<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Voidcaller Orro</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Vital Statistics</div><div class="spoiler_body"><span class="bbc_size" style="font-size: 14pt;">Voidcaller Orro</span><br/>(http://i.imgur.com/vP1rNEJ.jpg)<br/><strong>Race:</strong> Human<br/><strong>Type:</strong> Changes to Outsider while binding Zceryll<br/><strong>Gender:</strong> Male<br/><strong>Class/Level:</strong> Binder|Warlock (Fiendish) 14|14<br/><strong>Alignment:</strong> Chaotic Neutral<br/><strong>Languages:</strong> Common, Untheric, Orc, Giant<br/><br/><span class="bbc_u"><strong>Ability Scores</strong></span><br/> STR: 8/-1<br/>CON: 16/+3<br/>DEX: 14/+2 (20/+5 w/Gloves of Dexterity)<br/>  INT: 14/+2<br/> WIS: 16/+3<br/>CHA: 18/+4 (24/+7 w/Cloak of Charisma) (+3 level-up)<br/>Leadership Score: 22 (18 + 2 great renown + 1 special power +1 fairness and generosity.)<br/>Commander Rating: 6 (Archmage)<br/>Commander Aura: Protective Commander. <br/>Benefit: Allies within 30 feet of you gain a +1 morale bonus on saving throws.<br/><br/>Senses: Darkvision 60', Mindsight 100'.<br/><br/><strong>Init:</strong> +9 (5 Dex + 4 Insight from Balam)<br/><strong>BAB:</strong> +10/+5<br/>Eldritch Blast: Ranged Touch +15 (+16 w/Warlock's Scepter), 7d6 damage (9d6 w/Chasuble of Fell Power), 60 ft. Range<br/><br/><strong>AC:</strong> 30 (10 + 5 Dex + 3 Armor + 5 Enhancement + 3 Deflection + 4 Insight)<br/><strong>DR:</strong> 3/Cold Iron or 10/Magic while binding Zceryll.<br/><strong>HP:</strong> 154<br/><strong>EP:</strong> 154<br/><br/><span class="bbc_u"><strong>Saves</strong></span><br/>Fort: +19 (Base +9, +3 Con, +7 Dark One's Own Luck) +4 on saves vs. Disease<br/> Ref: +14  (Base +4, +2 Dex(+5 w/Gloves of Dexterity), +4 Balam, +1 Luck)<br/>Will: +13 (Base +9, +3 Wis, +1 Luck) +4 on saves vs. Mind-affecting effects.<br/><br/>Note: Assume Zceryll, Balam, and  Tenebrous are bound unless otherwise noted.<br/><br/><strong>Spell Resistance:</strong> 24 while binding Zceryll<br/><br/><strong>Immunities:</strong> While bound to a vestige - Fear effects, Energy Drain and negative levels. <br/><br/>While bound to Zceryll - Confusion, insanity, and weird spells.<br/><br/><strong>Resistances:</strong> Fire and Acid 10. Cold 15 while binding 3 vestiges. Acid increases to 15 and gain Electricity resistance 15 while binding Zceryll.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Special Abilities</div><div class="spoiler_body">Detect Magic at-will. <br/><br/>Fast Healing 2 for 2 minutes 1/day. <br/><br/>While bound to a vestige: Slippery mind - If you fail your saving throw against an enchantment spell or effect, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.<br/><br/>While bound to Zceryll -<br/>Darkvision 60 ft.<br/><br/>Bolts of Madness 1/5 Rounds.<br/><br/>Summon Alien 1/5 Rounds.<br/><br/>Gain Pseudonatural Template.<br/><br/>Alternate Form: Standard action. Become a tentacle monster and enemies take -1 to attack rolls against you. Does not change abilities.<br/><br/>Telepathy 100 feet.<br/><br/>Gain Mindsight feat.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Mindsight feat</div><div class="spoiler_body">A creature that has this feat possesses innate telepathic ability that allows it to precisely pinpoint other thinking beings within range of its telepathy. The creature perceives where the others are and how powerful their intellects are.<br/><br/>Prerequisite: Telepathy special quality.<br/>Benefit: A creature that has this feat can detect and pinpoint beings that are not mindless (anything with an Intelligence score of 1 or higher) within range of its telepathy. This works much like blindsense—the creature knows what square each thinking being is in, but it does not see the being, and the being still has total concealment unless the creature can see it by some other means.<br/><br/>The creature also perceives several observable characteristics about each being detected with mindsight, including the being’s type and Intelligence score.The creature need not take any additional or special actions to gain this information; it is as obvious to mindsight as the being’s race and clothing would be to eyesight.<br/>Normal: Telepathy offers no special ability to sense other minds. The creature has to know that a being is there to communicate with it telepathically.</div></div><br/>While bound to Balam-  1/5 rounds Reroll one attack, saving throw, or skill check you have just made. You must accept the result of the reroll, even if it is worse than the original. <br/><br/>Gaze attack that deals 2d6 points of cold damage to the target. A successful Will save negates this damage.<br/><br/>Insight bonus equal to +1 per four effective binder levels on initiative checks, Reflex saves, and AC.<br/><br/>While bound to Tenebrous-<br/>Deeper Darkness: You can cloak an area in shadows as though<br/>using the deeper darkness spell (caster level equals your effective binder level), with the following exceptions. The effect<br/>is always centered on you, it has an unlimited duration, and<br/>you can shift the range of the emanation (within the normal<br/>range) up or down 10 feet as a move action. You can suppress<br/>or activate this ability as a standard action.<br/><br/>See in Darkness: You can see perfectly through darkness of<br/>any kind, even that created by a deeper darkness spell (or your<br/>deeper darkness ability).<br/><br/>Touch of the Void: As a swift action, you can charge a melee<br/>attack or melee touch attack with cold energy. Your next<br/>melee attack deals an extra 1d8 points of cold damage, plus<br/>1d8 points of cold damage for every four effective binder<br/>levels beyond 7th that you possess. When you attain an effective<br/>binder level of 11th, you can charge your weapon for an<br/>entire round. Once you have used this ability, you cannot do<br/>so again for 5 rounds.<br/><br/>Turn/Rebuke Undead: You can turn or rebuke undead as<br/>a cleric of your effective binder level. As with a cleric, you<br/>turn if you are good and rebuke if you are evil. If you are<br/>neutral, you choose whether to turn or rebuke upon binding<br/>with Tenebrous and cannot later change your mind. If you<br/>have the ability to turn or rebuke undead from other classes,<br/>your levels in those classes stack with your effective binder<br/>level for the purpose of determining your turning ability.<br/>Once you have used this ability, you cannot do so again for<br/>5 rounds.<br/><br/>Vessel of Emptiness: You can use the flicker shadow magic<br/>mystery (see page 146) as a supernatural ability once per day.<br/>At 13th level, you can use this ability two times per day, and<br/>at 19th level, you can use it three times per day.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Class Abilities</div><div class="spoiler_body">Proficiencies: Simple weapons, light armor.<br/><br/><span class="bbc_u"><strong>Binder</strong></span><br/>Class Skills (2 + Int modifier per level, ×4 at 1st level): Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather<br/>Information, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (religion), Knowledge (the planes),<br/>Profession, Sense Motive.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Soul Binding (Su)</div><div class="spoiler_body"> Through special methods known only to binders, you can contact a vestige and make a pact with it. At 1st level, you can make a pact with one vestige at a time. At higher levels, you can form and maintain pacts with multiple vestiges simultaneously, as shown on Table 1–1. <br/><br/>You must complete the summoning and binding process with each separately, so each has its normal chance to influence you. You bear the physical sign of binding for each one. Your effective binder level, or EBL (your binder class level plus any soul binding bonuses you receive from prestige classes or other sources), determines the maximum level of vestige you can summon, as well as all other functions related to binding vestiges. This value equates to your binder class level, as given on Table 1–1, for this purpose. If the vestige you are trying to contact is of a higher level than your indicated maximum, you cannot summon it.<br/><br/>To contact a vestige, you must draw its unique seal visibly on a surface (generally the ground), making the image at least 5 feet across. Drawing a seal requires the ability to mark a surface and 1 minute of concentration, and the act provokes attacks of opportunity. A seal not used within 1 minute of its drawing loses all potency, and you must draw a new one to contact the vestige. A vestige might also have other requirements for contact, as noted in its entry (see The Vestiges, page 16).<br/><br/>Once the seal is drawn, you must perform a ritual requiring a full-round action to summon the corresponding vestige. During this time, you must touch the seal and call out to the vestige using both its name and its title. The ritual fails if you cannot be heard (for example, if you are within the area of a silence spell). Otherwise, a manifestation of the vestige appears in the seal’s space as soon as you fi nish the ritual. This image is not the actual vestige; it is merely a figment—an illusion that cannot harm or be harmed by any creature. Creatures that interact with the image or study it carefully automatically recognize it as illusory. The summoned image ignores everyone but you. If you fail to address it within 1 round, it disappears. The vestige speaks in whatever language you used to call it.<br/><br/>To make a pact with your summoned vestige, you must make a binding check (1d20 + your effective binder level + your Cha modifier). This process requires 1 minute, but you can choose to make a rushed binding check as a full-round action at a –10 penalty. The DC for this check is provided in the description of each vestige (see pages 16–49). You must make your perilous pact alone; others cannot aid you in any way.<br/><br/>Whether the binding check succeeds or fails, you gain the powers granted by the vestige for 24 hours. During that time, you cannot rid yourself of the vestige unless you possess the Expel Vestige feat. Success or failure does, however, determine other aspects of the pact. If you fail the binding check, the vestige influences your personality and your actions, and you are said to have made a poor pact. (Specifically, the vestige’s presence changes your general demeanor, and it can force you to perform or refrain from certain actions.) If your binding check is successful, the vestige has no control over your actions and does not influence your personality. In this case, you are said to have made a good pact.<br/><br/>While under the influence of a vestige, you must adhere to its requirements to the best of your ability.<br/><br/>If you are conscious and free-willed, and you encounter a situation in which you cannot or will not refrain from a prohibited action or perform a required one, you take a –1 penalty on attack rolls, saving throws, and checks until that vestige leaves you. If you are influenced by more than one vestige, you must act according to all their influences. If you fail to fulfill the requirements of more than one vestige or disobey a single vestige more than once, the penalties stack.<br/><br/>As long as you are bound to a vestige, you manifest a specific physical sign of its presence, as given in its entry. This sign is real, not an illusory or shapechanging effect, and someone using true seeing perceives it just as it is. You can hide a sign by mundane or magical means without penalty, or you can prevent it from appearing at all if you have the suppress sign ability.<br/><br/>Vestiges are bound to your soul by the pact. They cannot be targeted or expelled by any means except the Expel Vestige feat, nor can they be suppressed except by an antimagic field or similar effect.<br/><br/>The Difficulty Class for a saving throw against any supernatural power granted by a vestige is 10 + 1/2 your effective binder level + your Cha modifier.</div></div><br/>Suppress Sign (Ex): At 2nd level and higher, when you make a good pact, you can choose not to exhibit the physical sign that normally accompanies a pact with a vestige. You can suppress or reveal the sign at will as a swift action. With a poor pact, you gain the powers of the vestige, but you cannot suppress its sign. You show it for the duration of the pact and are influenced by it as normal.<br/><br/>Bonus Feats: At 4th level, and again at 11th and 18th level, you gain a bonus feat of your choice from the following list: Armor Proficiency (medium), Armor Proficiency (heavy), Diligent, Investigator, Martial Weapon Proficiency, Negotiator, Persuasive, Shield Proficiency, and the feats presented in this chapter. Feats not described in this book can be found in the Player’s Handbook. These feats are in addition to those normally gained for attaining higher levels, but you must still meet any prerequisites for the bonus feats you choose.<br/><br/>Pact Augmentation (Su): Beginning at 2nd level, you can draw additional power from the vestiges you bind. As long as you are bound to at least one vestige, you can choose one ability from the following list. Each time you rebind a vestige, you also reselect your pact augmentation ability. As you attain higher levels, you can make additional selections from the list. You gain one additional ability at 5th, 10th, 16th, and 20th level (to a maximum of five selections at 20th level). You can choose a single ability multiple times, and their effects stack. For instance, at 16th level you could choose bonus hit points twice and damage reduction twice, gaining +10 hit points and damage reduction 2/—.<br/><br/>Pact Augmentation Abilities<br/>+5 hit points<br/>Energy resistance 5 (acid, cold, electricity, fire, or sonic)<br/>+1 insight bonus on saving throws<br/>Damage reduction 1/—<br/>+1 insight bonus to Armor Class<br/>+1 insight bonus on attack rolls<br/>+1 insight bonus on damage rolls<br/>+2 insight bonus on initiative checks<br/><br/>Soul Guardian (Su): Beginning at 6th level, you have immunity to fear effects as long as you are bound to a vestige. As you attain higher binder levels, the vestige guards its time with you even more jealously, granting you protection from additional effects that would harm your soul and life energy for as long as the pact lasts.<br/><br/>At 9th level, you gain the slippery mind ability, which allows you to wriggle free from magical effects that would otherwise control or compel you. If you fail your saving throw against an enchantment spell or effect, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.<br/><br/>At 13th level, you gain immunity to energy drain and negative levels.<br/><br/>When you attain 19th level, your bound vestiges completely protect your mind, granting you immunity to all mind-affecting spells and abilities.<br/><br/><span class="bbc_u"><strong>Warlock</strong></span><br/>Alignment: Any evil or any chaotic.<br/>Hit Die: d6.<br/>Class Skills<br/>The warlock’s class skills (and the key ability for each skill)<br/>are Bluff (Cha), Concentration (Con), Craft (Int), Disguise<br/>(Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana)<br/>(Int), Knowledge (the planes) (Int), Knowledge (religion)<br/>(Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int),<br/>and Use Magic Device (Cha).<br/>Skill Points at 1st Level: (2 + Int modifier) × 4.<br/>Skill Points at Each Additional Level: 2 + Int modifier.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Invocations</div><div class="spoiler_body"> A warlock does not prepare or cast spells<br/>as other wielders of arcane magic do. Instead, he possesses a<br/>repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will, with the following qualifications:<br/><br/>A warlock’s invocations are spell-like abilities; using an<br/>invocation is therefore a standard action that provokes attacks<br/>of opportunity. An invocation can be disrupted, just as a<br/>spell can be ruined during casting. A warlock is entitled to a<br/>Concentration check to successfully use an invocation if he<br/>is hit by an attack while invoking, just as a spellcaster would<br/>be. A warlock can choose to use an invocation defensively, by<br/>making a successful Concentration check, to avoid provoking<br/>attacks of opportunity. A warlock’s invocations are subject to<br/>spell resistance unless an invocation’s description specifi cally<br/>states otherwise. A warlock’s caster level with his invocations<br/>is equal to his warlock level.<br/><br/>The save DC for an invocation (if it allows a save) is 10 +<br/>equivalent spell level + the warlock’s Charisma modifi er.<br/>Since spell-like abilities are not actually spells, a warlock<br/>cannot benefit from the Spell Focus feat. He can, however,<br/>benefit from the Ability Focus feat (see page 303 of the Monster<br/>Manual), as well as from feats that emulate metamagic effects<br/>for spell-like abilities, such as Quicken Spell-Like Ability<br/>and Empower Spell-Like Ability (see pages 303 and 304 of<br/>the Monster Manual).<br/><br/>The four grades of invocations, in order of their relative<br/>power, are least, lesser, greater, and dark. A warlock begins<br/>with knowledge of one invocation, which must be of the<br/>lowest grade (least). As a warlock gains levels, he learns<br/>new invocations, as summarized on Table 1–1 and described<br/>below. A list of available invocations can be found following<br/>this class description, and a complete description of each<br/>invocation can be found in Chapter 4 of this book.<br/><br/>At any level when a warlock learns a new invocation,<br/>he can also replace an invocation he already knows with<br/>another invocation of the same or a lower grade. At 6th<br/>level, a warlock can replace a least invocation he knows<br/>with a different least invocation (in addition to learning a<br/>new invocation, which could be either least or lesser). At<br/>11th level, a warlock can replace a least or lesser invocation<br/>he knows with another invocation of the same or a lower<br/>grade (in addition to learning a new invocation, which<br/>could be least, lesser, or greater). At 16th level, a warlock<br/>can replace a least, lesser, or greater invocation he knows<br/>with another invocation of the same or a lower grade (in<br/>addition to learning a new invocation, which could be least,<br/>lesser, greater, or dark).<br/><br/>Finally, unlike other spell-like abilities, invocations<br/>are subject to arcane spell failure chance as described<br/>under Weapon and Armor Profi ciency above. Warlocks<br/>can qualify for some prestige classes usually intended for<br/>spellcasters; see Warlocks and Prestige Classes, page 18,<br/>for details.</div></div><br/>Eldritch Blast (Sp): The first ability a warlock learns is<br/>eldritch blast. A warlock attacks his foes with eldritch power,<br/>using baleful magical energy to deal damage and sometimes<br/>impart other debilitating effects.<br/><br/>An eldritch blast is a ray with a range of 60 feet. It is a ranged<br/>touch attack that affects a single target, allowing no saving<br/>throw. An eldritch blast deals 1d6 points of damage at 1st<br/>level and increases in power as the warlock rises in level. An<br/>eldritch blast is the equivalent of a spell whose level is equal<br/>to one-half the warlock’s class level (round down), with a<br/>minimum spell level of 1st and a maximum of 9th when a<br/>warlock reaches 18th level or higher.<br/><br/>An eldritch blast is subject to spell resistance, although the<br/>Spell Penetration feat and other effects that improve caster<br/>level checks to overcome spell resistance also apply to eldritch<br/>blast. An eldritch blast deals half damage to objects. Metamagic<br/>feats cannot improve a warlock’s eldritch blast (because it is a<br/>spell-like ability, not a spell). However, the feat Ability Focus<br/>(eldritch blast) increases the DC for all saving throws (if any)<br/>associated with a warlock’s eldritch blast by 2. See page 303 of<br/>the Monster Manual.<br/><br/>Detect Magic (Sp): Beginning at 2nd level, a warlock can<br/>use detect magic as the spell at will. His caster level equals his<br/>class level.<br/><br/>Damage Reduction (Su): Fortified by the supernatural<br/>power flowing in his body, a warlock becomes resistant to<br/>physical attacks at 3rd level and above, gaining damage<br/>reduction 1/cold iron. At 7th level and every four levels<br/>thereafter, a warlock’s damage reduction improves as shown<br/>on Table 1–1.<br/><br/>Deceive Item (Ex): At 4th level and higher, a warlock has<br/>the ability to more easily commandeer magic items made<br/>for the use of other characters. When making a Use Magic<br/>Device check, a warlock can take 10 even if distracted or<br/>threatened.<br/><br/>Fiendish Resilience (Su): Beginning at 8th level, a<br/>warlock knows the trick of fiendish resilience. Once per day,<br/>as a free action, he can enter a state that lasts for 2 minutes.<br/>While in this state, the warlock gains fast healing 1.<br/><br/>At 13th level, a warlock’s fiendish resilience improves.<br/>When in his fiendish resilience state, he gains fast healing 2<br/>instead. At 18th level, a warlock’s fiendish resilience improves<br/>to fast healing 5.<br/><br/>Energy Resistance (Fire, Acid) (Su): At 10th level and higher, a<br/>warlock has resistance 5 against any two of the following<br/>energy types: acid, cold, electricity, fire, and sonic. Once the<br/>types are chosen, this energy resistance cannot be changed.<br/>At 20th level, a warlock gains resistance 10 against the two<br/>selected types of energy.<br/><br/>Imbue Item (Su): A warlock of 12th level or higher can<br/>use his supernatural power to create magic items, even if he<br/>does not know the spells required to make an item (although<br/>he must know the appropriate item creation feat). He can<br/>substitute a Use Magic Device check (DC 15 + spell level for<br/>arcane spells or 25 + spell level for divine spells) in place of<br/>a required spell he doesn’t know or can’t cast.<br/><br/>If the check succeeds, the warlock can create the item as if<br/>he had cast the required spell. If it fails, he cannot complete<br/>the item. He does not expend the XP or gp costs for making<br/>the item; his progress is simply arrested. He cannot retry this<br/>Use Magic Device check  that spell until he gains a new<br/>level.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Invocations</div><div class="spoiler_body">Invocation Save DC:  17 + Effective Spell level<br/>Max Grade: Greater<br/>Number: 8 (3 Least, 4 Lesser, 2 Greater)<br/><br/><span class="bbc_u">Least</span><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Baleful Utterance</div><div class="spoiler_body">Least; 2nd<br/>You speak a single syllable of the<br/>Dark Speech (described in Book of Vile<br/>Darkness), affecting an object or area<br/>as if by a shatter spell. If a creature is<br/>holding or wearing the target of the<br/>spell and the target is destroyed, the<br/>creature must make a Fortitude save or<br/>be dazed for 1 round and deafened for<br/>1 minute by your terrible word. This is<br/>a sonic effect.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Shatter</div><div class="spoiler_body">Shatter<br/>Evocation [Sonic]<br/>Level:   Brd 2, Chaos 2, Clr 2, Destruction 2, Sor/Wiz 2<br/>Components:   V, S, M/DF<br/>Casting Time:   1 standard action<br/>Range:   Close (25 ft. + 5 ft./2 levels)<br/>Area or Target:   5-ft.-radius spread; or one solid object or one crystalline creature<br/>Duration:   Instantaneous<br/>Saving Throw:   Will negates (object); Will negates (object) or Fortitude half; see text<br/>Spell Resistance:   Yes (object)<br/>Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.<br/>Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.<br/>Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.<br/>Arcane Material Component<br/>A chip of mica.</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Dark One's Own Luck</div><div class="spoiler_body">Least; 2nd<br/>You are favored by the dark powers<br/>if you have this invocation. You gain<br/>a luck bonus equal to your Charisma<br/>bonus (if any) on Fortitude saves,<br/>Reflex saves, or Will saves (your choice<br/>each time you use this ability) for a<br/>period of 24 hours. You can’t apply this<br/>ability to two different save types at<br/>the same time. This bonus can never<br/>exceed your class level.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Beguiling Influence</div><div class="spoiler_body">Least; 2nd<br/>You can invoke this ability to beguile<br/>and bewitch your foes. You gain a +6<br/>bonus on Bluff, Diplomacy, and Intimidate<br/>checks for a period of 24 hours.</div></div><br/><span class="bbc_u">Lesser</span><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">The Dead Walk</div><div class="spoiler_body">﻿THE DEAD WALK<br/>Lesser; 4th<br/>You can turn the bones or bodies of<br/>dead creatures into undead skeletons<br/>or zombies (as the animate dead spell).<br/>Unless you include the normal material<br/>component for the spell (an onyx<br/>gem worth 25 gp per Hit Die of the<br/>undead) as part of the process, undead<br/>created by this ability crumble into<br/>dust after 1 minute per caster level.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Animate Dead</div><div class="spoiler_body">Animate Dead<br/>Necromancy [Evil]<br/>Level:   Clr 3, Death 3, Sor/Wiz 4<br/>Components:   V, S, M<br/>Casting Time:   1 standard action<br/>Range:   Touch<br/>Targets:   One or more corpses touched<br/>Duration:   Instantaneous<br/>Saving Throw:   None<br/>Spell Resistance:   No<br/>This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.<br/><br/>The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)<br/>Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit)<br/><br/>The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.<br/><br/>Skeletons<br/>A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.<br/><br/>Zombies<br/>A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.<br/><br/>Material Component<br/>You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Eldritch Chain</div><div class="spoiler_body">Lesser; 4th; Blast Shape<br/>This blast shape invocation allows<br/>you to improve your eldritch blast by<br/>turning it into an arc of energy that<br/>“jumps” from the first target to others.<br/>An eldritch chain can jump to one or<br/>more secondary targets within 30 feet<br/>of the first target, allowing you to make<br/>additional ranged touch attacks and<br/>deal damage to the secondary targets<br/>if you hit.<br/><br/>You can “jump” the chain to one<br/>secondary target per five caster levels,<br/>so you can strike two additional targets<br/>at 10th level, three additional targets at<br/>15th level, and four additional targets<br/>at 20th level. Each new target must be<br/>within 30 feet of the previous one, and<br/>you can’t target the same creature more<br/>than once with the eldritch chain. If you<br/>miss any target in the chain, the eldritch<br/>chain attack ends there.<br/><br/>Each target struck after the first<br/>takes half the damage dealt to the first<br/>target. This reduction in damage to<br/>secondary targets applies to any effect<br/>that increases the damage of your<br/>eldritch blast (such as vitriolic blast). You<br/>must make a separate spell penetration<br/>check for each target, if applicable.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Fell Flight</div><div class="spoiler_body">Lesser; 3rd<br/>When you use this invocation, the<br/>powers of darkness bear you aloft as<br/>you sprout a streaming, winglike cape<br/>of shadows. You can fly at a speed equal<br/>to your land speed with good maneuverability<br/>for 24 hours.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Relentless Dispelling</div><div class="spoiler_body">Lesser; 4th<br/>You can use the targeted version of dispel magic as<br/>the spell. Repeats at the start of your next turn without requiring an additional action.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Dispel Magic</div><div class="spoiler_body">Dispel Magic<br/>Abjuration<br/>Level:   Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3<br/>Components:   V, S<br/>Casting Time:   1 standard action<br/>Range:   Medium (100 ft. + 10 ft./level)<br/>Target or Area:   One spellcaster, creature, or object; or 20-ft.-radius burst<br/>Duration:   Instantaneous<br/>Saving Throw:   None<br/>Spell Resistance:   No<br/>You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells.<br/><br/>Note: The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.<br/><br/>You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:<br/><br/>Targeted Dispel<br/>One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.<br/><br/>If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.<br/><br/>If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.<br/><br/>You automatically succeed on your dispel check against any spell that you cast yourself.<br/></div></div></div></div><br/><span class="bbc_u">Greater</span><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Chilling Tentacles</div><div class="spoiler_body">Greater; 5th<br/>This invocation allows you to conjure<br/>forth a field of soul-chilling black<br/>tentacles that ooze from the ground,<br/>groping for victims. This invocation<br/>functions identically to the Evard’s<br/>black tentacles spell, except that each<br/>creature within the area of the invocation<br/>takes 2d6 points of cold damage<br/>each round. Creatures in the area take<br/>this cold damage whether or not they<br/>are grappled by the tentacles.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Black Tentacles</div><div class="spoiler_body">Black Tentacles<br/>Conjuration (Creation)<br/>Level:   Sor/Wiz 4<br/>Components:   V, S, M<br/>Casting Time:   1 standard action<br/>Range:   Medium (100 ft. + 10 ft./level)<br/>Area:   20-ft.-radius spread<br/>Duration:   1 round/level (D)<br/>Saving Throw:   None<br/>Spell Resistance:   No<br/>This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.<br/>Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8. The tentacles are immune to all types of damage.<br/><br/>Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes.<br/>Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t grappling with the tentacles may move through the area at only half normal speed.<br/>Material Component<br/>A piece of tentacle from a giant octopus or a giant squid.</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Nightmares Made Real</div><div class="spoiler_body">Greater; 5th<br/>You can use nightmare terrain as the<br/>spell (see page 111). In addition to the<br/>normal effect, all creatures within the<br/>area at the start of your turn take 1d6<br/>points of damage if they do not succeed<br/>on Will saves to disbelieve the effect.<br/>If you use this invocation a second<br/>time while a previous nightmares made<br/>real is still present, the previous effect<br/>ends.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Nightmare Terrain</div><div class="spoiler_body">NIGHTMARE TERRAIN<br/>Illusion (Shadow)<br/>Level: Assassin 3, bard 3, hexblade 3,<br/>sorcerer/wizard 4<br/>Components: V, S<br/>Casting Time: 1 standard action<br/>Range: Close (25 ft. + 5 ft./2 levels)<br/>Area: Five 10-ft. cubes + one 10-ft.<br/>cube/level (S)<br/>Duration: 1 round/level<br/>Saving Throw: Will disbelief (if<br/>interacted with)<br/>Spell Resistance: No<br/>You cloak your surroundings with phantasmagoric figures, creating a horrific dreamscape. You make any terrain look, sound, and smell like something out of a nightmare. Writhing vegetation, disembodied limbs, animated corpses, and smoking pits cover every surface. Miasmic vapors fill the air, along with various foul stenches. The nightmare terrain you create is mostly illusory, but the obstacles are partially real. Creatures within, entering, or viewing the area are entitled to Will saves to discern the illusion. Creatures that fail their saves become entangled.<br/><br/>Regardless of the outcome of the save, creatures within 5 feet have concealment, while those 10 feet or farther away have total concealment. Furthermore, as long as you are within the area of this spell, you can attempt Hide checks even while being observed. (Other creatures don't gain this benefit.)</div></div></div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Vestiges</div><div class="spoiler_body">Vestige Power Save DC: 24 (10 +1/2 level + Cha Mod)<br/>Max Vestiges Bound: 3<br/>Max Pact Augmentations: 3<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Dantalion, Binding DC 25</div><div class="spoiler_body">Vestige Level: 5th<br/>Binding DC: 25<br/><br/>Sign: One of Dantalion’s faces appears on your torso, as<br/>though it were a vestigial conjoined twin. It seems lifeless<br/>most of the time, but when you activate an ability granted<br/>by Dantalion, it opens its eyes and mouth, revealing a starry<br/>void within.<br/><br/>Influence: Dantalion’s influence causes you to be aloof<br/>and use stately gestures. Dantalion can’t help but be curious<br/>about the leaders of the day, so anytime you are within 100<br/>feet of someone who clearly is (or professes to be) a leader of<br/>others, Dantalion requires that you try to read that person’s<br/>thoughts. Once you have made the attempt, regardless of<br/>success or failure, you need not try to read that person’s<br/>thoughts again.<br/><br/>Granted Abilities: Pact magic grimoires attest to Dantalion’s<br/>profound wisdom and his extensive knowledge about<br/>all subjects. Because he knows all thoughts, he can grant you<br/>a portion of that power, as well as the ability to travel just by<br/>thinking. You also gain a portion of his commanding presence,<br/>which many binders ascribe to his royal origins.<br/><br/>Awe of Dantalion: When you invoke this ability (a move<br/>action), any creature that sees you is unable to attack you<br/>or target you with a hostile spell for 1 round. If you attempt<br/>any hostile action, such as making an attack roll or casting<br/>an offensive spell against the affected creature or its allies,<br/>the effect ends. Once you have used this ability, you cannot<br/>do so again for 5 rounds.<br/><br/>Dantalion Knows: While bound to Dantalion, you have a<br/>+8 bonus on Knowledge checks. This ability does not allow<br/>you to make Knowledge checks untrained.<br/><br/>Read Thoughts: At will as a full-round action, you can<br/>attempt to read the surface thoughts of any creature you can<br/>see, as long as it is within 5 feet per effective binder level you<br/>possess. If the target makes a successful Will save, you cannot<br/>read its thoughts for 1 minute.<br/><br/>Creatures of animal intelligence (Int 1 or 2) have simple,<br/>instinctual thoughts that you can pick up. If you attempt to<br/>read the thoughts of a creature with an Intelligence score 10<br/>points higher than your own, you automatically fail and are<br/>stunned for 1 round. You can read a creature’s thoughts for<br/>as long as you concentrate.<br/><br/>Thought Travel: As a standard action, you can instantly<br/>transport yourself and any objects you carry (up to a heavy<br/>load) to any location you can see that is within 5 feet per effective binder level you possess. The desired location cannot be within an object or beyond a barrier unless you have some<br/>means of seeing the exact space you desire to occupy. If you<br/>cannot occupy the designated space because it contains a<br/>solid body inside which you cannot exist (for example, if an<br/>invisible creature is in the square, or some magic in that location<br/>prevents dimensional travel, or the like), the attempt to<br/>travel fails and you are stunned for 1 round. Otherwise, you<br/>always arrive at the exact location desired. You cannot use<br/>this ability while blinded. Thought travel is a teleportation<br/>effect and is usable a number of times per day equal to your<br/>effective binder level. Once you have used this ability, you<br/>cannot do so again for 5 rounds.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Agares, Binding DC 22</div><div class="spoiler_body">Vestige Level: 4th<br/>Binding DC: 22<br/><br/>Sign: You gain a wracking cough that spews dust and small<br/>stones from your mouth. This coughing prevents you from<br/>casting any spells that have verbal components. While bound<br/>to Agares, you can resist the urge to cough for a number of<br/>rounds equal your Constitution score. Thereafter, you cough<br/>for a round and then can try to resist the urge again.<br/>Infl uence: Agares’s loyalty in life and his anger at the<br/>betrayal perpetrated by his lieutenants has become a hatred<br/>of falsehood. When infl uenced by Agares, you speak forthrightly<br/>and with confi dence. You cannot use the Bluff skill,<br/>and when asked a direct question, you must answer truthfully<br/>and directly.<br/><br/>Granted Abilities: Agares gives you the power to exalt<br/>yourself and your allies, to make the earth tremble beneath<br/>your feet, to render foes weak, and to speak the truth to all<br/>peoples.<br/><br/>Earth and Air Mastery: You gain a +1 bonus on attack rolls<br/>and weapon damage rolls if both you and your foe are touching<br/>the ground. Any airborne foe takes a –1 penalty on attack<br/>rolls and weapon damage rolls against you.<br/><br/>Earthshaking Step: As a standard action, you can stomp on<br/>the ground, causing every creature within 10 feet of you that<br/>is either standing or climbing on a surface connected with<br/>the ground to make a Refl ex save or fall prone. Once you have<br/>used this ability, you cannot do so again for 5 rounds. You<br/>and your summoned earth elemental (see below) are never<br/>knocked prone by the use of this ability.<br/><br/>Elemental Companion: You can summon an earth elemental<br/>to accompany you and fi ght for you. This creature obeys your<br/>commands to the best of its ability. If the elemental is more<br/>than 30 feet away from you at the end of your turn, it dissolves.<br/>If you lose your elemental to dissolution or destruction, you<br/>cannot summon it again for 1 hour.<br/><br/>The size of the earth elemental you can summon depends on<br/>your effective binder level, as given on the following table.<br/><br/>Effective Binder Level Elemental Size<br/>1st–10th Small<br/>11th–14th Medium<br/>15th–18th Large<br/>19th or higher Huge<br/>Fear Immunity: You have immunity to fear from both magical<br/>and mundane sources.<br/>True Speech: You can speak, understand, read, and write all<br/>languages spoken by creatures within 30 feet of you. To use<br/>an unfamiliar language, you must hear it spoken and see the<br/>speaker. Once you have used it, you can continue to do so<br/>for as long as your pact with Agares lasts. When speaking or<br/>writing in a language with which you are not familiar, you<br/>cannot lie.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Vanus, Binding DC 29</div><div class="spoiler_body">Vestige Level: 6th.<br/>Binding DC: 29<br/><br/>Sign: When a binder makes a pact with the Reviled One, a boil appears on his body. Within the ruddy fluid in this boil swims a maggot. Should the boil be broken, the maggot slides swiftly across the binder’s body, eluding any attempt to catch it, and digs again beneath the skin. Before the original boil can scab over, another grows and the maggot appears within. Only by ending the pact with Vanus can the binder be rid of the foul insect and the disgusting homes it makes for itself.<br/><br/>Influence: Under the influence of Vanus, you take every opportunity to revel. Even small victories seem like cause for grand celebrations, and if you’re happy, you want everyone around to share your joy. If you see others in the act of celebration, you must join in. If you achieve victory in combat, you must immediately spend a full-round action crowing about your triumph.<br/><br/>Granted Abilities: Vanus grants you tremendous hearing, the ability to foment fear by your presence alone, skill at fighting foes weaker than yourself, and the power to free allies from imprisonment.<br/><br/>Fear Aura: Enemies that you are aware of who come within 10 feet must succeed at a Will save (DC 10 + 1/2 effective binder level + Cha modifier). Those who fail are either shaken or frightened; you decide which for each. Foes remain shaken or frightened for a number of rounds equal to half your binder level. Creatures that fail the save must roll again if they again come within 10 feet after the duration expires, but not before. A creature that makes its save against this ability need not make another save for 24 hours. This is a mind-affecting fear effect.<br/><br/>Free Ally: You may designate any ally within 5 feet per binder level to gain the benefits of the freedom of movement spell or the gaseous form spell. The ally may also take an immediate move action that it can only use to move (and not to draw a weapon, etc.). The benefits the ally gains apply only during your turn. Thus, at the end of your turn, the ally reverts to its natural form.<br/><br/>You can instead use this ability to free a creature from an imprisonment spell or Halphax’s imprison ability if you witnessed its imprisonment.<br/><br/>You cannot use this ability on yourself. Once you have used this ability you cannot do so again for 5 rounds.<br/><br/>Noble Disdain: When attacking a foe of fewer Hit Dice than yourself with a ranged or melee weapon, you deal +1d6 points of damage.<br/><br/>Vanus’s Ears: Being bound to Vanus grants you a +5 bonus on Listen checks. This bonus increases to +10 if the creature making the noise is evil.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Astaroth, Binding DC 22</div><div class="spoiler_body">Vestige Level: 4th<br/>Binding DC: 22<br/><br/>Sign: Your skin yellows, and you emit a foul, unwashed odor. While this odor is not strong enough to impede or distract an opponent, it does attract attention.<br/><br/>Influence: Astaroth's influence renders you incapable of taking responsibility for your own actions. You cannot admit any fault, acknowledge any mistake, or make reparations or apologies for any wrong, no matter the consequences or the evidence against you.<br/><br/>Granted Abilities: Astaroth guided mortals, and he still grants abilities based in knowledge and education. As a fallen angel, and then a vestige, his magics have grown ever grimmer and more distasteful; he also grants powers based on directly controlling and offending others.<br/><br/>Angelic Lore: Astaroth constantly whispers the secrets of reality in the back of your mind, allowing you to draw on his own nigh-infinite knowledge. This functions as the bardic knowledge ability (PH 28), based on your effective binder level.<br/><br/>Astaroth's Breath: Once every 5 rounds, you can exhale a 60-foot cone of foul-smelling gas. Creatures within the cone must make a Fortitude save or be nauseated for 1 round and sickened for an additional 1d4 rounds. Those who make the save are merely sickened for 1 round. Creatures immune to poison or disease are immune to this effect.<br/><br/>Honeyed Tongue: You gain a +4 competence bonus on Bluff, Diplomacy, and Intimidate checks.<br/><br/>Master Craftsman: While bound to Astaroth, you gain a +4 competence bonus on all Craft checks. In addition, each time you bind with Astaroth, you may select one item creation feat as a temporary bonus feat. So long as you continue to bind with Astaroth, you may use that feat as though you possessed it normally; you must still spend all standard gold and XP for any item you create, and you must still provide all necessary spells for a given item.<br/><br/>If your effective binder level is not at least as high as the necessary caster level to take a specific item creation feat, you cannot choose that feat. For instance, a 4th-level binder could not choose any item creation feat with a prerequisite of caster level 5th or higher.<br/><br/>Word of Astaroth: You may make a suggestion, as the spell, with a caster level equal to your effective binder level. You must wait 5 rounds before attempting another suggestion, and at any given time, you may only have a total number of people under the effects of this ability equal to your Charisma bonus.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Zceryll, Binding DC 25</div><div class="spoiler_body">Sign: Your eyes appear as circular mirrors. In your peripheral vision, all other living creatures appear twisted, covered in tentacles, extra eyes, and vestigial organs.<br/><br/>Influence: Never admit that you need help or that you are weaker than anyone else. Treat those that are weaker than you with scorn and contempt, especially young women and spontaneous spellcasters.<br/><br/>Granted Abilities: While bound to Zceryll, your body and mind become alien, allowing you to channel the power of the star spawn in a variety of ways.<br/><br/>Alien form: While bound to Zceryll, you gain the pseudonatural template (page 161 of Complete Arcane).<br/><br/>Alien Mind: Your mind is alien and does not work like that of a normal mortal. You are immune to confusion, insanity, and weird spells. In addition, you receive a +1 bonus per four binder levels on saving throws against mind-affecting effects.<br/><br/>Bolts of Madness: You can fire a ray that dazes an opponent for 1d3 rounds. You must succeed on a ranged touch attack with a range of 100 ft. + 10 ft./binder level. A successful Will save negates the effect. Once you have used this ability, you cannot do so again for 5 rounds.<br/><br/>Summon Alien: You can summon any creature from the summon monster list that a sorcerer of your level could summon. Any creature you summon with this ability gains the pseudonatural template. Thus, at 10th level you could summon any creature from the summon monster I-V list. When you reach 14th level, you can summon any creature from the summon monster I-VII list. You can only summon creatures that can be affected by the pseudonatural template. Once you have used this ability, you cannot do so again for 5 rounds.<br/><br/>Telepathy: You gain the telepathy ability with a range of 100 feet (as described on page 316 of the Monster Manual) and the Mindsight feat (as described on page 126 of Lords of Madness).</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Balam, Binding DC 25</div><div class="spoiler_body">Sign: Your voice gains a peculiar quality, becoming both<br/>hollow and guttural.<br/><br/>Influence: Balam's influence causes you to distrust clerics, paladins, and other devotees of deities. Whenever you enter a temple or some other holy or unholy site, Balam requires that<br/>you spit on the floor and utter an invective about the place.<br/><br/>Granted Abilities: Balam grants you the power to predict future events. She also teaches cunning and finesse, and gives you the ability to freeze foes with a glance.<br/><br/>Balam's Cunning: You can reroll one attack, saving throw, or skill check you have just made. You must accept the result of the reroll, even if it is worse than the original. Once you have used this ability, you cannot do so again for 5 rounds.<br/><br/>Icy Glare: You gain a gaze attack that deals 2d6 points of cold damage to the target. A successful Will save negates this damage.<br/><br/>Prescience: You get a glimpse of the future a moment before it happens. This knowledge manifests as an insight bonus equal to +1 per four effective binder levels on initiative checks, Reflex saves, and AC.<br/><br/>Weapon Finesse: You gain the benefit of the Weapon Finesse feat.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Haures, Binding DC 25</div><div class="spoiler_body">Sign: While you are bound to Haures, your palms are where the backs of your hands should be, just as they are on a rakshasa. If you flip over your hands so that the backs are up, your thumbs end up on the wrong sides of your hands. This rearrangement has no effect on your Dexterity, spellcasting, ability to wield objects, or use of skills.<br/><br/>Influence: When influenced by Haures, you become an eccentric, often speaking to yourself and to imaginary friends. In addition, <br/><br/>Haures requires that if you encounter and disbelieve an illusion not of your own making, you must not voluntarily enter its area.<br/><br/>Granted Abilities: Haures shields your mind with his madness, allows you to move like a ghost, gives you the power to fool the senses, and grants you the ability to kill others with their deepest fears.<br/><br/>Inaccessible Mind: You are protected from any effort to<br/>detect, influence, or read your emotions or thoughts, and you<br/>have immunity to any mind-affecting spells and abilities, as<br/>if you were protected by a mind blank spell. You can suppress<br/>or activate this ability as a standard action.<br/><br/>Incorporeal Movement: When moving, you become nearly<br/>incorporeal and can ignore the effects of difficult terrain. You<br/>can even move through an enemy’s space, but not through<br/>walls or other solid barriers. Furthermore, any attacks of opportunity directed at you while you move have a 50% miss<br/>chance. You can suppress or activate this ability as a standard<br/>action.<br/><br/>Major Image: You can create an illusion at will, as though<br/>you had cast major image (caster level equals your effective<br/>binder level). A creature can attempt a Will save to realize the<br/>illusion is false. You can never create more than one major<br/>image at a time, and you can dismiss or renew the effect as a<br/>standard action. Once you have used this ability, you cannot<br/>do so again for 5 rounds.<br/><br/>Phantasmal Killer: This ability functions like the phantasmal<br/>killer spell except for the range and save DCs (the ability still<br/>requires a Will save, and possibly a Fortitude save) to resist.<br/>You can target any single creature within 10 feet per binder<br/>level you possess. Once youh ave used this ability, you cannot<br/>do so again for 5 rounds.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Phantasmal Killer</div><div class="spoiler_body">Phantasmal Killer<br/>Illusion (Phantasm) [Fear, Mind-Affecting]<br/>Level:   Sor/Wiz 4<br/>Components:   V, S<br/>Casting Time:   1 standard action<br/>Range:   Medium (100 ft. + 10 ft./level)<br/>Target:   One living creature<br/>Duration:   Instantaneous<br/>Saving Throw:   Will disbelief (if interacted with), then Fortitude partial; see text<br/>Spell Resistance:   Yes<br/>You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject’s subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell’s subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage.<br/><br/>If the subject of a phantasmal killer attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Dahlver-Nar, Binding DC 17</div><div class="spoiler_body">Sign: Several teeth grow from your<br/>scalp. Though they are small enough<br/>to be hidden by a large quantity of<br/>hair or a hat, a touch reveals them<br/>immediately.<br/><br/>Influence: You shift quickly from<br/>distraction to extreme focus and back<br/>again. Sometimes you stare blankly<br/>off into space, and at other times you<br/>gaze intently at the person or task<br/>at hand. Since Dahlver-Nar dislikes<br/>any task that requires more than<br/>1 round of concentration (such as<br/>some spellcasting, concentration on<br/>an effect, or any action that requires<br/>a Concentration check), he requires<br/>that you undertake no such activities<br/>while under his influence.<br/><br/>Granted Abilities: Dahlver-Nar<br/>armors you and blends his madness<br/>with your sanity, lending you some<br/>of his selfish powers.<br/><br/>Mad Soul: Binding to Dahlver-Nar grants you<br/>immunity to Wisdom damage, Wisdom drain,<br/>madness, insanity, and confusion effects.<br/><br/>Maddening Moan: You can emit a frightful<br/>moan as a standard action. Every creature within<br/>a 30-foot spread must succeed on a Will save<br/>or be dazed for 1 round. Once you have<br/>used this ability, you cannot do so<br/>again for 5 rounds. Maddening<br/>moan is a mind-affecting sonic<br/>ability.<br/><br/>Natural Armor: You gain an<br/>enhancement bonus to your natural<br/>armor equal to one-half your Constitution<br/>bonus (if any).<br/><br/>Shield Self: At will as a standard<br/>action, you can designate one creature<br/>within 10 feet per effective binder level<br/>to share the damage you take. As long<br/>as the subject creature remains within<br/>range, you take only half damage from<br/>all effects that deal hit point damage,<br/>and it takes the rest. The effect ends<br/>immediately if you designate another<br/>creature or if either you or the subject<br/>dies. Any damage dealt to you after the<br/>effect ends is no longer split between you and the<br/>subject, but damage already split is not reassigned<br/>to you. You can affect one creature at a time with this<br/>ability. An unwilling target of this ability can attempt<br/>a Will save to negate the effect.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Naberius, Binding DC 15</div><div class="spoiler_body">Sign: Your voice deepens and acquires a gravelly, growling<br/>tone.<br/><br/>Influence: While you are influenced by Naberius, you<br/>love the sound of your own voice and are constantly pleased<br/>by your cleverness. Whenever you are presented with a<br/>pulpit, a stage, a talking stick, or any other place or object<br/>designed to give a speaker the floor, Naberius requires that<br/>you immediately seize the opportunity to speak. Any topic<br/>will do, but since Naberius resents others taking control of<br/>the discourse, he requires that you either shout them down<br/>or mock them. Your speech must last a number of rounds<br/>equal to your effective binder level to satisfy Naberius.<br/><br/>Granted Abilities: Naberius grants you the power to wear<br/>any face, swiftly regain lost ability points, use skills of which<br/>you have no knowledge, and talk your way through danger.<br/><br/>Disguise Self: You can alter the appearance of your form as a<br/>standard action. This effect works like the disguise self spell.<br/><br/>Faster Ability Healing: You heal 1 point in each damaged<br/>ability score every round, and 1 point in all drained ability<br/>scores every hour.<br/><br/>Naberius’s Skills: At the time you make your pact, you<br/>can choose a number of skills equal to your Constitution<br/>bonus (if any). Your choices must be skills that can’t be used<br/>untrained and in which you have no ranks. For the duration<br/>of the binding, you can make skill checks with your chosen<br/>skills even though you are untrained. If your Constitution<br/>modifi er decreases after you make the pact, you lose the<br/>ability to make untrained checks with an equal number of<br/>the chosen skills. Lost skills are chosen randomly, and they<br/>remain inaccessible to you until you make another pact with<br/>Naberius.<br/><br/>Persuasive Words: You can direct a verbal command at a<br/>single living target within 30 feet as if using the command<br/>spell. A successful Will save negates the effect. When your<br/>effective binder level reaches 14th, your words become even<br/>more persuasive and this ability functions like the suggestion<br/>spell. Once you have used this ability, you cannot do so again<br/>for 5 rounds.<br/><br/>Silver Tongue: You can take 10 on Diplomacy and Bluff<br/>checks even if distracted or threatened. In addition, you can<br/>make a rushed Diplomacy check as a standard action and take<br/>no penalty. (Normally, a rushed Diplomacy check requires a<br/>full-round action and imposes a –10 penalty on the check.)</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Tenebrous, Binding DC 21</div><div class="spoiler_body">Sign: You seem to be standing in shadow even on the<br/>brightest day. Furthermore, your own shadow never extends<br/>more than a few feet from your body, even if the ambient light<br/>suggests that it should be much longer. This effect does not<br/>grant you concealment.<br/><br/>Influence: While influenced by Tenebrous, you are filled<br/>with a sense of detachment and an aching feeling of loss and<br/>abandonment. Tenebrous requires that you never be the first<br/>to act in combat. If your initiative check result is the highest,<br/>you must delay until someone else takes a turn.<br/><br/>Granted Abilities: Tenebrous grants you power over<br/>undead and shadows. He gives you the ability to chill your<br/>foes.<br/><br/>Deeper Darkness: You can cloak an area in shadows as though<br/>using the deeper darkness spell (caster level equals your effective binder level), with the following exceptions. The effect<br/>is always centered on you, it has an unlimited duration, and<br/>you can shift the range of the emanation (within the normal<br/>range) up or down 10 feet as a move action. You can suppress<br/>or activate this ability as a standard action.<br/><br/>See in Darkness: You can see perfectly through darkness of<br/>any kind, even that created by a deeper darkness spell (or your<br/>deeper darkness ability).<br/><br/>Touch of the Void: As a swift action, you can charge a melee<br/>attack or melee touch attack with cold energy. Your next<br/>melee attack deals an extra 1d8 points of cold damage, plus<br/>1d8 points of cold damage for every four effective binder<br/>levels beyond 7th that you possess. When you attain an effective<br/>binder level of 11th, you can charge your weapon for an<br/>entire round. Once you have used this ability, you cannot do<br/>so again for 5 rounds.<br/><br/>Turn/Rebuke Undead: You can turn or rebuke undead as<br/>a cleric of your effective binder level. As with a cleric, you<br/>turn if you are good and rebuke if you are evil. If you are<br/>neutral, you choose whether to turn or rebuke upon binding<br/>with Tenebrous and cannot later change your mind. If you<br/>have the ability to turn or rebuke undead from other classes,<br/>your levels in those classes stack with your effective binder<br/>level for the purpose of determining your turning ability.<br/>Once you have used this ability, you cannot do so again for<br/>5 rounds.<br/><br/>Vessel of Emptiness: You can use the flicker shadow magic<br/>mystery (see page 146) as a supernatural ability once per day.<br/>At 13th level, you can use this ability two times per day, and<br/>at 19th level, you can use it three times per day.</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Skills</div><div class="spoiler_body">Bluff (Cha) +13 (+7 Cloak of Charisma, +6 Beguiling Influence)<br/>Diplomacy (Cha) +13 (+7 Cloak of Charisma, +6 Beguiling Influence)<br/>Intimidate (Cha) + 30 (17 Ranks, +7 Cloak of Charisma, +6 Beguiling Influence)<br/>Use Magic Device (Cha) +24 (17 Ranks, +7 Cloak of Charisma)<br/>Knowledge (Arcana) (Int) +14 (12 Ranks)<br/>Knowledge (Planes) (Int) +14 (12 Ranks)<br/>Knowledge (Religion) (Int) +12 (10 Ranks)<br/>Spellcraft (Int) +21 (17 Ranks, +2 Synergy)</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Feats</div><div class="spoiler_body">1st - Expel Vestige<br/>Human Bonus - Ignore Special Requirements<br/><br/>3rd - Craft Wondrous Item<br/><br/>4th Binder Bonus - Improved Binding<br/><br/>5th - Scribe Scroll<br/><br/>7th - Leadership<br/><br/>9th - Improved Cohort<br/><br/>11th - Extra Invocation (Relentless Dispelling)<br/>11th Binder Bonus - Rapid Pact Making<br/><br/>13th - Forge Ring </div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body">+5 Studded Leather Armor of Moderate Fortification (64,000 GP)<br/><br/>Ring of Invisibility (10,000 GP)<br/><br/>Ring of Protection +3 (9,000 GP)<br/><br/>Chasuble of Fell Power, Greater (9,000 GP)<br/>As a chasuble of fell power, except the greater<br/>chasuble adds an extra 2d6 points of<br/>damage to your eldritch blasts or damaging<br/>spells you cast that have the chaotic<br/>descriptor.<br/>Prerequisites: Craft Wondrous Item, chaos<br/>hammer or eldritch blast.<br/>Cost to Create: 9,000 gp, 720 XP, 18 days.<br/><br/>Cloak of Charisma +6 (18,000 GP)<br/>+6 Enhancement bonus to Charisma<br/><br/>Gloves of Dexterity +6 (18,000 GP) <br/>+6 Enhancement bonus to Dexterity<br/><br/>Warlock's Scepter (8,305 GP)<br/>This +1 light mace confers a +1 profane<br/>bonus on your ranged touch<br/>attack rolls while you hold it. This<br/>is a continuous effect and requires<br/>no activation.<br/><br/>Furthermore, a warlock’s scepter has<br/>5 charges, which are renewed each day<br/>at dawn. Spending 1 or more charges<br/>improves the damage of the next<br/>eldritch blast (CAr 7) you make in<br/>that round.<br/>1 charge: +1d6 damage.<br/>3 charges: +2d6 damage.<br/>5 charges: +4d6 damage.<br/><br/>After these charges have been expended,<br/>the rod remains a +1 light mace, but it no<br/>longer provides a bonus on ranged touch<br/>attack rolls until its charges are restored.<br/>Prerequisites: Craft Magic Arms and<br/>Armor, Craft Rod, bestow curse.<br/>Cost to Create: 4,000 gp (plus 305 gp for<br/>masterwork light mace), 320 XP, 8 days.<br/><br/>Belt of Battle(One for self, one Crafted for Whisper)<br/>A belt of battle helps you avoid being caught<br/>off guard in combat and allows occasional<br/>bursts of extra activity. While worn, it<br/>grants you a +2 competence bonus on initiative<br/>checks. This is a continuous</div></div></div></div></div></div>