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Extra Vestiges (ToM) PDF
Extra Vestiges (ToM) PDF
Gatherer
Vestige Level: 1st
Printing DC: 11
Special Requirement:
Yes, Paper.
Additional Vestiges
If your DM is running the Savage Tide campaign or a related campaign, your DM may need to review
appropriate Vestiges and their related Teeth of Dahlver-Nar as there are possible spoilers detailed in the
entries.
~L.Palermo
Campaign Vestiges
Vestiges mark with the sub [Campaign Vestige] type are Vestiges specific to the Savage Tide adventure
path. The Savage Tide adventure path can be found in Dungeon magazine #139 to # 150 and Dragon
Magazine #348 - #359 both produced by Paizo.(http://paizo.com/).
Vestige
Level
3rd
3rd
4th
4th
4th
4th
4th
6th
6th
6th
6th
7th
8th
8th
Vestige
Ahazu
Primus
Arete (Psionic)
Astaroth (Cityscape)
Astaroth (Dragon)
Cabiri
Kas
Desharis
The Triad (Psionic)
Vanus
Zceryll
Ansitif
Abysm (Psionic)
Ashardolon
Binding
DC
20
24
21
22
20
18
25
27
26
29
25
30
34
35
Special
Requirement
Yes
Yes
Yes
No
Yes
Yes
No
Yes
Yes
Yes
No
Yes
No
No
[Psionic]
[Campaign Vestige]
vestige remains bound to you. If you die while employing this granted power, you cannot be brought back to
life with a raise dead or resurrection spell.
[Campaign Vestige]
Thrall to Demon: You gain the benefit of the Thrall to Demon feat: once per day, whole performing an evil
act, you may call upon your temporary demonic patron to add a +1 luck bonus on any one roll. If you are a
cleric, you must replace your domains with domains granted by the demon lord to which you pledge (see
Fiendish Codes I, 88), for as long as the pact is forged. You must pick the demon lord to which you
temporarily pledge when you make the pact and cannot pick a different demon lord to venerate until you
make a new pact with Ansitif. Note that most good- or law-ful aligned deities would require a worshiper to
undergo atonement after daring to bind this vestige.
Ansitif Refference:
New demonic domains detail on page 88 of Fiendish Codex I:
Corruption, Demonic, Entropy, Fury, Ooze, and Temptation.
[Psionic]
Psionic Boon: You gain 13 power points when you bind to Arete. These are added to your pool of power if
you already possess psionic power, or they create a pool and you become a psionic creature for the
duration of this binding.
Resistance: Your gain a +4 resistance bonus on a saving throw of your choice. You may change this to
another saving throw as a move action.
Damage Reduction: Your body becomes unnaturally tough as you gain damage reduction 5/--.
Repletion: You gain access to the psionic powers body adjustment , body purification, and sustenance for
the duration of the binding. You may manifest each power as a psion would and as if it is a power known by
you. You may augment each power as a psion normally could, substituting your effective binder level in
place of manifester level.
Ashardalons Greed: You gain a bonus on Appraise checks and search checks equal to your binder level.
You can also locate objects near you, as the spell locate object (PH 249).
Ashardalons Presence: You can strike fear into the hearts of your foes. This acts as the fear spell (PH 229),
except creatures immune to a dragons fearful presence as immune to this effect as well. Once you have
used this ability, the aspects sign shows through any armor or clothing you wear for 1 round, burning like a
fiery brand (though it doesnt actually deal damage or start a fire).
Ashardalons Vigor: Ashardalon grants you some of the vast resilience he enjoyed in life. When you bind this
vestige, you gain temporary hit points equal to twice your binder level. These temporary hit points last for up
to 24 hours.
Ashardalons Heart: You share some of the defensive benefits of a Balor once bound to Ashardalons body.
This effect grants you damage reduction 10/cold iron and resistance to fire 30.
[Campaign Vestige]
Blackflame: Your spells, spell-like abilities, and magic item abilities with the fire descriptor deal half fire
damage and half vile damage. You can cast fireball, as per the spell, three times per day (caster level
equals your effective binder level).
Divination: You can perform a divination, as per the spell (caster level equals your effective binder level).
Serpentine Tongue: You gain a bonus on bluff and disguise checks equal to your binder level. You gain an
additional +4 bonus on bluff and disguise checks when dealing with evil outsiders.
Silvered Touch: Any natural attack or attack with a metal weapon you make is treated as if it were a silver
weapon. These attacks do not apply a -1 penalty on damage rolls.
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.
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.
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.
Honeyed Tongue: You gain a +4 competence bonus on Bluff, Diplomacy, and Intimidate checks.
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.
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.
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.
[Campaign Vestige]
and subsequent imprisonment in the then-still-young Wells of Darkness. Yugoloths often visit Cabiris well,
more often than any other will in the layer, which suggests that his imprisonment remains of interest to these
neutral evil fiends.
Special Requirement: Cabiri requires that his seal be drawn with blood, outside at night or during a solar
eclipse.
Manifestation: One or more lights or areas of darkness in the sky abovethe stars, the moon, or the solar
eclipsesuddenly open, revealing a watching eye behind the lid of light. Under its baleful gaze, Cabiris seal
begins to dissolve into a puddle of blood. The puddle suddenly blinks, transforming the pooled blood into a
ring of tiny eyes surrounding a single mouth that speaks with the sonorous voice of lost and distant souls.
Sign: An additional eye appears on your forehead, equidistant from your other eyes.
Influence: Cabiri hungers to see everthing, no matter how horrifying or entrancing. You receive a +4 insight
bonus on Will saves versus figments but suffer a -4 penalty on Will saves versus patterns. You are not able
to avert or close your eyes when confronted by a creature with a gaze attack.
Granted Abilities: Cabiri grants you his ability to observe others from afar, to perceive threats, and to see
unhindered in conditions of twilight or darkness.
Arcane Eye: You can create an invisible magical sensor at will at though you had cast arcane eye (caster
level equals your effective binder level). You can never create more then one arcane eye at a time, and you
can dismiss or renew the effect as a standard action. Once you have used this ability, you cannot use it
again for 5 rounds.
Far-seeing Gaze: You spells and spell-like abilities of the scrying subschool gain a +10 bonus to their save
DCs
Seer in Darkness: You gain darkvision to 60 feet and low-light vision. If you already have darkvision, add 60
feet to the range.
Visions of Terror: You can share your terrible knowledge of existence with others. You can cast phantasmal
killer, as per the spell, three times per day (caster level equals your effective binder level).
Desharis knew nothing of his own origins. He knew only that of his two conflicting urges -- one to protect the
sanctity of the natural world, the other to defend Desh and the people therein -- the latter was by far the
stronger. Invisibly, he worked to stave off attacks from predators; to keep the village free of plague; and to
aid its inhabitants when other humanoids attempted to raid Desh for its supplies. While the people of Desh
thanked the gods and spirits for their fortune, however, they never knew of Desharis himself. The other fey
of the world, horrified at the notion of a spreading society that might supplant the natural order, counted
Desharis a traitor. They worked to thwart his efforts and even destroy him. Though he was, in effect, the
very embodiment of community, Desharis was ever alone.
Desharis grew bitter at the disdain of the other fey, and some suggest that he inspired the spread of
civilization as vengeance against them. Whatever the case, Desharis spread as the notion of community did,
growing ever more diffuse, ever larger. Though he gained in size and influence, he gained nothing in the
way of power; smaller villages added nothing to his abilities, and larger communities frequently birthed their
own urban fey. Eventually, the spirit of community was too diffuse and spread out to exist as a being at all -and yet, as the embodiment of civilization, now a permanent part of the world, he could not entirely fade
away.
Special Requirement: If you have gone more than a day without binding Desharis, you may only draw his
seal in a village or larger city. Attempts to do so elsewhere fail outright. You can, however, "carry" Desharis
into the wild; this is why you may continue to summon him, even outside the urban environment, if you have
not allowed more than a day to lapse since you last did so.
Manifestation: Desharis appears with the sound of a hundred distant voices talking and shouting, though
specific words remain completely unintelligible. A veritable mob of individuals appears as from a great
distance, as though the air above his seal had become a window to some other place. As the mob
approaches, these bare silhouettes meld together even as they take on greater details, eventually combining
to form a single humanoid shape standing 10 feet in height. Though the silhouettes look human, Desharis
himself appears made of equal amounts of stone, wood, metal, and glass.
Sign: While hosting Desharis, your eyes turn to glass. Anyone meeting your gaze sees the movement of
multiple silhouettes behind them, as though looking through a window at a busy street.
Influence: Under Desharis's influence, you cannot stand to be alone, and the more people you have around
you, the better. You never voluntarily accept any task that requires you to be alone, and you argue
vigorously against options that would split the party. If you have the opportunity to socialize with large
groups of people (such as entering a boisterous tavern), you must take it unless doing so is overtly harmful,
or you have reason to suspect the individuals are hostile to you.
Granted Abilities: Desharis grants abilities that reflect his desire to protect the civilized peoples of the
world, plus provides a few that show his anger at the fey and other creatures of nature.
City-Dweller: While hosting Desharis, you move at your normal rate when moving through a crowd, rather
than requiring two squares of movement for every square as is normal. In addition, you gain a +6
competence bonus on Gather Information and Knowledge (local) checks (and may use the latter even if you
have 0 ranks in it).
Infinite Doors: Once per day, you can pass through an exterior doorway (one that leads from inside a
building to outside), and appear through another exterior doorway within 3,000 yards. The two doors must
both be set in buildings made of similar materials; for instance, you could pass from a wooden building to
another wooden building, or a stone building to another stone building. You can either select a specific door
with which you are familiar as the destination, or simply declare that you are appearing through the closest
appropriate door to a given distance. (If no appropriate portal exists within range or in the direction you wish
to travel, the effect does not function.) This is a teleportation effect.
Language of the City: You can speak with any humanoid, as per the tongues spell.
Smite Natural Soul: You may attempt to smite an animal, elemental, fey, or plant with a single melee attack.
You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder
level. If you accidentally smite a creature that is not one of the above types, the attempt has no effect. Once
you have used this ability, you cannot do so again for 5 rounds.
Spirits of the City: You can animate objects, as the spell, as a caster of your binder level. Once you have
used this ability, you must wait 5 rounds after the effect has expired, or all the objects have been destroyed,
before you may do so again.
blade as black as night with opalescent edges appears. With a jerk the whole of the sword suddenly comes
free, revealing not a point but the back of a blackened and desiccated hand attached to the end of the blade.
The sword then flips upright and turns around, showing a moist, cat-like eye glaring from the palm of the
bony hand. When Kas speaks, his deep and angry voice comes from the basket guard, but it is the eye in
the palm that regards his summoner.
Sign: When a binder makes a pact with Kas, an angry catlike eye opens in the palm of each of his hands.
These eyes dont provide the binder with any extraordinary sight, nor do they inhibit the use of the binders
hands. When the binder uses any power granted by Kas, the eyes weep small amounts of blood for 10
rounds.
Influence: Kass influence makes a binder act warm and affectionate toward those with whom she speaks.
Kas further requires has host to kill any follower of Vecna or undead creature encountered. In addition, Kas
requires that the binder betray some friend or ally in some manner during the first hour after being
summoned and bound. This betrayal might be as small as breaking a promise to meet at a specific time or
as great as murder, but it must be unexpected, and the ally or friend must realize that a deliberate betrayal
occurred.
Granted Abilities: Kas grants binders the ability to deceive friends and blind enemies. In addition, Kas
protect binders from their enemies worst blows.
Blinding Strike: When you score a critical hit, the creature struck must make a Will save (DC 10 + Half your
binder level + Charisma bonus) or be permanently blinded. In addition, when you attack undead creatures,
you can affect them with critical hits and the blinding effect of this ability.
Bluff Bonus: You gain +4 competence bonus on Bluff checks.
Kass Protection: While bound to Kas, there is a 25% chance that any critical hit or sneak attack scored
against you is negated and damage is rolled normally. Sneak attacks and critical hits scored on you by
undead are always negated.
Undead Reaper: When you hit an undead creature with a melee or ranged attack, you ignore any damage
reduction it might have.
Weapon Proficiency: You are proficient with the bastard sword, longsword, and short sword.
Special Requirement: Primus refuses to appear before a binder already bound to Tenebrous. If the binder
has bound to Tenebrous at any point in the past, Primus knows and requires that its sign be drawn in
conditions of bright light.
Manifestation: When Primus begins to appear, its seal seems to rise up as a floating platform and become
a bronze gear with dozens of smaller cogs and mechanisms within, all whirring and clicking as they turn. A
yellow glow shines up from the ground and through the gears, dimming slightly just before Primus appears
in a burst of rainbow light
Primus stands fully 10 feet tall atop the floating gear-work, its lower body merging with the glow that rises
from the floor. Humanoid in shape, Primuss genderless body seems to be made of solid gold.
Primus stands silently and impassively, saying nothing, its face devoid of all features. When the binder at
last decides to say something, Primus suddenly speaks, its voice sounding hollow and cold, Who summons
us?
Once uttered two holes open on Primuss blank visage where eyes should be, and each dark void spills
black fluid down Primuss face. Where the liquid flows, the vestiges golden body sizzles away in then layers,
as through Primuss tears burn away its body. No matter how deep the channels this darkness creates grow,
Primus never flinches.
Sign: Dozens of small patches of skin on the binders legs and arms become gold, silver, and bronze.
These randomly placed metal plates take the shape of well-formed squares, equilateral triangles, hexagons,
and other geometric shapes. These pieces of metal do not odder any bonus or inhibit the character in
anyway. If removed, they revert to bloody flaps of flesh.
Influence: Primus shows its influence by making a binder ruthlessly practical. The binder evaluates all
activities with an eye towards its ultimate goals, brooking no frivolity or distraction. Every action becomes a
calculated move. In addition, Primus requires that the binder not knowingly break any law or disobey the
direct order of any lawful authority.
Granted Abilities: Primus grants binders the ability to combat chaos, to gain benefit from orderly behavior,
and to briefly access its ability to command all beings.
Divine Structure: If you perform the same actions on consecutive rounds in the same order, you gain a +1
competence bonus on all attacks, saves, and skill checks that round. For example, if you move and make a
standard attack, and then in the following round move and make a standard attack, you would gain the
bonus. If you move and make a standard attack and then in the next round 5-foot adjust and make a full
attack, you would not get the bonus.
Lawful Attacks: Your melee and ranged attacks are considered lawful for the purposes of overcoming
damage reduction, and you deal +1d6 points of damage to any creature of chaotic alignment that you hit
with a melee or ranged attack (included touch attacks, but not ranged touch attacks)
Primuss Order: You can order a creature within 100 feet to perform a specific action. The Creature must be
able to hear you, but it need not understand your language. Pick a command listed under the command
spell when you use this ability. If the target fails a Will save, it performs the action. In addition, targets that
fail their Will save cannot hear or see you for 1d4 rounds or until you attack it, treating you as though you are
under the effect of invisibility and silence spells. Other creatures can perceive you normally. This ability is
not language-based and can affect creatures even if they are immune to mind-affecting effects. Once you
have used this ability, you cannot do so again for 5 rounds.
The Triad
[Psionic]
Psicraft Bonus: You gain a +5 bonus on Psicraft checks, and you can make Psicraft checks as if you were
trained, even if you have no ranks in that skill.
Bardic Knowledge: You can use bardic knowledge as if you were a bard, but to determine your bonus, use
your effective binder level instead of your bard level. Any level-based bonuses for bardic knowleged that are
gained from other sources stack with the bonus gained from effective binder level.
Rujsha's Justice
Empathy: You gain access to the psionic power empathy for the duration of the binding. You may manifest
the power as a psion would and as if it is a power known by you. You may augment it as a psion normally
could, substituting your effective binder level in place of manifester level.
Diplomacy Bonus: You gain a +5 bonus on Diplomacy checks.
Smite Evil: Three times per day, you can attempt to smite an evil creature with a single melee attack. You
add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder
level. If you accidentally smite a creature that is not evil, the attempt has no effect. Once you have used this
ability, you cannot do so again for 5 rounds.
Mintar's Honor
Detect Hostile Intent: You gain access to the psionic power detect hostile intent for the duration of the
binding. You may manifest the power as a psion would and as if it is a power known by you. You may
augment it as a psion normally could, substituting your effective binder level in place of manifester level.
Sense Motive Bonus: You gain a +5 bonus on Sense Motive checks.
Weapon Proficiency: You gain proficiency in all simple, martial, and exotic weapons.
While goodness flowed from that fortress, evil lingered there, ever watchful, always waiting. The leaders of
the country posted a continual guard on the dungeon the fiend remained trapped within, wary of any attempt
to escape. For centuries it remained thus, until the fateful night Vanus took over as guardian.
Vanus was a vain prince of the realm, selfish and obsessed with frivolity. To punish the prince for an
embarrassment his petulance caused, the king commanded Vanus to serve with the guards of the dungeon
during the party to celebrate the monarchs birthday. Deep in the dark and clammy halls, Vanus determined
to ignore the chatter of the guards and strained to hear the noise of the celebration above. He could hear
little, just the distant tones of music punctuated by laughter. As he listened, the sound of one voice became
clearer. A deep and commanding speaker was saying something Vanus could not quite discern. As Vanus
neared the door to the fiends prison, the voice became even clearer, and Vanus thus moved past the
guards and closed the distance to the ancient portal.
When Vanus put his ear to the door, he heard a voice unlike any other, and what it told him terrified him.
Vanus ran from the dungeon screaming that the fiend was escaping. The guards, knowing they were not like
the heroes of old, and seeing the prince of the realm in panic, also fled. The prince ran through the party,
ranting about their coming doom, and soon the whole castle was being evacuated.
Panic spread across the countryside, and the people fought with one another in their haste to escape.
Battles erupted between families and towns, and the citizen of that ancient kingdom left their lands a wartorn ruin. In the conflicts that followed, the people forgot their original cause for leaving and focused on their
new enmity. The kingdom dissolved, the castle fell into ruin, and the fiend laughed in its prison.
Some legends say that the fiend then freed itself, and the gods cursed Vanus for his gullibility and
cowardice. Others say that Vanus returned and freed the fiend, and the gods cursed him for this evil. Still
other legends claim that Vanus became the fomenter of wars and breeder of terror, assuming the fiends
place in the cosmos, becoming imprisoned by his fears even as the fiends evil spread beyond the walls of
the dungeon.
Special Requirement: Vanus will not appear before a binder if his seal is drawn within sight of a doorway or
window of any kind. If such apertures can be hidden from view, Vanus submits to being summoned, but the
moment Vanus sees a door or window, he shrieks and vanishes in a gout of blue flame. Should the binding
attempt be aborted in this manner, Vanus will not appear before the binder for three days.
Manifestation: Vanus appears in his seal as though stepping down from a carriage not visible to the binder.
He always takes the form of a handsome male member of the binders race, dressed in fine clothing as a
person of wealth and privilege. Vanus smiles and bows low to his summoner, but when he rises, his visage
will have changed. Vanus then appears demonic, with six black horns growing from his face, and his skin
covered in dark boils that swim with maggots. Blood wells up in his eyes like tears and pours down his
smiling face to where he licks his lips. In this form, Vanus again bows. When he rises once more, he retains
his demonic body and awaits his summoners pleasure.
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 binders 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.
Influence: Under the influence of Vanus, you take every opportunity to revel. Even small victories seem like
cause for grand celebrations, and if youre 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.
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.
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 mindaffecting fear effect.
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.
You can instead use this ability to free a creature from an imprisonment spell or Halphaxs imprison ability if
you witnessed its imprisonment.
You cannot use this ability on yourself. Once you have used this ability you cannot do so again for 5 rounds.
Noble Disdain: When attacking a foe of fewer Hit Dice than yourself with a ranged or melee weapon, you
deal +1d6 points of damage.
Vanuss 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.
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).
Zceryll Refference:
Pseudonatural Template (Complete Arcane, p161):
Can be applied to any corporeal creature
Size and Type: Type changes to Outsiders
Special Attacks: Once per day, a pseudonatural creature can cast
True Strike on itself as a supernatural ability.
Special Qualities:
Resistance (Ex): A pseudonatural creature has a resistance to acid
and electricity based on the base creatures Hit Dice, see table
below.
Damage Reduction (Ex): A pseudonatural creature gains damage
reduction based on the base creatures Hit Dice, see table below.
Hit Dice
1-3
4-7
8-11
12<
Acid, Electricity
5
5
10
15
DR
5/magic
5/magic
10/magic
Spell Resistance (Ex): The creature gain a SR of 10 + Base Creaturess HD (Maximun 25)
Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque,
tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien
appearance, its abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls
against a pseudonatural creature when it is in this alternate form.
Abilities: Same as base creature but Intelligence is at least 3.
Mindsight (Lords of Madness, p126):
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.
The creature also perceives several observable characteristics about each being detected with mindsight,
including the beings 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 beings race and clothing would be to
eyesight.
Magic Items: Aberrant Spheres Magic Item Compendium, p149
Prerequisite
Item Creation
0
1
Craft Talisman
1
Grell Alchemy
1
Scribe Scroll
0
Etch Rune
0
Sanctify Relic Item
3
Attune Gem
3
Brew Potion
3
Craft Wondrous Item
0
Create Portal
3
Create Infusion (Imbue Herb)
3
Tattoo Magic
5
Craft Aboleth Glyph
5
Craft Magic Arms and Armor
0
Craft Construct
5
Craft Rune Circle
5
Craft Wand
6
Craft Skull Talisman
7
Craft Crystal Weapon
9
Bind Elemental
9
Craft Rod
9
Craft Scepter
11
Craft Contingent Spell
12
Forge Ring
13
Craft Staff
13
Inscribe Rune
X
Any of the UA Craft Masterwork X Feats.
Item Creation Modification
Bardic Music, Craft 5 ranks (action, literature, or music; depending on the type of
performance to be created), See Dragon #301 for full details.
0
Create Moving Portal
0
Exceptional Artisan
0
Extraordinary Artisan
0
Improved Flight Item
0
Legendary Artisan
0
Portal Master
Adventuring Feats
Create Portal
Any Item Creation Feat.
Any Item Creation Feat.
Craft Wondrous Item, Knowledge (Planes) 6 ranks.
Any Item Creation Feat.
Any Item Creation Feat.
5
9
12
Grafts
0
Graft Flesh - Aboleth
Aboleth Only, Heal 10 Ranks
0
Construct Grafter
Craft (armorsmithing, blacksmithing, or sculpting) 10 ranks
0
Graft Flesh - Beholder
Heal 10 Ranks
0
Graft Flesh - Fiendish
Fiends Only, Heal 10 Ranks
0
Graft Flesh - Undead
Heal 10 Ranks
0
Graft Flesh - Yuan-ti
Heal 10 Ranks
0
Graft Flesh - Illithid
Illithids Only, Heal 10 Ranks
0
Wyrmgrafter
Heal 10 ranks, Knowledge (arcana) 5 ranks
Imbued Staff: A variant from Dragon #338. If this variant is taken all of the Staff imbuing options are open to you:
1
3
5
9
12
Imbued Defense
Imbued Strength
Enchant Staff
Invest Spell
Recharge Staff
Craft Staff
Psionic Powers
The following is a list of Psionic Powers detailed for [Psionic] Type Vestiges presented in this book.
Irrelevant information has been removed from these entries; for a complete description of each Psionic
Power please check the Expanded Psionics Handbook. Please refer to the beginning of this book when
determining how to treat emulated psionic effects as they do not function normally when used by the Binder
class.
Power Points:
All of the emulated powers have a power point cost which must be spent in order to manifest the power.
Each of the [Psionic] Type Vestiges should grant you a Power Point Reserve and the power point cost is
indicated in each of the Power's description.
Power Point Limit:
Some emulated powers allow you to spend more than their base cost to achieve an improved effect, or
augment the power. The maximum number of points you can spend on a power (for any reason) is equal to
your Effective Binder Level.
last round of the powers duration and dissipates
at the end of its turn.
Animal Affinity
Psychometabolism
Manifesting Time: 1 standard action
Range: Personal
Duration: 1 min./level
Power Points: 3
You forge a psychometabolic affinity with an
idealized animal form, thereby boosting one of
your ability scores (choose either Strength,
Dexterity, Constitution, Intelligence, Wisdom, or
Charisma). The power grants a +4 enhancement
bonus to the ability score you choose, adding the
usual benefits provided by a high ability bonus.
Because you are emulating the idealized form of
an animal, you also take on minor aspects of the
animal you choose. If you choose to increase the
ability you use to manifest powers, you do not
gain the benefit of an increased ability score long
enough to gain any bonus power points for a high
ability score, but the save DCs of your powers
increase for the duration of this power.
Augment
For every 5 additional power points you spend,
this power grants a +4 enhancement bonus to
another ability.
Astral Construct
Metacreativity (Creation)
Manifesting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level (D)
Saving Throw: None
Power Points: 1
This power creates one 1st-level astral construct
of solidified ectoplasm that attacks your enemies.
It appears where you designate and acts
immediately, on your turn. It attacks your
opponents to the best of its ability. As a free
action, you can mentally direct it not to attack, to
attack particular enemies, or to perform other
actions. The astral construct acts normally on the
Body Adjustment
Psychometabolism (Healing)
Manifesting Time: 1 round
Range: Personal
Duration: Instantaneous
Power Points: 5
You take control of your bodys healing process,
curing yourself of 1d12 points of damage. As
usual, when regular damage is healed, an equal
amount of nonlethal damage is also healed.
Augment
For every 2 additional power points you spend,
this power heals an additional 1d12 points of
damage.
Body Purification
Psychometabolism (Healing)
Manifesting Time: 1 round
Range: Personal
Duration: Instantaneous
Power Points: 5
You restore up to 2 points of damage to a single
ability score. You cannot use body purification to
heal ability drain.
Augment
For every additional power point you spend, this
power heals 1 additional point of damage to the
same ability score.
Call to Mind
Telepathy [Mind-Affecting]
Manifesting Time: 1 minute
Range: Personal
Duration: Instantaneous
Power Points: 1
By meditating on a subject, you can recall natural
memories and knowledge otherwise inaccessible
to you.
On a failed Knowledge check, you can manifest
this power to gain a new check with a +4
competence bonus. If successful, you instantly
recall what was previously buried in your
subconscious.
Clairvoyant Sense
Clairsentience (Scrying)
Manifesting Time: 1 standard action
Range: See text
Effect: Psionic sensor
Duration: 1 min./level (D)
Saving Throw: None
Power Points: 3
You can see and hear a distant location almost
as if you were there. You dont need line of sight
or line of effect, but the locale must be knowna
place familiar to you or an obvious one, such as
behind a door, around a corner, or in a grove of
trees. Once you have selected the locale, the
focus of your clairvoyant sense doesnt move, but
you can rotate it in all directions to view the area
as desired. Unlike other scrying powers, this
power does not allow psionically or
supernaturally enhanced senses to work through
it.
If the chosen locale is magically or psionically
dark, you see nothing. If it is naturally pitch black,
you can see in a 10-foot radius around the center
of the powers effect or out to the extent of your
natural darkvision. The power does not work
across planes.
is active you cannot be surprised or caught flatfooted by creatures that are susceptible to mindaffecting powers.
While under the effect of this power, you can
make Sense Motive checks as a free action
against anyone within 30 feet of you.
The power can penetrate barriers, but 3 feet of
stone, 3 inches of common metal, 1 inch of lead,
or 6 feet of wood or dirt blocks it.
Empathy
Telepathy [Mind-Affecting]
Manifesting Time: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius spread centered on you
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Power Points: 1
You detect the surface emotions of any creature
you can see that is in the powers area. You can
sense basic needs, drives, and emotions. Thirst,
hunger, fear, fatigue, pain, rage, hatred,
uncertainty, curiosity, friendliness, and many
other kinds of sensations and moods can all be
perceived.
You gain a +2 insight bonus on any Bluff,
Diplomacy, Intimidate, or Sense Motive checks
that you make in the round when you cease
concentrating on this power.
Augment
You can augment this power in one or both of the
following ways.
For every additional power point you spend, this
powers range and the radius of its area
increases by 5 feet.
If you spend 2 additional power points, this
powers maximum duration increases to 1
hour/level.
Energy Missile
Detect Hostile Intent
Telepathy [Mind-Affecting]
Manifesting Time: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius emanation centered on you
Duration: 10 min./level (D)
Saving Throw: None
Power Points: 3
While the duration of this power lasts, you
become aware of the presence of any creatures
with hostile intent within 30 feet of you, and their
direction from you (but not their specific location).
The power detects active aggression, as
opposed to vigilance. In addition, while this power
Levitate, Psionic
Psychoportation
Manifesting Time: 1 standard action
Range: Personal or close (25 ft. + 5 ft./2 levels)
Target: You only
Duration: 10 min./level (D)
Saving Throw: None
Power Points: 3
As the levitate spell, except as noted here.
Read Thoughts
Telepathy [Mind-Affecting]
Manifesting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation centered on you
Duration: Concentration, up to 1 min./level (D)
Saving Throw: Will negates; see text
Saving Throw DC: 10 + 1/2 EBL + Cha
Power Points: 3
You know the surface thoughts of the mind of any
creature in the area that fails a Will save. A target
that succeeds on its save is not affected by this
manifestation of the power, even if it leaves the
area and then reenters the area before the
duration expires.
Creatures of animal intelligence have simple,
instinctual thoughts that you can pick up. If you
read the thoughts of a creature with an
Intelligence of 26 or higher (and at least 10 points
higher than your own Intelligence score), you are
stunned for 1 round and the power ends. This
power does not let you pinpoint the location of an
affected mind if you dont have line of sight to the
subject.
Each round, you can turn to use this power in a
new area. The power can penetrate barriers, but
1 foot of stone, 1 inch of common metal, a thin
sheet of lead, or 3 feet of wood or dirt blocks it.
Sustenance
Psychometabolism
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 3
You can go without food and water for one day.
Each time you manifest this power, your body
manufactures sufficient solid and liquid
nourishment to satisfy your needs for that time.
Planar Lore
Lesser known Vestiges
Other Vestiges
Other possible Vestiges who were once Demon-Lords, Arch Devils, Fallen Angels and even Gods exist in
the Wells of Darkness, their powers stemming from the same sources as Vestiges such as Cabiri or
AnsitifThe Shattered NightDungeon Magazine #148 and Fiendish Codex I go into greater detail and
provide background information for each of the prisoners on the 73rd layer of the Abyss.
Vestiges References:
Notes: