on surprised opponents
Death Attack (as assasin)
Fiery Retribution (+3d6 damage if target can use SA, SS, or Sk)
+16 competance Hide & Move Silently
Smoke Form* (as Gaseous Form, unlimited duration)

8th Level

Halphax 8th (DC: 32, bind inside or corner of a structure)
Bad Pact: act unashamed, must bow to any demands for hostages
DR 10 / adamantine
+16 Profession (Siege Engineer), Knowledge (architecture and engineering), can use untrained
Secure Shelter* (as Secure Shelter, 1 at a time, 60', std action)
Iron Wall* (as Wall of Iron, 1 min duration)
Imprison (as Imprisonment, std action touch attack, Fort, d4 rounds between uses)

Orthos 8th (DC 35, bind in bright illumination only)
Bad Pact: whisper, hate darkness, must carry an illumination source
Blindsight 30'
Whispering Wind (as spell, CL=BL, standard action)
Displacement (50%, true-seeing negates)
Whirlwind Breath* (60' cone, d6 / BL, ref 1/2, fort or prone and knocked back d4 x 10' or to outside cone rad)
#7

paradox-of-life

Feb 15, 2008 22:07:24
I disagree with Intel not being the primary stat. As an anima mage, it is exponentially greater to enter with a wizard, than sorcerer. For one, there isn't much sklll points to go around.

Two: The sorcerer has a limited list, despite fiend blooded and other ways. With a wizard and their dynamic spell list, it is infinitely better when coupled with metamagic. Going up against some flayers and need to have mental projection? Chain a mind blank. Hell, you might be able to twin a Wish spell. As a sorcerer, you do not want spells like wish as part of your list. As a wizard, hey, you can get away with it.

Talk about early entries into Anima mage, such as binder+improved binding.

Provide a link to the Binder's handbook about vestiges that aid spellcasting?

(Ex. Debuffers would like Falacors aura of sadness for the -2 to saves)
#8

jameswilliamogle

Feb 15, 2008 23:05:12
Awesome! I'll definitely be adding this to the Consol. Binder Handbook when I next update it.

Under races you should mention Bloodlines. RAW, both they'll advance 2 EBL per BL level (one from Binder, one from Anima Mage). EBL drives both the level of vestige and the number of vestiges you can bind, so its a pretty good deal (gets even more wicked with other Binder PrCs, but thats not for this compilation, I suppose).

Under builds, some mention of the Warlock / Binder adancement with Anima Mage might be mentioned.

I think the Cha >> Int is right, for the reasons listed, personally...
#9

paradox-of-life

Feb 15, 2008 23:46:03
But for the truly optimized build, I think the entry with wiz is better.
#10

thaosyr23

Feb 16, 2008 0:04:21
I'm for Int > Cha myself. There's lots of ways to boost cha checks, but boosting save dcs is harder (wizard obviously)

Wizard just seems to fit better, mechanically and thematically with this prc.
#11

jameswilliamogle

Feb 16, 2008 9:02:43
Well, I like to focus more on the Binder side than the spellcasting side, myself: I think there may be merits to both styles.
#12

CantripN

Feb 16, 2008 10:09:34
You shoule probably mention the VERY easy early qualification on both sides. IIRC, you can enter this class at level 3, possibly even 2 if you have enough feats (but I don't see what it would advance on the Binder side, then).
#13

thehumandynamo

Feb 16, 2008 12:24:21
Good stuff guys, I'll be updating the handbook more this weekend/week (getting ready for a mma fight next weekend so my time is kind of crunched right now). I'm planning on the early entry tricks, will talk about the sorcerer vs wizard under the builds, and plan to include the warlock stuff. I'll add the bit about Bloodlines under the classes section (though I'm still not entirely sure how it works).
#14

epifreak

Feb 16, 2008 13:20:50
I disagree with Intel not being the primary stat. As an anima mage, it is exponentially greater to enter with a wizard, than sorcerer. For one, there isn't much sklll points to go around.

Well, damn, try as I might, I couldn't refute this, even by trying to go triple threat with it (battle sorc/binder/anima mage/div crusader/tenebrius or MT). I had missed until recently the clause where div. crusader sucks the big one (one spell/level), so at least I learned something.

Anyway, the only reason I could really think of for Cha entry would be like the hexblade, except that requires much too high a level. Can anyone think of any Cha class where this would be worthwhile? The synergy is too much to ignore.
#15

jameswilliamogle

Feb 16, 2008 16:45:03
Well, damn, try as I might, I couldn't refute this, even by trying to go triple threat with it (battle sorc/binder/anima mage/div crusader/tenebrius or MT). I had missed until recently the clause where div. crusader sucks the big one (one spell/level), so at least I learned something.

Anyway, the only reason I could really think of for Cha entry would be like the hexblade, except that requires much too high a level. Can anyone think of any Cha class where this would be worthwhile? The synergy is too much to ignore.

The problem I have with the non-Cha based Anima Mages is that Binders are pretty MAD already, in the same way Bards are. If that wasn't an issue, then its not as significant, of course. Totally dependent on starting stats, of course, and the build's focus.

Oh, another couple builds:

a bit of a triple threat:
Binder 1 / Wizard 2 / Anima mage 10 / Ur-Priest 2 / Mystic Theurge 5

late game power:
Binder 1 / Bard 6 / Anima Mage 2 / Sublime Chord 2 / Anima Mage 8
#16

bensan

Feb 16, 2008 17:00:55
I have to say that what appeals to me about Anima Mage is that it's a low-cost high-reward PrC whether you want to go primarily caster or primarily binder. Either way you can enter it with one "off" level (although with a primary binder it requires Precocious Apprentice cheesiness), enter early, and add sixth-level vestiges to a spellcaster or sixth-level spells (fifth-level spells if you don't want MAD) to a binder with kickin' metamagic in either case. The symmetry appeals to me.
#17

jameswilliamogle

Feb 16, 2008 17:13:42
I have to say that what appeals to me about Anima Mage is that it's a low-cost high-reward PrC whether you want to go primarily caster or primarily binder. Either way you can enter it with one "off" level (although with a primary binder it requires Precocious Apprentice cheesiness), enter early, and add sixth-level vestiges to a spellcaster or sixth-level spells (fifth-level spells if you don't want MAD) to a binder with kickin' metamagic in either case. The symmetry appeals to me.

Me too :D.
#18

daergal_the_black_dup

Feb 16, 2008 19:09:58
I have to say that I agree that wizard is the way to go. A Charisma enhancing item, Circlet of Persuasion and Implements of Binding can be used to get your binding checks high enough even if your charisma is only middling good. (Would that my DM would let me take Nymph's Kiss for a non-good character.)

Besides making a bad pact just means roleplaying your way through the bad influence. It can be a pain, but it also adds flavor. So you don't get the extra spellslot, but things still hum along nicely.

First feats, Improved Binder is a must have. It lets you get in the class with only one level of Binder under your belt, and for that alone is made of win.

As for what pacts are best, there is a dry spell after you get to fourth level vestiges, but here are my picks:

1st Level

LERAJE--Binding DC Very Low
Useful Powers:
  • Low Light Vision
  • Precise Shot
  • Ricochet ranges attacks

This is the ultimate for those days when you need to be a blaster. Worth it for Precise Shot and Ricochet (note that Ricochet works with any ranged attack...Leraje may *like* bows, but Ricochet is not limited to them). Plus the very low binding DC makes it a great great choice for Exploit Vestige.


2nd Level

None are really great. Dahlver Nar and Malphas have their uses.


3rd Level

Focalor
Useful Powers:
  • Aura of Sadness
  • Lightning Strike
  • Water Breathing (at will)


Aura of Sadness has helped me out numerous times. It has no saving throw and hurt's beople's saves...so good for enhancing the effectiveness of save or die spells, assuming you can stand being adjacent to your target. Having, in effect, a free reserve feat, to strike people with lightning is also good. In a campaign with water, water breathing is a nice bonus. Its once per 5 round power is meh. One thing: his influence can be a pain to roleplay. Constant grief and sadness gets annoying very quickly.

KARSUS--Binding DC Very High
Powers:
  • Heavy Magic:+2 magic item DCs, woot!
  • Karsus Senses: As Detect Magic at will, but better.
  • Karsus Touch: Melee touch acts as targeted Greater Dispel Magic (using EBL) a few times per day.
  • Karsus Will: Use wands/staves as wizard of CL=EBL


It goes without saying that Karsus is awesome. Greater Dispel Magic as a touch attack even makes having a familiar useful. Staves get the +2 to save DC's which is nice. It's high binding DC is a drawback for exploit vestige

Andromalius gets a mention because permanent See Invisibility has also been useful, but otherwise I don't find his powers helpful


4th Level

BUER--Binding is relatively low for a 4th Level Vestige
Useful Powers:
  • Immunity to poison/disease
  • Delay Poison & Disease in all allies
  • Fast Healing that improves with EBL
  • Cure Minor Wounds at will and CLW once every 5 rounds.


Immunity to poison, effective immunity for your party, free fast healing, a low binding DC, Cure Minor Wounds at will. All good. The latter is also as good as having persistent Mass Lessor Vigor, since you can heal up the party after most fights without wasting cleric spell slots.

TENEBROUS--Also relatively low given its power.
Powers:
  • Shroud (or suppress) darkness as per Deeper Darkness, with some variation from that spell description.
  • You can see perfectly in darkness, even in Deeper Darkness. Take THAT Darkvision!
  • Charge melee attack as a cold attack doing 1d8 (or more if EBL >10).
  • Use "Flicker" (p146) mystery 1x/day or more as EBL increases


Being able to create the deeper darkness that doesn't impact you can be very useful. It can be less than optimal for your party mates, but the tactical advantages are obvious.

Flicker is also good, though not as good as it appears, since there is a 50% chance you get hit when using it. Better to play a Conjurer and take the immediate action variant from PHB2. Then there is no chance of being hit in melee. Still, it does not suck. For non-conjurers, teleporting as an immediate action is great even with the 50% chance that you get hit anyway.

Fifth Level and up, I am still play testing...nothing jumps out at me as being really terrific.
#19

jameswilliamogle

Feb 16, 2008 19:23:52
Hey, bad form to post the exact text from the PDF, man.

Also, no need to repeat this: all this info (in CoC format) is in the conol binder handbook. Please edit your post so as to not kill the thread.
#20

bensan

Feb 16, 2008 21:35:35
While wizard is probably the way to go for a caster-focused anima mage, I suspect a binder-focused anima mage will be better off with a sorcerer. Choosing to focus on binder establishes charisma as your primary stat (save DCs are driven by it, not just binding checks) and adding intelligence as a required stat is somewhat undesirable in my opinion.
#21

daergal_the_black_dup

Feb 17, 2008 2:20:59
Hey, bad form to post the exact text from the PDF, man.

Also, no need to repeat this: all this info (in CoC format) is in the conol binder handbook. Please edit your post so as to not kill the thread.

Assuming you're talking to me (way to be vague, by the way) that's not "exact" text and was not copied from any pdf. Take a look at the books and you'd have seem that (for example, the books to not describe Karsus' Senses as "Detect Magic, but better" as that would not be helpful at all). It was taken from the notes attached to my anima mage's character sheet, but that's hand written.

What I wrote is certainly not all that the ToM has to say about these vestiges.

Still I'll edit it to bring things to your high standards of unclarity.
#22

daergal_the_black_dup

Feb 17, 2008 2:58:25
Oh, and I should have added above, the other feat that is a must have: Persistent Spell. Too good to pass that one up, when you can Vestige Metamagic it.

Also, on the equipment side, Implements of Binding are an obvious must have, as is a Vestige Phylactery so that when needed you have some ability to swap out a vestige. Most anima mage builds are light on Binder, so don't have the ability to hold two vestiges simultaneously. This doesn't eliminate that handicap, but offsets that limitation in some small part. I find that Buer is a good one to store, for those times when your party needs emergency, intercombat healing and cleric spells are at a premium, or poison unexpectedly starts looking like it will be an issue.
#23

bensan

Feb 17, 2008 3:31:06
Most anima mage builds are light on Binder, so don't have the ability to hold two vestiges simultaneously.

Reread the "soul binding bonus" class feature. It specifically notes that it stacks for the purpose of number of vestiges bound, so an anima mage who completes the PrC will be always be able to bind at least two vestiges (having an EBL of at least 11 for that purpose).
#24

jameswilliamogle

Feb 17, 2008 7:42:04
Assuming you're talking to me (way to be vague, by the way) that's not "exact" text and was not copied from any pdf. Take a look at the books and you'd have seem that (for example, the books to not describe Karsus' Senses as "Detect Magic, but better" as that would not be helpful at all). It was taken from the notes attached to my anima mage's character sheet, but that's hand written.

What I wrote is certainly not all that the ToM has to say about these vestiges.

Still I'll edit it to bring things to your high standards of unclarity.

Hey, I wasn't trying to offend: it looked like the stuff straight from the PDF to me! I was nervous about it, and posted before double checking. Sorry about that!

*****

One thing about Flicker: its important to note that its once per round and has a duration = EBL rounds. What I've been using it for in my current L12 game is to use Chupoclops to pounce every round, getting in between the enemy and my party, and when they counter attack I flicker away to another charging position. Assuming the party didn't get in melee range, the enemy can't attack the other party members at all, and had a 50% miss chance against me if he can hit my AC (typically they can, though, as Age of Worms has some tough monsters).

*****

I've played 5 binders (two to the L12-14 range, three to the L4-7), and am the current main author for much of the Consolidated Binder Handbook (about 95% of what wasn't in the previous handbooks), but admitedly have never played an Anima Mage. There's lots of good stuff from L5 to L6, but it may not be obviously synergistic... I think it takes some Gish-thinking to make it work (combining Otiax with precision damage from a Polymorphed form with Sneak Attack, for example, and Arcane Strike).

*****

One other pro-Sorcerer arument: There's a handful of spells that only Sorcerers can use, and they're all very useful for gish-based characters.

*****
Here's an almost full list (its missing some dragon material). I've had this around for a while:
Show
1st Level

Amon 1st (DC 20, can't also bind Leraje among others)
Bad Pact: become surly and irritable, must try to save against all beneficial spells as well
Darkvision (60')
Fire Breath* (d6 / level, 10' / level to 50', Ref 1/2)
Ram Attack (d6 + 1.5 x Str, +d8 on charge)

Aym 1st (DC15)
Bad Pact: become greedy, give a coin to every dwarf you meet w/in 10 rounds
Dwarven Step (full movement in all armor)
Improved Sunder
Medium Armor Prof
Halo of Fire (d6 damage to enemy if struck, d6 damage for a touch attack)
Fire Resistance 10
Ruinous Attack (double damage from sunder)

Leraje 1st (DC 15, can't bind Amon)
Bad Pact: act reserved, cannot attack any elves
+4 to Hide
Low-Light Vision
Precise Shot
Weapon Proficiency (all martial bows)
Ricochet (adjacent targets, single roll, normal damage, SA/SS counts once)

Naberius 1st (DC 15, 4 ranks in Bluff or Knowledge or Profession skill)
Bad Pact: any chance given, must talk about something for level rounds, berating those who would take over
Disguise Self (as spell, standard action)
Faster Ability Healing (1 damage / round, 1 drain in all abilities / hour)
Persuasive Words* (30', Command as spell, Suggestion at 14th, Will neg.)
Silver Toungue (can take 10 on any Bluff or Diplomacy check, even if threatened, and as a standard action and don't suffer -10 for rushed check)
Naberius's Skills (pick skills = Con that can't be used untrained, and can use them)

Ronove 1st (DC 15, must draw seal in soil under the sky)
Bad Pact: must prove worth every chance; can't eat or drink
Feather Fall (as spell)
Sprint (10' enhancement bonus to speed)
Improved Unarmed Strike (damage dice as monk, but no flurry)
Melee count as Magic for DR, Magic + Cold Iron at 7th
Far Hand (1. Swift Action, 10' / level, move 5' / level, Medium, Str = level; 2.* Standard Action, d6 damage + Bull Rush + 2, Str = level)

2nd Level

Dahlver-nar 2nd (DC 17)
Bad Pact: act OCD, cannot use anything requiring Concentration
Mad Soul (Immunities: Wis damage / drain, Confusion effects, Insanity)
Maddening Moan* (30' emanation, daze 1 round, Will neg.)
Natural Armor Bonus (1/2 Con)
Shield Self (10'/level, Will neg., split damage between target and self)

Haagenti 2nd (DC17, must speak giant)
Bad Pact: must defer to all more beutiful creatures (bowing, etc.)
Confusing Touch* (confusion 1 round / 3 levels or Maze at 19th level, Will neg.)
Immunity to Transformation (Polymorph or Petrification, unless desired)
Shield Prof. (including Tower Shield)
Weapon Prof. (battleaxe, greataxe, hand axe, throwing axe)

Malphus 2nd (DC 15)
Bad Pact: easy to fall in love (any compliment), use poison every chance
Bird's Eye Viewing (clairvoyent bird, uses it's observation, your interpretation)
Invisibility* (full-round, standard action at 5th, move action 10th, swift 15th, duration =level)
Poison Use (never poison self)
Sudden Strike (d6, +d6 per 4 levels)

Savnok 2nd (DC 20; must have stolen something for which I've made no ammends)
Bad Pact: act headstrong; when you don anything that improves AC, must not remove it
Call Armor (regular Full Plate, increases w/ level)
Heavy Armor Proficiency
DR (1 / Piercing, +1 / 4 levels, Piercing & Magic at 13th)
Move Ally (5' / 2 levels)

3rd Level

Andromalius 3rd (DC 20, must give 2 items Andromalius carries)
Bad Pact: can't steal, can't deal w/ stolen items, become like a jester
Tasha's Hideous Laughter* (CL=BL, save allowed each round)
Locate Item (100' / BL, must be well known or clearly visualized)
See Invisibility (CL=BL)
Sneak Attack (2d6 + d6/5 levels past 5th)

Fogalor 3rd (DC 20, must use liquid during binding)
Bad Pact: act depressed, must say a few words for the departed after combat
Aura of Sadness (adjacent radius, -2 to attack, saves, and skills, suppress as a standard action)
Fogalor's Breath* (standard action, 30', 1 creature, fort or blinded 1 round)
Lightning Strike (3d6 + d6 / 3 BL after 5th, 10' / BL, standard action, Ref 1/2, works anywhere)
waterbreathing

Karsus 3rd (DC 25, Kn Arcana or Spellcraft 5 ranks and can't be w/in a magic effect)
Bad Pact: become arrogant, make Bluff or Intimidate checks instead of Diplomacy
Heavy Magic (magic item DC +2)
Karsus's Sense (detect magic +2 rounds)
Karsus's Will (can use spell trigger items of Wizard = to BL)
Karsus's Touch (touch, dispel magic, bonus = BL)

Paimon 3rd (DC 20)
Bad Pact: must dance (1/2 speed) when hearing music, act bold
Spring Attack*
+4 Dex
Weapon Finnesse & Wpn Prof (S. Sword, Rapier only)
Whirlwind Attack

4th Level

Agares 4th (DC 22, bind on earth or unworked stone)
Bad Pact: only speak the truth, hate untruth
Earth and Air Mastery (+1 to hit & damage if both touch ground, air creatures -1 to hit you)
Earthshaking Step* (10' radius, if touching ground or connected to ground, Ref or prone, doesn't affect you or companion)
Elemental Companion (summon a single earch elemental, once per hour, improves w/ level)
Fear Immunity
True Speach (understand, speak, write language of any creature w/in 30', if its strange, must hear it first)

Andras 4th (DC 22)
Bad Pact: become emotionless, must withdraw from battle dropping everything w/in 10 rounds, can't attack for d4 rounds)
Sure Blows (Imp Crit w/ all weapons)
Sow Discord* (Will, enemy must attack ally w/in reach, 5' / 2 level range)
Lance, Longsword, Rapier proficiency
Mount (full-round, 1/day, Heavy Warhorse w/ Saddle and lance, 1 h / BL)
+8 Ride
Smite Good or Evil* (Cha to attack, BL to damage)

Buer 4th (DC 20, must be bound outdoors)
Bad Pact: absent-mindedness, first melee attack must be non-lethal, no coup de grace
Track
Immunity to disease, binding removes diseases, allys w/in 30' gain Delay Disease
Knowledge (+4 on Heal, Survival, Kn: Nature, can used untrained)
Healing (1 pt per round as std action+10 a full round action and *, its positive energy)
Fast Healing 1 (increases @ 13, 16, 19)

Eurynome 4th (DC 21, can't bind Amon)
Bad Pact: attack only after allies, become paranoid and ungrateful
DR 2 / lawful
Waterwalk (as spell)
Poison Blood (creatures that bite take d6 damage, fort negates, more later)
Animal Friend (all animals have friendly attitude)
Eurynome's Maul (+1 Large Warhammer, better w/ level)

Tenebrous 4th (DC 21, must bind in the deepest darkness)
Bad Pact: act as though I've lost something, must not act 1st in combat
Turn Undead* (cleric level = BL)
Deeper Darkness (CL=BL, as spell, can increase or decrease 10' as move action)
See in Darkness (every kind)
Vessel of Emptiness (flicker 1/day, 2 @ 13, 3 @ 19)
Touch of the Void* (cold energy, d8 + d8 / 4 levels past 7th, 1 attack, full round @ 11th)

Level 5

Acerak 5th (DC 25, need to use a reusable gem during binding)
Bad Pact: must sieze power when available
Detect Undead (CL = BL)
Hide from Undead
Immune: Cold, Electricity
Undead Healing (either pos or neg energy heals)
Speak w/ Dead (CL = BL)
Paralyzing Touch* (1/2 BL, save each turn as a full round action)

Balam 5th (DC 25, deal 1 point damage)
Bad Pact: must spit on the ground of a holy place, distrust clergymen
Balam's Cunning* (can reroll 1 attack, save, skill check)
Icy Glare (2d6 cold damage, Will)
Weapon Finnesse
Precience (+1/4 BL to initiative, Ref, and AC)

Dantalion 5th (DC 25)
Bad Pact: act aloof and use stately gestures, must read thoughts any leader w/in 100'
Awe of Dantalion* (move action, any creature that sees can't target you w/ a hostile action)
Dantalion Knows (+8 to all Knowledge checks)
Read Thoughts (full-round action, as spell, 5' / BL)
Thought Travel* (standard action, can move to anywhere you can see 5' / BL)

Geryon 5th (DC 25, 5 ranks in Kn religion or planes)
Bad Pact: trust everyone, can't sense motive or detect thoughts
Acidic Gaze (30' radius, 2d6 damage, gaze attack rules, will neg)
See in Darkness (all, including deeper darkness)
All-Around Vision (+4 spot & search, no benefits to being flanked for opponents, gaze avoidance penalties)
Swift Flight* (1 round, 60', perfect, swift action)

Otiax 5th (DC 25)
Bad Pact: become uncomfortable in locked rooms, when locked items are around, must unlock when key is presented
Unlock* (standard action, automatic if DC < BL x 2)
Open (10' / BL, as Open/Close)
Combat Reflexes
Air Blast (up to 10', 1 per attack, 2d6 damage no Str, AoO's allowed, touch attacks)

6th Level

Chupoclops 6th (DC 25, must use tomb soil w/ binding, can't bind Amon)
Bad Pact: act pessimistic, must fail all fear saves and morale penalty effects
Aura of Despair (10' radius, -2 to attacks, checks, saves, weapon damage)
Ghost Touch on all melee attacks
Pounce
Soulsense (as blindsense and deathwatch, living creatures only, 10' radius)
Bite (d4 for medium, add Str)
Ethereal Watcher* (as ethereal jaunt, ends after taking any action)

Haures 6th (DC 25)
Bad Pact: act eccentric, if disbelieve an illusion, may not enter that area
Phantasmal Killer* (as spell, 10' / BL)
Mind Blank (as spell, suppressable)
Incorporeal Movement (can move through any terrain w/o penalty, enemies, not walls or solid bariers)
Major Image* (as spell, CL = BL)

Ipos 6th (DC 26, 5 ranks in Kn Arcana and Kn Religion or Kn Planes)
Bad Pact: must educate the unenlightened'
Cold Iron Claws (d6 for med, cold iron)
True Seeing* (swift action, 1 round)
Rend
Planar Attenutation (protection from any single plane)
Ipos's Influence (+1 DC for all abilities from bound Vestiges)

Shax 6th (DC 26, must draw w/in sight of a pond or larger body of water)
Bad Pact: become stingy, particularly about land, requires service or tax for use of territory
Immunity Electricity
Freedom of Movement* (self only, 1 round duration)
Storm Strike (swift action, 1 attack, +d6 electic & +d6 sonic damage)
Swim Speed (+8 to swim checks, can take 10 on swim, can auto-move, can "run" underwater)

Zagan 6th (DC 25, must kowtow during binding)
Bad Pact: become domineering, must slay all snakes and snakelike beings, must deface any deific snake representations
Improved Grapple (considered Large when grappling)
Aversion* (Will, 20' radius, snakes & snake creatures)
Scent
Snake Bane (+2 to hit & +2d6 damage vs. snakes & snake creatures)
Constrict (d8 x 1.5 Str + normal unarmed damage w/ successful grapple)

7th Level

Eligor 7th (DC 30)
Bad Pact: befriend outcasts, attack human, elf, dragon before others
+4 Str
+3 Natural Armor (4 @ 16, 5 @ 20)
Heavy Armor Prof
Ride-by Attack
Spirited Charge
Chromatic Strike (free action, +d6 fire, cold, acid or electricity)

Marchosias 7th (DC 30, must have stolen something and never atoned)
Bad Pact: act sly, must use death attack on surprised opponents
Death Attack (as assasin)
Fiery Retribution (+3d6 damage if target can use SA, SS, or Sk)
+16 competance Hide & Move Silently
Smoke Form* (as Gaseous Form, unlimited duration)

8th Level

Halphax 8th (DC: 32, bind inside or corner of a structure)
Bad Pact: act unashamed, must bow to any demands for hostages
DR 10 / adamantine
+16 Profession (Siege Engineer), Knowledge (architecture and engineering), can use untrained
Secure Shelter* (as Secure Shelter, 1 at a time, 60', std action)
Iron Wall* (as Wall of Iron, 1 min duration)
Imprison (as Imprisonment, std action touch attack, Fort, d4 rounds between uses)

Orthos 8th (DC 35, bind in bright illumination only)
Bad Pact: whisper, hate darkness, must carry an illumination source
Blindsight 30'
Whispering Wind (as spell, CL=BL, standard action)
Displacement (50%, true-seeing negates)
Whirlwind Breath* (60' cone, d6 / BL, ref 1/2, fort or prone and knocked back d4 x 10' or to outside cone rad)
#25

Pandaemoni

Feb 17, 2008 11:25:27
Do you have a link to the Binder Handbook? I am not finding it for some reason.

More helpfully than noting I fail at Google, you also seem to be missing the psionic vestiges (Arete, The Triad, and Abysm) and }the Cityscape web enhancement vestiges (Astaroth and Desharis), and those are WOTC, rather than Paizo material (so should be non contoversial in most games).
#26

jameswilliamogle

Feb 17, 2008 11:44:12
http://forums.gleemax.com/showthread.php?t=784085

I don't have those vestiges on this list, mainly b/c I haven't used the Binder summaries for some time in my personal games, but thats a great addition (for someone else: I feel I've done my time as far as Binders go :D).
#27

phoenixnemo

Feb 18, 2008 2:49:29
Good stuff guys, I'll be updating the handbook more this weekend/week (getting ready for a mma fight next weekend so my time is kind of crunched right now). I'm planning on the early entry tricks, will talk about the sorcerer vs wizard under the builds, and plan to include the warlock stuff. I'll add the bit about Bloodlines under the classes section (though I'm still not entirely sure how it works).

good luck!
i'm a MMA fighter too, it's nice to find one here one the forum.
#28

thehumandynamo

Feb 18, 2008 13:53:58
good luck!
i'm a MMA fighter too, it's nice to find one here one the forum.

That's awesome, where you from? What weight do you fight at?
#29

CubeKnight

Feb 18, 2008 16:14:05
Hmmmm, are you guys sure Leraje's Ricochet works with ranged spells? If it does, a Ray-focused Caster/Anima Mage/Spellwarp Sniper could get nasty, with Ricochet and Split Ray.
#30

jameswilliamogle

Feb 18, 2008 16:58:42
Hmmmm, are you guys sure Leraje's Ricochet works with ranged spells? If it does, a Ray-focused Caster/Anima Mage/Spellwarp Sniper could get nasty, with Ricochet and Split Ray.

I've never heard that before, but checking the text... that's prety slick! Even on a straight Binder, Karsus + Leraje for double Scorching Rays, for example (probably others... Enervation...). Like a weaker chain spell


EDIT: Which Wizard specialization do you folks think is the best entry? I'm sort of leaning towards Transmutation, with Enchantment and Necromancy close behind, as the auto-debuffs you can provide from Focolor and Chupoclops really help out the saves, but Transmutation also lends itself to gishes in general as well. Conjuration has some awesome Alt class features, but summoning can be provided via one (very powerful, if not overpowered) vestige.
#31

phoenixnemo

Feb 18, 2008 17:04:11
That's awesome, where you from? What weight do you fight at?

i'm from italy, i fight in middleweights (-84kg) dunno really in pounds, might be 185 IIRC.
#32

true_shinken

Feb 18, 2008 18:35:47
I've never heard that before, but checking the text... that's prety slick! Even on a straight Binder, Karsus + Leraje for double Scorching Rays, for example (probably others... Enervation...). Like a weaker chain spell


EDIT: Which Wizard specialization do you folks think is the best entry? I'm sort of leaning towards Transmutation, with Enchantment and Necromancy close behind, as the auto-debuffs you can provide from Focolor and Chupoclops really help out the saves, but Transmutation also lends itself to gishes in general as well. Conjuration has some awesome Alt class features, but summoning can be provided via one (very powerful, if not overpowered) vestige.

How about Divination?
#33

jameswilliamogle

Feb 18, 2008 19:01:28
How about Divination?

I did think of it, and losing less schools is pretty appealing, but the Binder has so many divination related abilities already, it seems a bit like overkill.

Malphus: Bird's Eye Viewing
Canibri: Divination at will (one of the most potent ones, actually)
Dantalion: Read Thoughts, +8 to knowledges
Andromalus: Locate Objects, See Invisibility
The Triad: Call to Mind
several: See in Darkness

I'm not sure its worth it, you know? Its a great school, no doubt, though.
#34

thehumandynamo

Feb 19, 2008 14:54:16
i'm from italy, i fight in middleweights (-84kg) dunno really in pounds, might be 185 IIRC.

Yes indeed that is 185lbs. You fight as an amateur or professional?
#35

thehumandynamo

Feb 19, 2008 16:01:12
Updated information on some builds and the Vestige section. I started to tackle skills, feats, and equipment but my computer crashed and I lost it all. Will update more hopefully tomorrow.

Please continue to suggest builds, equipment, feats, and vestige combinations that are useful and I'll get them in asap.
#36

phoenixnemo

Feb 20, 2008 2:39:49
Yes indeed that is 185lbs. You fight as an amateur or professional?

amateur
don't really have the time to train as a pro... i'm still studying.
#37

phoenix00

Feb 20, 2008 11:20:09
mention the green lady and the apostle of the green lady prc. It was going to be released in the savage tides path and was made by those adventures but the d&d insider change to dragon/dungeon prevented 4it. The designer then posted the info on the web.

http://paizo.com/paizo/messageboards/dungeon/generalDiscussion/statsForTyralandiScrimm

Sorcerer 1/Bloodline 3/Binder 1/Anima Mage 1/Apostle of the Green Lady 1

at lvl 7 your binding level is 1+3+1+3+1+3=12. Throw on improved binding and you can bind higher vestiges as binding level 14.
Also has 3 levels of sorcerer casting.

Only 4 hit dice though, so focus on defensive tactics. Apostle of the Green Lady has 6+skills, remember this.

Sorcerer 1/Bloodline 3/Binder 1/Anima Mage 1/Apostle of the Green Lady 1/Anima Mage +9/Apostle of the Green Lady +4
Epic Ready
Cast as a 16th lvl sorcerer with caster level 25
Effective binder level of 25

----

If your DM will wave rds not being lawful or you do an alingment change (ex bards lose no abilites they just can't advance bard)

Bard 2/Bloodline 2/Binder 1/Apostle of the Green Lady 2/Anima Mage 1/Apostle of the Green Lady +2(for a total of 4)/Sublime Chord 1/Anima Mage +9(for a total of 10.
Full Sublime Chord Casting.
Epic Ready
At lvl 6 you have an ebl of 1+2+1+2=6 and with improved binding an ebl of 8 to bind vestiges.
At lvl 8 you have an ebl of 1+2+2+2+1+2=10 and with improved binding an ebl of 12 to bind vestiges.
At lvl 20, full sublime chord casting, an ebl of 1+2+4+2+10+2=21
#38

phoenix00

Feb 21, 2008 13:56:06
Under adaptation of Anima Mage it says you can adapt anima mage for divine or psionics.

Using Improved Sigil Krau
Spirit Shaman 1/Binder 1/Bloodline 3/Anima Mage 1/Apostle of the Green Lady 1/Anima Mage +9/Apostle of the Green Lady +4

Cast as a 16th lvl Spirit Shaman, caster level 25, one level away from 9th lvl spells
Binds as a 25th lvl binder,(1+3+10+3+5+3)
Can use any wizard/sorcerer item thanks to green lady.
Can be entirely cha based thanks to that feat in one of the dragonlance books.

Also the flavor combination of binder and spirit shaman work so well together...
#39

jameswilliamogle

Feb 21, 2008 14:07:21
Hrmm... I never noticed that (I've been avoiding playing arcanists and divine casters like the plague, lately, though).

An Ardent / Binder / Anima Mage might be fun... Binder 2 / Ardent 1 / Anima Mage (Psionic) 10 / KoSS 5 / Bloodline 2 (mix up the KoSS / Anima Mage levels to get maximum level powers)...

Practiced Manifester, Improved Binding, Twin Power, Weapon Focus, 4 free (probably Assume Psionic Mantle, Expanded Knowledge, and a few metapsionics).

Heh, I'm liking the sound of that... Metamorphosis + Soulbinding + Outsider forms? On an Ardent that can pick up to 9th level powers? Sounds very sexy... (of course, you could do the same on a standard Anima Mage as well... but I'm not sure if you can get 9th level spells and full binding... Binder 1 / Wizard 2 / Anima Mage 10 / KoSS 1 / bloodline 3 / casting 3... nope...)
#40

zopzop

Feb 21, 2008 17:03:16
James how about this build : Cleric 4/Binder 1/Anima Mage 10/Tenebrous Apostate 5. You bind vestiges as a 17th level Binder (1 Binder + 2 Improved Binding feat + 10 Anima Mage + 4 Tenebrous Apostate) and have access to divine spells as a 18th level cleric (4 cleric + 10 Anima Mage + 4 Tenebrous Apostate). To top it all off you'd turn/rebuke undead as a 19th level cleric (Tenebrous' granted power + Cleric levels).
#41

jameswilliamogle

Feb 22, 2008 0:01:03
Its basically the same as Phoenix00's build. Its a good one. I'd do a base of Archivist though, to pick up Druid spells as well (you only lose domain granted powers). Use Tenebrous to qualify for "turn/rebuke undead". Some DMs allow that sort of thing, some don't, but custserv goes both ways on temporary prereqs qualifying for feats/prcs. You lose some turn/rebuke levels, but that L5 ability isn't all that great, imo, and you won't be turning jack squat for undead at CR 20 with just 19 turning levels.

btw, we're entering into very sketchy anima mage builds, now...
#42

korwin

Mar 14, 2008 5:07:29
Binder 1 / Wizard 5 / Anima Mage 10 / Unseen Seer 2 / Paragnostic Apostle 1 / ???? 1

Pre-Req.:

  • Anima Mage: Intimidate 4, Knowledge (the planes) 4, any metamagic, ability to cast 2nd-level arcane spells, ability to bind a 2nd-level vestige

  • Unseen Seer: Hide 8, Search 8, Sense Motive 4, Spellcraft 4, Spot 8, able to cast 1st-level arcane spells, including at least two divination spells.

  • Paragnostic Apostle: Knowledge Arcana 5, Knowledge Religion 5, Knowledge any 5 [Mind over Matter needs Knowledge architecture and engineering], able to cast Lvl. 3 Arcane spells, Member of the Paragnostic Asembly
#43

thehumandynamo

Mar 14, 2008 6:07:40
Stupid photobucket, I'll fix the picture when I'm back at home Monday.
#44

castlemike

Apr 11, 2008 19:06:21
Binder -2 with Improved Binding feat and class suppression ability, Erudite -3 using the Spells to Power Variant, Anima Mage (Psi) - 10, Full Psionic PRCs to taste -5. Effectively a Binder - 12 and Erudite - 18.

Only a single feat required required to make the build so lots of potential for tweaking and customizing.

Pretty strong at all levels and particularly higher levels concentrating the 10 daily psionic powers at the upper end of the scale with things like 9 PP Adept Heal, 13 PP Limited Wishes and 17 PP no experience Miracles for spell duplication at L19+.

Taking a feat like Hidden Talent for Astral Construct at first level Binder -1 would provide the PC with an always available useful psionic power which wouldn't count against daily Erudite power usage.
#45

Iry

Apr 16, 2008 2:43:55
Just another Triple Threat build. This one focuses more on spellcasting and binding early and casually picks up cleric levels later in the game. The only downside is that feat requirements basically tie you up until 12th level.

1) WuJen1
2) Binder1/WuJen1
3) Binder1/WuJen2
4) Binder1/WuJen2/Anima1
5) Binder1/WuJen2/Anima2
6) Binder1/WuJen2/Anima3
7) Binder1/WuJen2/Anima4
8) Binder1/WuJen2/Anima5
9) Binder1/WuJen2/Anima6
10) Binder1/WuJen2/Anima7
11) Binder1/WuJen2/Anima7/UrPriest1
12) Binder1/WuJen2/Anima7/UrPriest1/MysticTheurge1
13) Binder1/WuJen2/Anima7/UrPriest1/MysticTheurge2
14) Binder1/WuJen2/Anima7/UrPriest1/MysticTheurge3
15) Binder1/WuJen2/Anima7/UrPriest1/MysticTheurge4
16) Binder1/WuJen2/Anima7/UrPriest1/MysticTheurge5
17) Binder1/WuJen2/Anima7/UrPriest1/MysticTheurge6
18) Binder1/WuJen2/Anima7/UrPriest1/MysticTheurge7
19) Binder1/WuJen2/Anima7/UrPriest1/MysticTheurge8
20) Binder1/WuJen2/Anima7/UrPriest1/MysticTheurge9


1st: Earth Sense.
1st: Earth Spell.
1st: Heighten Spell.
3rd: Improved Binding.
6th: Iron Will.
9th: Spell Focus(Evil).
#46

jameswilliamogle

Apr 16, 2008 7:30:25
That's a nice build, Iry. People tend to stay away from Wu Jen b/c of the more limited spell list, but when you are casting off of 2 spell lists and have Binding to add as well, I think the diversity would be more than enough.

You don't really need Earth Sense, Spell, and Heighten. Instead take Sanctum Spell at 1st, and Extend Spell as the bonus metamagic. This frees up 1 more feat. Or, be an Illumian w/ Naenhoon and Heighten Spell, since you aren't getting into UrPriest until you can bind Tenebrous anyways.

That extra feat is pretty significant, imo, as it should try to get Extend and Persistant spell, which means only 1 feat left as is.

I love Versatile Spellcasting on my dual casters, as cross-casting spells is very cool (and efficient: you only have so many combats per day, and way more slots than you can use). The all-prepared casters can enter it with the Alacritious Congitation feat. So, that's just enough feats w/ the Illumian or Sanctum trick to fit in Persistant Spell and Versatile Spellcasting by 18th level.

So, there's a few tweaks that might help out.
#47

castlemike

Apr 18, 2008 13:24:47
Looks like a great build to capitalize on the Wujen Transcend Mortality spell using Vestige Metamagic with the Persistent Spell feat.

IMO recasting Transcend Mortality each day persisted with Vestige Metamagic would delay the death effect when the spell normally ends.
#48

jameswilliamogle

Apr 18, 2008 14:51:14
Looks like a great build to capitalize on the Wujen Transcend Mortality spell using Vestige Metamagic with the Persistent Spell feat.

IMO recasting Transcend Mortality each day persisted with Vestige Metamagic would delay the death effect when the spell normally ends.

Or, just Extend Persist it every other day (or through some other methods as well). Great idea for any ridiculously high-powered campaign, though! Definitely works...

Dang, ANY Wu Jen / Anima Mage combination can pull that off... geez...
#49

dead_weasel

Apr 27, 2008 22:55:37
I seem to recall there being rules for starting 1st level as a multiclass character (receiving the 'best' attributes of each base class, but halved - fewer spellslots, etc.).

My idea for exploiting that particular rule was to take both Improved Binding and Precocious Apprentice at 1st level (human, azurin, or strongheart halfling being the means of accomplishing this). This would allow entry into Anima Mage at 3rd level by exchanging a flaw for a metamagic feat (2nd level being taken up by becoming a normal 1st-level spellcaster/1st-level binder).

The problem? I cannot find the rules for a 1st-level multiclass character! I am concerned that these may have been in a 3.0 rulebook, or worse, a product of my imagination. Can anyone recall anything of this nature, to help me prove to myself that I am still a little bit sane? The reward, obviously, being obscenely early entry into a good prestige class.
#50

xoraxx

Apr 28, 2008 6:38:51
I seem to recall there being rules for starting 1st level as a multiclass character (receiving the 'best' attributes of each base class, but halved - fewer spellslots, etc.).

My idea for exploiting that particular rule was to take both Improved Binding and Precocious Apprentice at 1st level (human, azurin, or strongheart halfling being the means of accomplishing this). This would allow entry into Anima Mage at 3rd level by exchanging a flaw for a metamagic feat (2nd level being taken up by becoming a normal 1st-level spellcaster/1st-level binder).

The problem? I cannot find the rules for a 1st-level multiclass character! I am concerned that these may have been in a 3.0 rulebook, or worse, a product of my imagination. Can anyone recall anything of this nature, to help me prove to myself that I am still a little bit sane? The reward, obviously, being obscenely early entry into a good prestige class.

It used to be in the 3.0 DMG it was called something like "Apprentice", just checked 3.5 DMG but I can't find it in there, so they probably removed it.
#51

dead_weasel

Apr 28, 2008 13:37:08
It used to be in the 3.0 DMG it was called something like "Apprentice", just checked 3.5 DMG but I can't find it in there, so they probably removed it.



At least I have some sanity.
#52

castlemike

May 06, 2008 12:30:45
DMG 3.0 pages 40 - 41 Variant: 1st level multiclass characters.
#53

innabinder

Sep 16, 2008 0:02:23
Thread necromancy, I know. Apologies to the living.

A friend of mine is starting up a 3.5 campaign, and I've determined to play a Human Anima Mage. It's a FR campaign, and the books allowed are PGtF plus the FR regional book fitting our backstory (yet to be written), Core (without psionics ), PB2 and DMG2, and one additional sourcebook, which is obviously Tome of Magic in my case. The rest of the party is a Fighter 2/Ranger 3, Warlock 5, Druid 5, and Ranger 2/Scout 3. Character creation was 4d6x6, reroll ones once, and I got ridiculously lucky: 14 15 18 14 12 17 as placed, after adjustment for a 5th level start. My preliminary build is:

1. Binder - Improved Binding, Skill Focus: Concentration (bind Malphas)
2. Binder 1/Sorcerer 1 - Toad Familiar
3. Binder 1/Sorcerer 2 - Extend Spell (for Mage Armor)
4. Binder 1/Sorcerer 3
5. Binder 1/Sorcerer 4
6. Binder 1/Sorcerer 4/Anima Mage 1 - Empower Spell (for Melf's Acid Arrow)
7. Binder 1/Sorcerer 4/Anima Mage 2
8. Binder 1/Sorcerer 4/Anima Mage 3
9. Binder 1/Sorcerer 4/Anima Mage 4 - Persistent Spell (mmm, Draconic Polymorph plans)
10. Binder 1/Sorcerer 4/Anima Mage 5
11. Binder 1/Sorcerer 4/Anima Mage 6
12. Binder 1/Sorcerer 4/Anima Mage 7 - Open to Suggestions
13. Binder 1/Sorcerer 4/Anima Mage 8
14. Binder 1/Sorcerer 4/Anima Mage 9
15. Binder 1/Sorcerer 4/Anima Mage 10 - Open to Suggestions
16. Binder 1/Sorcerer 4/Anima Mage 10/Suggestions for PrC?
17. Binder 1/Sorcerer 4/Anima Mage 10/Suggestions for PrC?
18. Binder 1/Sorcerer 4/Anima Mage 10/Suggestions for PrC? - Open
19. Binder 1/Sorcerer 4/Anima Mage 10/Suggestions for PrC?
20. Binder 1/Sorcerer 4/Anima Mage 10/Suggestions for PrC?

Aside from the above questions, I'll happily entertain ideas for the best Vestiges to bind going forward - Malphas seems the best 2nd level choice and I'll keep it as the initial Vestige - and spells to fill my apparent role as primary caster, given that the Warlock is looking to be artillery, the Ranger/Scout is an archer, the Druid is Summons focused, and the Fighter/Ranger is sword & board.
#54

jaronk

Sep 16, 2008 3:16:31
With stats like that, I'd avoid Sorcerer and go for something with more flexibility (you're a Binder, you want that!). The best would probably be Archivist 4/Binder 1/Anima Mage 10/Tenebrous Apostate 5 with the divine adaptation of Anima Mage... that gives you 16th level binding and 19th level casting.

JaronK
#55

innabinder

Sep 16, 2008 5:37:39
With stats like that, I'd avoid Sorcerer and go for something with more flexibility (you're a Binder, you want that!). The best would probably be Archivist 4/Binder 1/Anima Mage 10/Tenebrous Apostate 5 with the divine adaptation of Anima Mage... that gives you 16th level binding and 19th level casting.

JaronK

Binder/Archivist would use too many non-Core sources based upon books allowed.
#56

castlemike

Sep 16, 2008 12:10:59
A +1 LA Draconic Human or +2 LA Half-Fey or Phrenic would be nice with LA buy down.

Guild Wizard of Waterdeep -2+ from Magic of Faernun for some limited spell pool access (I prefer the PRC requirements compared to Mage of the Arcane Order which is nice for 1 or 4 levels) which also opens up the Spellfire Wielder feat.

Arch Mage could be nice. (Arcane Disciple Luck Domain with High Arcana No experience Miracles for spell duplication 2/day as a spell like ability plus the bonus domain Miracle.

Abjurant Champion could be nice but not as nice as Arch Mage.

Thaumaturgist could be nice if you could learn Lesser Planar Ally as one of your "Unusual" spells to go Thaumaturgist. Get a Efreeti or Noble Djinni for your Planar Ally and you are good to go.:D
#57

surreal

Sep 17, 2008 22:14:07
In a game that never pulled through, I was going to play a Binder 1/Beguiler 4/Anima Mage 10/Shadowcraft Mage 5. The Beguiler base just for more skill points and a different set of abilities (and I hate picking spells for wiz/sor anyways) plus some trapfinding. That and Naberious combines very nicely with beguiler. SCM isn't necessary and it outside your books allowed, but is the final icing on the cake in terms of versatility. Otherwise, Incantatrix or Archmage are effective choices.
#58

innabinder

Sep 19, 2008 12:45:04
In a game that never pulled through, I was going to play a Binder 1/Beguiler 4/Anima Mage 10/Shadowcraft Mage 5. The Beguiler base just for more skill points and a different set of abilities (and I hate picking spells for wiz/sor anyways) plus some trapfinding. That and Naberious combines very nicely with beguiler. SCM isn't necessary and it outside your books allowed, but is the final icing on the cake in terms of versatility. Otherwise, Incantatrix or Archmage are effective choices.

Thanks, Surreal. I like the Beguiler base, but I worry some about not having the spell options that Wiz/Sorc gives me. Yes, I know that with a Sorc base my 'versatility' is somewhat gimped anyway. On the 5th level 'stub' I handed the DM for Binder 1/Sorcerer 4, my spells were: Ghost Sound, Read Magic, Prestidigitation, Mage Hand, Ray of Frost; Mage Armor (cast as 2nd with Extend), Enlarge Person, Grease; Glitterdust in an effort to combine Battlefield Control with some ability to gish if need be (D8 base, 18 CON and Toad Familiar make me ever-so-slightly less squishy than a straight Sorc).

Incantatrix is, obviously, a wonderful endcap to the build, but it feels a little bit overdone. I'd also probably be more inclined to look at a 5-level PrC so that the DM has little to complain about as far as the cheese factor is concerned.
#59

BloodDragon

Oct 07, 2008 14:44:08
Almost every one of the builds here uses the Extend/Persistent combo for their metamagic feats, outside of that heighten and Empowered were mentioned.

It would be nice if there was a break down of which metamagic feats were good for a Anima mage, especially since Persistent is known and ban by many DMs. All of the Metamagic threads in the Surreal-dex explicitly state that they rank their Metamagics without the use of Meta-reduction abilities, which is exactly what the Anima Mage does, so it would be nice to know where one stands when using Vestige Metamagic (VMM).

In hopes of sparking a conversation I suppose I'll start with my two cents:

Ani-ma-gic Feats:

Quicken: I find is universally useful when you're able to cast it without Spell level cost. One of the MetaM guilds stated that Quicken is largely useless now with the addition of the Celerity spell, but I find the ability to act instantly and toss out a Normal Spell +Quicken Spell. Is immeasurably powerful.

Twin/Repeat: Same as Quicken in almost every aspect except that they cast the same spell again and at best save you a spell slot. Still very useful. I personally prefer Twin over Repeat because I couldn't be bothered to wait a round.

Fel Animate: Wonderful for all sorts of reasons, mostly evil ones. As a wizard(Evoker/Necro usually) you can't plan on when you'll need a damaging spell to aid in raising your undead army, so it's nice to be able to decide on the fly. For Sorcerers it's just nice not to have to waste a +3 spell slot, still very worth while.

Fell Drain: Good for Wizards for flexibly reasons. Sorcerers might as well just cast it on the fly. It's only a +2.

Maximize/Empower: I'm of the crowd that says Empower is better all around. With maximize at +3 you’ll generally only be using this with Vestige MM and never outside of that. With empower at a +2 you could still feasible prepare or spontaneously cast normally, and VMM when in a pinch. Overall I feel Empower wins even more here due to its flexibility.

Fortify/Heighten: I think I’d have to double check on these but your able to crank these out without increasing the spell-slot they use?! Done!

Extended: Excellent Metamagic to take in general even as a Anima Mage, but not worth actaully using the VMM ability on. Pre-req for Persistent but good in it's own right.

Persistent: Yes it’s insanely good and is the obvious choice if DM permitted.

Any metamagic +1: You might as well just prepare or cast it unless you really need that Shapechange extended.

Majority of metamagic +2: I find anything at this level it’s really situational, depending on your character build, and how big of a mess you’ve gotten the party into. Generally any +2 metamagic is not worth wasting a VMM on, but there are a lot of good MMs at this level that you may have incorporated into your character build anyway.
#60

thehumandynamo

Oct 08, 2008 12:24:09
You seem to be on the right track, but no, you cannot use Fortify/Heighten without actually raising the level (at least with VMM). There are ways, but they are silly and should be banned long before Persistent.
#61

jaronk

Oct 08, 2008 16:05:04
Echoing Spell is absolutely wonderful, though it's even better if you're a Shadowcraft Anima Mage. And don't forget Residual Metamagic... double your free metamagics on one spell, if you cast it twice in a row!

JaronK
#62

phaedrusxy

Mar 07, 2009 12:31:29
I originally posted a version of this in the "Finish what you started" thread, but I think it is sufficiently bad-ass to warrant reposting here. :D

Gnome Wizard 1/Binder 1/Anima Mage 10/Shadocraft Mage 5/Magical Trickster3

I'd suggest taking the gnomish illusionist sub-level at 1st to get Silent Image as a cantrip, and also consider making this a Focused Specialist (Illusionist). You can emulate Conjuration and Evocation, so you could drop both if you want, and then either Enchantment or Necromancy (or both of the latter, and Evocation). The build requires two feats at first, so you either need to use one Flaw, or the non-gnome adaptation of SCM.

The trick: use Vestige Metamagic to Heighten Silent Image for free to 10th level with Earth Spell to cast 9th level conjuration/evocation spells as early as 10th level (Bind1/Wiz1/AM5/SCM3). :D

Add on Residual Metamagic, and you can emulate a 2nd 9th level spell using a Silent Image for free on the next round. Finally, combine this with the Magical Trickster's Tricky Metamagic to also apply Repeat Spell to the first one, and you could cast three 9th level spells using two cantrips in two rounds once per day, and ultimately get a total of seven 9th level spells per day cast from 0th/1st level slots...

Progression:
1 Focused Illusionist 1 Precocious Apprentice, Toughness
2 Binder 1 [Retrain Toughness to Improved Binding]
3 Anima Mage 1 Heighten Spell
4 AM 2 [Retrain Prec. App. to Earth Sense]
5 AM 3
6 AM 4 Earth Spell
7 SCM 1
8 SCM 2
9 SCM 3 Residual Magic, [Shadow Illusion]
10 AM 5 [Vestige Metamagic]
11 AM 6
12 AM 7 Repeat Spell, [Vestige Metamagic x2]
13 AM 8
14 AM 9 [Vestige Metamagic x3]
15 AM 10 Chain Spell
16 MT 1
17 MT 2 Quicken Spell
18 MT 3 [Metamagic Trick], Open Feat
19 SCM 4
20 SCM 5

Skill Tricks: False Theurgy, Swift Concentration, Collector of Stories

Alternative:
You could use Uncanny Trickster instead of Magical Trickster. By advancing Anima Mage with this, you could get an EBL of 15 for the purposes of what level vestige you can bind, allowing you to bind vestiges of up to 7th level. You'd lose the free metamagic from Magical Trickster, but it might be worth it.
#63

optimystik

Mar 09, 2009 0:50:40
I absolutely fell in love with this prestige class. The mechanical and roleplay opportunities are endless. At first I thought binders were less interesting than shadowcasters and truenamers but this handbook got my goober juices flowing very nicely.

Mechanical Bonuses:
Turn vestiges into metamagic;
Full DUAL caster progression;
Trading vestige abilities for spell slots (of any level you can access!);
Gain an (unnamed!) Initiative bonus every time you make a good pact
Immediate action any spell once per day; it gains Still and Silent to boot!

Roleplaying Opportunities:
Hiding eerie signs from your party members;
A laundry list of wacky influences (that can even be ignored in tense situations, with a penalty of course;
Keeping a wary eye out for witch hunters in every village;
Living a double life as the party's ordinary wizard, but secretly going out every morning to scrawl circles in the dirt, followed by using extremely strange abilities in battle.

It's just a dynamite PrC all around. Oh yeah, and you can jump into it as early as LEVEL 3! Sign me up!!!
#64

phaedrusxy

Mar 09, 2009 1:19:11
I agree completely. Everything I look at now, I seem to think "how could I do that with an Anima Mage?". :P
#65

mastatharizdun

Nov 19, 2009 1:28:10
What I am doing for my Anima Mage is im taking the two binding feats at level one and three and i am a human. Also for my bonus feat I am taking the truespeaking feat. and so at level five you can get into the Anima mage class easy! Then get out at level 15 to go into a small 5 level prestige class. for instance i would go effigy master in the complete Arcane. for some protection!
#66

waazraath

Nov 19, 2009 9:48:34
My raycaster/sneak attack build with anima mage:


Main features:
- multi attack ranged touch attack spells
- lots of sneak attack/sudden strike from binder
- metamagic madness for loads of extra attacks (with quicken, twin, etc.)

Nice bonus:
- very flexible when sneak attack isn’t a possibility, with loads of metamagic options, 19 casterlevels, 11 levels soulbinding

The build
Binder 1
Wizard (martial variant) 3
Anima Mage 10
Incantrix 4
Unseen Seer 2

Feats
1 Improved binding
human improved initiative
martial wizard: martial study (any shadow hand)
3 Iron will
6 craven
9 quicken spell
12 martial stance (assasins stance)
15 deadly precision
incantrix: extend spell
18 persistent spel
incantrix: twin spell

spells
multi attack ranged touch spells: scorching ray, melfs unicorn arrow
deny dex to AC: grease, improved invisibility, distract assailent
other good ranged touch: disintegrate, enervation, orb of …
misc.: snipers shot

Items
Rod of many wands
3 wands of melfs unicorn arrow (high level creator)
Rogues vest/novice iron heart vest (for iron heart surge)
Rod of magical precicion
The obvious (gloves of dex +6 blablabla)

Result:
-edit: new calculation after finding out that only the first attack coming from one spell that has several attacks does sneak attack damage. E.g., also with 3 scroching rays that hit 3 different targets, only the first does SA damage. That sucks, but makes more spells (and thus: metamagic) all the more important.
Also added into the calculation: polymorph into a Kelvezu (MM2) for 8d6 extra SA damage and deadly precision effect.

Normal melfs unicorn arrow: 5x 1d8 + 8 + 20 = 162.5
SA/SS = 24 x +/- 3.9 = 94
total 256.5

With the use of a rod of many wands & quickened twinned melfs unicorn arrow: 5 x 256.5 = 1282.5

The thread: here
#67

waazraath

Apr 07, 2010 15:19:24
I noticed that there aren't many anima mage builds yet that feature the "adaption" variants with divine spells or psionic powers. Most of the ones that are featured only give the class levels and no feats, spell selection, items or broader strategy.

I think it's a shame, since the possibilities with anima mages/priests/psions are, as mentioned at other places in this handbook, endless. Especially the anima priests seem very interesting. Because:
- casting in heavy armor
- no loss of other interesting class features (contrary to wizards, druids or psions), you get what you need (turn undead, domain powers) at 1st level
- self-buff spells of the cleric are awesome and compensate for the d4 hit die and low BaB
- anima mage class features effectively give 3 free persisted spells of any level and one quickened spell of any level. Add DMM persist in the mix and you get a character with a lot of permanent spells on it!
- possible abuse of the turn undead attempts given by the vestiges Tenebrous and Green Lady, with divine spells and

Here's my try!

Some presumptions:
- the green lady vestige from pathfinder is allowed.
- stuff under "adaption" is considered ok (else this whole post wouldn't make sense )
- Favoured classes and alignment restrictions are taken into account.
- it's ok to take "war" as domain without a deity and pick your own (martial) weapon for proficiency and focus
- the heterodoxy and heresy variant of Tome of Magic regarding clerics/binders isn't used (it doesn't make much sense without a deity, and to be honest, the variant doesn't make much sense to me at all)
- fluff prereqs can be worked around, only concerning church inquisitor

Human, LG, domains of worship: good, law, animal, war

Build
Level, class, feats, class features
1 cleric, divine vigor, extend spell, weapon prof & focus, turn undead, war domain, animal devotion (replaces animal domain), spells
2 cleric
3 binder, improved binding, soulbinding
4 cleric
5 anima priest
6 anima priest, sacred healing, exploit vestige
7 anima priest, vestigal awareness
8 anima priest
9 anima priest, persistent spell, vestige metamagic 1/day
10 anima priest
11 anima priest, vestige metamagic 2/day
12 contemplative, holy warrior, law devotion (replaces law domain)
13 anima priest,
14 anima priest, vestige metamagic 3/day
15 anima priest, mounted combat, vestige casting
16 prestige pally, detect evil, smite evil 1/day, turn undead
17 prestige pally, divine grace, lay on hands, special mount
18 prestige pally, DMM persist, aura of courage, divine health
19 church inquisitor, option: knowledge devotion (replaces domain)
20 church inquisitor, immunity to charms

Caster level 18
BaB 11 (18 with divine power)
Base saves
- fort 11
- ref 5
- will 18
wis > cha > con > str > dex > int

the idea
With a permanent bind of both the green lady and tenebrous, you get: +2 cha, a lvl 1 wiz/sor spell once every 5 round, use of arcane spell trigger items, ability to identify magic items with a spellcraft check, once a day use of the flicker shadow mistery (short range teleportation 1 round/lvl), see in darkness, deeper darkness as effect around you, some bonus damage once every 5 rounds, and, yo ho ho, both vestiges grant you a a turn undead attempt every five rounds.

At level three, with acces to the green lady, this means a permanent divine vigor is on (+2 temporary hp + 10 feet movement), since the activiation of the feat is one turn attempt, with a duration of 1 minute per level. Also, animal devotion can be used and bought back partly with this recurring turn attempt, partly with normal turn attempts, granting more uses/day.

At level 6, you gain the ability to heal the entire party up to full hp between encounters, spending NOTHING. Normally, a binder would need the Buer vestige for this, which does for the rest pretty much nothing. Other ways to do this normally include spending a lot of recourses.

At level 9, you have a persistent divine power. w00t. Together with the increased hitpoints and speed from divine vigor, extra bonusses useable several times/day from animal devotion, and the usual self buff spells for a cleric (or wizard, with the green lady ability to use arcane spell trigger items) of this level, you can go to town.

At lvl 11, you can bind tenebrous AND the green lady, getting 2 recurring turn attempts every 5 rounds, making it really easy to buy back uses of the devotion feats, and a persistent rightous might is added to the fun.

Lvl 12 gains another devotion feat that gives + to AC or attack, and a lot of bonus damage from the holy warrior feat...

Well, etcetera, I think it's clear from their where it goes at later levels, with more persistable options, freedom of movement, foresight, true seeing, and a helluvalot more can get persisted.

Variants
- for better defensive and offensive options, more divine feats can be chosen like divine might or divine shield. Their use is limitless, after all.
- more feats can be gained by dropping the prestige paladin, if flaws are allowed, or instead of holy warrior
- prestige paladin is added because of the awesomeness of +cha on saves at higher levels, with all the "save or die" misery that accompanies those levels. It can be dropped easily (to free a feat and regain a casterlevel) for more levels of contemplative or church inquisitor, that give nice bonusses as well.
- a version with a deity can be easily made, e.g. with heironeous. Ordained champion (3) would be very nice for the channel spell ability






#68

bigtuna

Jun 10, 2010 15:50:32
Great thread!

I'm just building my first binder/anima mage and found get deal of inspiration here.

So i thought i would share my build:

Binder1/sorc 1/anima mage 10/unseen seer 5/Paragnostic apostle 2/something 1

flaw1 imp binding, flaw2: imp sigil (krau) lvl 1 Able learner lvl 2 (dragon heritage instead of familiar) lvl 3 reach spell lvl 6 pratical metamagic (reach), lvl 9 spilt ray lvl 12 twin spell lvl 15 residual magic 18 pratical metamagic (split ray)


The basic plan: make spells like chill touch, storch touch and later Scalding Touch into reach spells - split them, and later twin them - get sudden strike/sneak attack from binder (or something else depending on the situation).


Illumians offer an alternative to that apprentice feat -the imp. Sigil (Krau) feat, but ask your Dm. There is a price how ever - since Illumians comes from the shadow plane they can't Bind the Triad.


Querbred from SoS should also be mentioned for anima mages that would like to focus om Int instead of Cha. +2 LA- not worth it without LA buyoff, but making Binding Dc int based and +4 to int isn't bad - but the -4 cha will hurt for making good pacts. If you planned on taking the 3 vestiges from Minds Eye that gives psionics look else where...


I know extend + persist would be a better use of Vestige metamagic than twin spell, but I don't like the cheese of persist. But residual magic should be a part of any Anima Mage build (thanks your pointing that out - who ever it was)