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Amon

Vestige Level
1st
Binding DC
20

Amon grants you his sight and his breath, as well as the deadly use of his horns.

Darkvision: You gain darkvision out to 60 feet.

Fire Breath: You can vomit forth a line of fire as a standard action. The line extends 10 feet per effective binder level (maximum 50 feet) and deals 1d6 points of fire damage per binder level to every creature in its area. A successful Reflex save halves this damage. Once you have used this ability, you cannot do so again for 5 rounds.

Ram Attack: You can use the ram’s horns that you gain from Amon’s sign as a natural weapon that deals 1d6 points of damage (plus 112 times your Strength bonus). When you charge a foe with your ram attack, you deal an extra 1d8 points of damage on a successful hit. You cannot use this ability if you do not show Amon’s sign.

Andromalius

Vestige Level
3rd
Binding DC
20

The abilities that Andromalius grants help you catch thieves and return stolen goods, discover wickedness and underhanded dealings, and punish wrongdoers.

Jester’s Mirth: As a standard action, you can cause an opponent to break into uncontrollable laughter. This ability functions like a Tasha’s hideous laughter spell (caster level equals your effective binder level), except that an affected creature can make an additional saving throw at the end of each of its turns to end the effect. Once you have used this ability, you cannot do so again for 5 rounds.

Locate Item: At will, you can sense the direction of any well-known or clearly visualized object that lies within 100 feet per effective binder level of your location. If you wish to find a specific object, this ability works only if you have seen the object firsthand and can accurately visualize its peculiarities. Otherwise, the direction of the nearest object of the same type is revealed. You can sense the direction of only one item each round. This ability does not reveal the direction to a disguised object such as a secret door unless you can clearly visualize its disguised form, nor does it tell you the distance to the object.

See the Unseen: At will, you can use see invisibility as the spell (caster level equals your effective binder level).

Sense Trickery: You gain a +4 bonus on Sense Motive checks, on Appraise checks, and on Spot checks made to oppose Disguise checks. In addition, you automatically notice when a creature uses Sleight of Hand to take something from you. This ability is always active while you are bound to Andromalius.

Sneak Attack: You deal an extra 2d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the opponent is within 30 feet. For every five effective binder levels you possess beyond 5th, your sneak attack damage increases by an additional 1d6 points. For example, a 15th-level binder deals an extra 4d6 points of damage with his sneak attack. See the rogue class feature on page 50 of the Player’s Handbook. If you get a sneak attack bonus from another source, the bonuses to damage stack.

Aym

Vestige Level
1st
Binding DC
15

Aym grants you powers that reflect her dwarven heritage and the ruin she brought to her kingdom.

Dwarven Step: You can move at normal speed (without the usual reduction) while wearing medium or heavy armor.

Halo of Fire: At will, you can shroud yourself in a wreath of flame. Any opponent that strikes you in melee takes 1d6 points of fire damage, unless it is using a weapon with exceptional reach. You can also deal 1d6 points of fire damage with each melee touch attack you make. Your own flame does not harm you, nor does it harm objects unless you will it to do so.

Improved Sunder: You gain the benefit of the Improved Sunder feat.

Medium Armor Proficiency: You are proficient with medium armor.

Resistance to Fire: You have resistance to fire 10.

Ruinous Attack: Your melee attacks deal double damage to objects. If your effective binder level is at least 10th, your melee attacks are treated as adamantine for the purpose of overcoming damage reduction.

Dahlver-Nar

Vestige Level
2nd
Binding DC
17

Dahlver-Nar armors you and blends his madness with your sanity, lending you some of his selfish powers.

Mad Soul: Binding to Dahlver-Nar grants you immunity to Wisdom damage, Wisdom drain, madness, insanity, and confusion effects.

Maddening Moan: You can emit a frightful moan as a standard action. Every creature within a 30-foot spread must succeed on a Will save or be dazed for 1 round. Once you have used this ability, you cannot do so again for 5 rounds. Maddening moan is a mind-affecting sonic ability.

Natural Armor: You gain an enhancement bonus to your natural armor equal to one-half your Constitution bonus (if any).

Shield Self: At will as a standard action, you can designate one creature within 10 feet per effective binder level to share the damage you take. As long as the subject creature remains within range, you take only half damage from all effects that deal hit point damage, and it takes the rest. The effect ends immediately if you designate another creature or if either you or the subject dies. Any damage dealt to you after the effect ends is no longer split between you and the subject, but damage already split is not reassigned to you. You can affect one creature at a time with this ability. An unwilling target of this ability can attempt a Will save to negate the effect.

Focalor

Vestige Level
3rd
Binding DC
20

Focalor gives you the ability to breathe water, strike foes down with lightning, blind enemies with a puff of your breath, and cause creatures to be stricken with grief in your presence.

Aura of Sadness: You emit an aura of depression and anguish that overtakes even the strongest-willed creatures. Every adjacent creature is overcome with grief, which manifests as a −2 penalty on attack rolls, saving throws, and skill checks, for as long as it remains adjacent to you. You can suppress or activate this ability as a standard action. Aura of sadness is a mind-affecting ability.

Focalor’s Breath: As a standard action, you can exhale toward a single living target within 30 feet. That target is blinded for 1 round unless it succeeds on a Fortitude save. Once you have used this ability, you cannot do so again for 5 rounds.

Lightning Strike: Once per round as a standard action, you can call down a bolt of lightning that strikes any target you designate, as long as it is within 10 feet per effective binder level of your position. The lightning bolt deals 3d6 points of electricity damage, plus an additional 1d6 points of electricity damage for every three effective binder levels you possess above 5th. A successful Reflex save halves this damage. This ability functions outdoors, indoors, underground, and even underwater.

Water Breathing: You can breathe both water and air easily.

Haagenti

Vestige Level
2nd
Binding DC
17

Haagenti grants you some of Thrym’s skill with arms and armor, plus her own aversion to transformation and the ability to inflict a state of confusion upon others.

Confusing Touch: You can confuse by touch. The target of your touch attack must succeed on a Will save or become confused for 1 round per three effective binder levels you possess. When you attain an effective binder level of 19th, this ability functions as a maze spell. Once you have used this ability, you cannot do so again for 5 rounds.

Immunity to Transformation: No mortal magic can permanently affect your form while you are bound to Haagenti. Effects such as polymorph or petrification might force you into a new shape, but at the start of your next turn, you can immediately resume your normal form as a free action. You remain affected by such effects only when you choose to do so.

Shield Proficiency: You are proficient with shields, including tower shields.

Weapon Proficiency: You are proficient with the battleaxe, greataxe, handaxe, and throwing axe.

Karsus

Vestige Level
3rd
Binding DC
25

In life, Karsus was obsessed with magic, and his obsession continues unabated in his current state. He grants you the ability to see magic, destroy it with a touch, and use any magic item with ease. He even provides increased spellcasting power.

Heavy Magic: The save DC for each effect of every magic item you use increases by 2.

Karsus’s Senses: You can sense magic auras as easily as others can detect odors, and concentrating on them reveals them to your sight. When you concentrate (a standard action), you automatically detect the number of different magical auras within 30 feet, and the power of the most potent aura within 30 feet, as though you had cast detect magic on the area and concentrated for 2 rounds. You do not need to concentrate to maintain this effect, but concentrating for 1 additional round reveals the location and strength of the auras in the area. A third round of concentration allows you to determine the school of a particular aura automatically. Additional rounds of concentration reveal the schools of other auras.

You cannot use this ability if you are blinded, but otherwise it functions as detect magic for the purposes of concealment and the materials pierced. If you encounter an aura of overwhelming strength, however, you are dazzled so long as it remains within range of Karsus’s senses.

Karsus’s Touch: You can produce a dispel magic effect with a touch. To do so, you must make a successful melee touch attack against a creature or an object as a standard action that does not provoke attacks of opportunity. You can then make a dispel check (1d20 + your effective binder level, maximum +20) against each ongoing spell currently in effect on the object or creature. The DC for this check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, it remains in effect.

If you target an object or creature that is the effect of an ongoing spell (such as a summoned monster or a conjured object), you must touch the target and make a dispel check to end the spell that brought it into being. Targeting a spell effect that is not an object or creature (such as the flames of a wall of fire) has no effect.

If the touched object is a magic item, you must make a dispel check (the DC is 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. An interdimensional interface (such as a bag of holding) is temporarily closed by this effect. A suppressed item becomes nonmagical for the duration, but its physical properties are unchanged, so a suppressed magic sword is still a masterwork sword.

You can use Karsus’s touch a number of times per day equal to your effective binder level. Once you have used this ability, you cannot do so again for 5 rounds.

Karsus’s Will: You can use spell trigger items, such as wands and staves, as if you were a wizard of your effective binder level.

Leraje

Vestige Level
1st
Binding DC
15

You gain supernatural powers related to Leraje’s skills in life, as well as the ability to fire arrows that literally wound your target’s pride.

Hide Bonus: You gain a +4 competence bonus on Hide checks.

Low-Light Vision: You gain low-light vision. If you already have it naturally, you gain superior low-light vision and can see three times as far as your light source would normally illuminate. Thus, a torch that illuminates a 20-foot radius would allow you to see clearly up to 60 feet and provide you with shadowy illumination to a distance of 120 feet.

Precise Shot: You gain the benefit of the Precise Shot feat.

Ricochet: As a standard action, you can make a single ranged attack against two adjacent targets. Make a single attack roll and apply that result to the Armor Class of both targets. Any hit you score deals damage to the target normally. Extra damage from abilities such as sneak attack or sudden strike apply to only one target, which you must designate prior to making the attack roll.

Weapon Proficiency: While bound to Leraje, you are proficient with the composite longbow, composite shortbow, longbow, and shortbow. If you were already proficient with any of these weapons, you instead gain a +1 competence bonus on attack rolls with them.

Malphas

Vestige Level
2nd
Binding DC
15

Malphas grants you the ability to spy without detection, to disappear, to use poison safely, and to strike vicious blows against vulnerable foes.

Bird’s Eye Viewing: At will, you can summon a dove or a raven to aid your powers of observation. (Use the statistics for a raven regardless of the creature’s form.) The bird appears perched on your shoulder. You have complete control over its actions, and you can see what it sees and hear what it hears. Use the bird’s skill checks to determine the results of its actions and observations (for example, Bluff, Search, Spot, Listen), but use your skill bonuses to derive information from its observations (for example, Knowledge, Sense Motive, or Spellcraft to identify a spell). If you have the trapfinding ability, you can use the bird to find traps so long as doing so doesn’t require it to manipulate an object. The bird cannot talk. You can have only one bird summoned at a time. It remains until you summon another dove or raven, mentally dismiss it (a standard action), or stop binding with Malphas.

Invisibility: As a full-round action, you can make yourself invisible (as with the invisibility spell). Making an attack ends the invisibility (as normal), but otherwise, the effect lasts a number of rounds equal to your effective binder level. You can invoke this ability as a standard action at 5th level, as a move action at 10th level, and as a swift action at 15th level. Once you return to visibility, you cannot use this ability again for 5 rounds.

Poison Use: You are not at risk of poisoning yourself when handling poison or applying it to a weapon.

Sudden Strike: With your melee attack, you deal an extra 1d6 points of damage plus 1d6 points per four effective binder levels any time your target would be denied its Dexterity bonus to Armor Class. This extra damage applies to ranged attacks only if the opponent is within 30 feet. The extra damage from sudden strike stacks with that from sneak attack whenever both would apply to the same target.

Naberius

Vestige Level
1st
Binding DC
15

Naberius grants you the power to wear any face, swiftly regain lost ability points, use skills of which you have no knowledge, and talk your way through danger.

Disguise Self: You can alter the appearance of your form as a standard action. This effect works like the disguise self spell.

Faster Ability Healing: You heal 1 point in each damaged ability score every round, and 1 point in all drained ability scores every hour.

Naberius’s Skills: At the time you make your pact, you can choose a number of skills equal to your Constitution bonus (if any). Your choices must be skills that can’t be used untrained and in which you have no ranks. For the duration of the binding, you can make skill checks with your chosen skills even though you are untrained. If your Constitution modifier decreases after you make the pact, you lose the ability to make untrained checks with an equal number of the chosen skills. Lost skills are chosen randomly, and they remain inaccessible to you until you make another pact with Naberius.

Persuasive Words: You can direct a verbal command at a single living target within 30 feet as if using the command spell. A successful Will save negates the effect. When your effective binder level reaches 14th, your words become even more persuasive and this ability functions like the suggestion spell. Once you have used this ability, you cannot do so again for 5 rounds.

Silver Tongue: You can take 10 on Diplomacy and Bluff checks even if distracted or threatened. In addition, you can make a rushed Diplomacy check as a standard action and take no penalty. (Normally, a rushed Diplomacy check requires a full-round action and imposes a −10 penalty on the check.)

Paimon

Vestige Level
3rd
Binding DC
20

Paimon gives you the ability to dance in and out of combat, and to make whirling attacks against multiple foes.

Dance of Death: When you use this ability, you can move up to your speed and make a single attack against any creature you move past, provoking attacks of opportunity normally. When you use your dance of death, you forfeit any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell), and you cannot attack any single creature more than once. Once you have used this ability, you cannot do so again for 5 rounds.

Paimon’s Blades: You gain proficiency with the rapier and short sword, and the benefit of the Weapon Finesse feat when you wield such weapons.

Paimon’s Dexterity: You gain a +4 bonus to Dexterity.

Paimon’s Skills: You can use the Tumble skill untrained. You gain a +4 bonus on Tumble checks and Perform (dance) checks.

Uncanny Dodge: You retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. If you have uncanny dodge from another source, you gain improved uncanny dodge instead. See the rogue class features on page 50 of the Player’s Handbook.

Whirlwind Attack: You gain the benefit of the Whirlwind Attack feat.

Ronove

Vestige Level
1st
Binding DC
15

Ronove gives you the power to fall any distance without harm, lift objects without touching them, and run like the wind.

Cold Iron and Magic Attacks: Your melee attacks count as magic for the purpose of overcoming damage reduction. When you attain an effective binder level of 7th, your melee attacks also count as cold iron for the purpose of overcoming damage reduction.

Far Hand: As a swift action, you can lift and move an unattended object to which you have line of effect, as long as it is within 10 feet per effective binder level of your position. The force manipulating the object is considered Medium in size, and it has a Strength score equal to your effective binder level. During the swift action, you can move the object up to 5 feet per effective binder level. If the object weighs enough to constitute a medium or heavy load for an individual of the force’s Strength, you can move it only half the normal distance. If the object to be moved would constitute a medium or heavy load for you, activating this ability is a move action. If the item could only be pushed or dragged by such a person (that is, it weighs up to five times the maximum load), you can move it just 5 feet per move action. The force cannot lift the object more than 5 feet off the ground.

In any round during which you do not use a swift action to manipulate the object, you lose control of it. You can never move an object outside the range of this ability, and you lose control of the object if you move too far away from it or if a creature touches it. You can move only one object at a time in this fashion.

Alternatively, you can use the telekinetic force to push a creature as a standard action. The force deals 1d6 points of damage to the target and initiates a bull rush, using the force’s Strength modifier and adding a +2 bonus. If the bull rush is successful, the target moves in the direction you indicate. Once you have used your far hand in this way, it dissipates, and you cannot use it again for 5 rounds.

Feather Fall: You automatically fall as though under the influence of a feather fall spell. You can suppress or activate this ability as a standard action.

Ronove’s Fists: You gain the benefit of the Improved Unarmed Strike feat. Your unarmed strikes deal damage as those of a monk of a level equal to your effective binder level. This ability does not grant you any other abilities of a monk, such as flurry of blows.

Sprint: You gain a +10-foot enhancement bonus to your base land speed.

Savnok

Vestige Level
2nd
Binding DC
20

Savnok grants you abilities associated with his death and the command of allies’ positions.

Call Armor: At will as a full-round action, you can summon a suit of full plate armor, which appears about your body. As you attain higher effective binder levels, the armor’s quality improves, as given on the following table.

You can dismiss the armor with another full-round action.

Heavy Armor Proficiency: You are proficient with heavy armor.

Move Ally: You can instantly swap positions with any visible willing ally within 5 feet per two effective binder levels of your position. Objects carried by you or your ally (up to the maximum load for each) go along, but creatures do not. The movement is instantaneous and does not provoke attacks of opportunity. Using this ability is a standard action at first, though at 7th level you can use it as a move action, and at 13th level you can use it as a swift action. Once you have used this ability, you cannot do so again for 5 rounds.

Savnok’s Armor: While wearing your called armor, you can ignore some of the damage from attacks by nonpiercing weapons. When you first gain the ability to summon Savnok, this ability gives you damage reduction 1/piercing, and the value improves by +1 for every four effective binder levels you possess. Thus, you have damage reduction 2/piercing as a 4th-level binder, damage reduction 3/piercing as an 8th-level binder, and so forth. When your effective binder level reaches 13th, your damage reduction can be overcome only by attacks that are both magic and piercing.

Categories: Rules · Tome of Magic
Misc/

Vestiges