The 20-level classes presented in books other than the Player's Handbook have become popular choices for players and DMs. Earlier articles in this series discussed how to import the classes from the Player's Handbook 2, the Complete series, the Miniatures Handbook, and Heroes of Horror. This installment focuses on one class from the Tome of Magic -- the Binder. Binders
As a mainly individualistic pursuit, no single culture or empire has a strong history of binders, but they were most frequently seen among the ancient Nar and Imaskari. The Nar were obsessed with the summoning and binding of evil creatures in all its forms. Theirs was one of the few cultures in the history of the Realms where binders had little fear of retribution. Today, ruins and artifacts of ancient Narfell bear hidden symbols and glyphs that can provide a savvy binder with clues and leads on summoning vestiges. The Imaskari were interested in magic that related to other planes of existence and frequently employed portals and extradimensional spaces. Some of these portals are now malfunctioning, creating dank environments full of environmental and monstrous hazards. They also contain artifacts and glyphs hidden by the sludge of leaking elemental gates. Their use of the Celestial Nadir and numerous planar magics put them in contact with alien beings and gave them clues about ancient vestiges. Meticulous binders can find a treasure trove of clues about the existence of forgotten and abandoned entities by exploiting such portals. Binders are found all over the Realms, but they rarely concentrate in any one location. The easy power granted by vestiges appeals to many, leading individuals all over the world to discover vestiges under their own unique circumstances. Whether they hear the call from beyond or discover ancient runes that lead to a series of other clues, each binder is unique in how she comes upon her path. Vestiges from the Tome of MagicThe following are adaptations of select vestiges from the Tome of Magic. The stories of the vestiges have been altered to fit the entities into the history of the Realms. Some, such as Andromalius or Ronove require little adaptation. Simply change Olidammara to Mask and make Ronove's patron Ilmater. Others, such as Buer, Grandmother Huntress, or Paimon, the Danger are generic enough that they require no changes. In the case of Karsus, the story can be expanded or altered slightly to include the greater detail present in the Realms, but the information can otherwise remain intact. Other entries require more substantial alterations. Acererak, The Devourer
Agares, Truth Betrayed
Amon, The Void Before the Altar
Aym, Queen Avarice
Marchosias, King of Killers
New VestigeThe following is a new vestige for the Forgotten Realms Campaign Setting. Zceryll, "The Star Spawn"
Zceryll was a mortal sorceress who communed with alien powers from the far realm. She became obsessed with immortality, seeking out the alien beings in the hopes of learning their eternal secrets. When she died, she became a hideously twisted vestige, forever seeking to re-enter the Realms via numerous artifacts she dispersed across the world. Zceryll grants you the ability to transform your body and mind into an alien form, granting you telepathy, resistance to effects related to insanity, the ability to summon pseudonatural creatures, and the power to unleash bolts of pure madness. Legend: Thousands of years ago, an alienist sorceress known as Zceryll learned bizarre powers in a fight to defend herself against oppression. She was promised untold power by strange, alien beings known as star-spawn from beyond the world. All she had to do was to create portals to summon them. Zceryll created the portals and summoned the star spawn to her aid. She fought back against her oppressors, finding a newfound purpose in her life. She traveled the world, creating many portals for her masters and items of her own devising. Zceryll was unaware of the slow corruptive effect the star spawn had on her. By the time she realized something was wrong, it was too late to change. Eventually, her body became so suffused with alien power that she became one of them. When her life came to an end, she was a twisted and bitter old hag. She felt she had accomplished nothing and became obsessed with youth. When her time was up, her soul vanished into the far realms, and she became a vestige. As a vestige, Zceryll, now a phantom twisted alien entity, seeks to exert as much influence over the Realms as possible. She has whispered clues to those who bind her in an effort to guide them to the location of artifacts and items she created, such as the bone scepter of Zceryll (in the Well of Dragons), the star-spawn scepter, the aberrant spheres, the black blood kaleidoscope, and the rod of Taupanga.
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. 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. 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. Alien form: While bound to Zceryll, you gain the pseudonatural template (page 161 of Complete Arcane). 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. 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. 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. 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).
About the Author Eytan Bernstein hails from exotic Long Island and spends his days writing and editing projects for numerous game companies. In addition to his work on Dragons of Faerūn, the Magic Item Compendium, and numerous other projects, Eytan serves as a partner and PR & Marketing Manager for Silven Publishing. Eytan enjoys hunting for gems and minerals in rock quarries, studying religion and theology, composing music, and playing with his many pets. For more information about Eytan, check out www.eytanbernstein.com. Send questions and comments for Eytan here. | ||||||||||||||
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