Author Topic: Consolidated Binder's Handbook (Repost with Formatting)  (Read 60456 times)

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Cagemarrow

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #80 on: August 03, 2011, 03:51:37 PM »
Yep, came in handy for my binder too with the daze ability zceryll gives. That was one suprised red dragon when it was diving down to strife us and ended up crashing into the ground at our feet instead. :)

Naberous's Suggestion ability came in really handy last game too.

We were attacked by what equated to two trained Sand Worms, from Sandscape, which I was able to drive off with two immediate uses of Suggestion, commanded to go away, due to my Knight of the Sacred Seal levels. Turned a CR 15 fight into a CR 6 one after we turned our attention to the red dragon spawn sorcerers that had been giving them orders. Of course I feel bad for any communities that the worms may come across in their 15 hours of travel from their nesting ground.

I know it wouldn't normally work since it's language dependent, but they were trained and I had telepathy so I was able to successfully argue that they understood a language even if they couldn't speak it so it should work. Was great to see my DM's face as he thought that through, and then caved.

PhaedrusXY

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #81 on: August 03, 2011, 03:53:05 PM »
Lowering spell restistance is a standard action you have to do every round - so In combat it's a bit problematic. Doesn't get better when you - like my anima mage har a persisted greater blink going - most of the time i was on the etheral plane - and when the finally did cast a haste with my not blinking a way - my SR go in the way :-)
But the DR10/magic and greater blink does make me able to walk into melee if I feel like it (if we are fighting beasts without magic weapons).

Personally I like the format from SRD.
Note the the the true strike ability monsters with PA can pack a punch.
Your own spell resistance never interferes with spells you cast on yourself. You don't even have to lower it. Presumably it also wouldn't matter for spells shared with your familiar, if it has SR, but that's not spelled out explicitly, that I know of.
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

snakeman830

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #82 on: August 03, 2011, 03:56:27 PM »
Lowering spell restistance is a standard action you have to do every round - so In combat it's a bit problematic. Doesn't get better when you - like my anima mage har a persisted greater blink going - most of the time i was on the etheral plane - and when the finally did cast a haste with my not blinking a way - my SR go in the way :-)
But the DR10/magic and greater blink does make me able to walk into melee if I feel like it (if we are fighting beasts without magic weapons).

Personally I like the format from SRD.
Note the the the true strike ability monsters with PA can pack a punch.
Your own spell resistance never interferes with spells you cast on yourself. You don't even have to lower it. Presumably it also wouldn't matter for spells shared with your familiar, if it has SR, but that's not spelled out explicitly, that I know of.
In the familiar description, you have this:
Quote from: SRD
To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.

I am constantly amazed by how many DM's ban Tomb of Battle.  The book doesn't even exist!

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Cagemarrow

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #83 on: August 03, 2011, 05:07:14 PM »
I don't remember Familiars getting spell resistance by default, so if you have one and can share spells with it can you have your ally cast the buff spell on the familiar, and then share spell it to get it passed on to you while ignoring your spell resistance?


PhaedrusXY

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #84 on: August 03, 2011, 05:10:20 PM »
I don't remember Familiars getting spell resistance by default, so if you have one and can share spells with it can you have your ally cast the buff spell on the familiar, and then share spell it to get it passed on to you while ignoring your spell resistance?


No...  Share Spells only allows the master to share a spell he casts with his familiar, not the other way around, and not spells other people cast...

Also, look at the table of familiar benefits... they get SR.
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

Cagemarrow

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #85 on: August 03, 2011, 06:25:57 PM »
I guess I just didn't remember that. Its been a long time since i've gotten to play a wizard past 4th level.

PhaedrusXY

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #86 on: August 03, 2011, 06:29:27 PM »
I guess I just didn't remember that. Its been a long time since i've gotten to play a wizard past 4th level.
Well practically nobody takes enough levels of wizard to actually get that. A prestige class is almost always better, even if you want to keep the familiar. [spoiler]Maybe even especially if you want to keep your familiar, as you get all the best familiar abilities with just 3-5 levels of wizard anyway, and the XP cost for having it die is also tied directly to your number of wizard class.[/spoiler]
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

The_Mad_Linguist

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #87 on: August 03, 2011, 10:33:20 PM »
I don't remember Familiars getting spell resistance by default, so if you have one and can share spells with it can you have your ally cast the buff spell on the familiar, and then share spell it to get it passed on to you while ignoring your spell resistance?


No...  Share Spells only allows the master to share a spell he casts with his familiar, not the other way around, and not spells other people cast...

Also, look at the table of familiar benefits... they get SR.
It does say 'another spellcaster'...
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Cagemarrow

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #88 on: August 19, 2011, 03:41:36 AM »
I've always though the Leonal would be an excellent summon, due to it's Heal, Lay on Hands, and Cure Critical Spell like abilities but I over looked something very important. They get Polymorph as an at will spell like ability at a 10th level caster. Think about that for a second. Polymorph at will, without the self only restriction other summons have on some of theirs. With my Binder Jacob that means I could be changed into any outsider with 10 hd or less due to being one myself already. That's insane and I can't even think of which form would be best for this.

This also means that they can keep healing every round until the summon is over, minimum of 18 rounds. Heal, Lay on Hands, cure critical x 3, polymorph (for target x hd hp back, a nights rest worth)

of course this assumes the players are allowed access to polymorph as a spell. at 18th level, 14th in my character's case, this isnt really too broken as is.

Shiki

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #89 on: August 19, 2011, 03:50:49 AM »
A Leonal do not get Polymorph as an at-will (Sp). It was errata'd out.
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Cagemarrow

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #90 on: August 19, 2011, 11:38:41 AM »
Well crap, I thought the SRD files I created my Summon Monster List from had applied the Erratas already. Its just another thing I'll have to go back and do on them.

Guess that still leaves the movanic deva and coatyl as my utility summons of choice.

Harald

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #91 on: August 19, 2011, 03:51:17 PM »
I do have a question, concerning the binder and the paladin. If I read correctly the section on Heresy & heterodoxy, a paladin who sacrifices his Divine grace, or a Cleric who sacrifices his domains, add their level as effective binder levels. For instance, a binder 2/Paladin 6 has an effective binder level of 8, thus can bind 2 pacts at once and bind 4th level pacts. Is that correct ?

If that so, a binder/paladin/Knight of Sacred Seal can be interesting, though feat starved, for a mele-ish binder with Tenebrous : Divine Might every five rounds, mass healing out of combat through Sacred Healing ( potential Fast Healing every five rounds)...

PhaedrusXY

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #92 on: August 19, 2011, 06:20:22 PM »
It says they add their levels to determine "the effects" of their binding ability... I'm not 100% sure what this means. Does that mean it only modifies how long durations last, how much damage abilities do, etc? Or does it modify the level of vestiges you can bind? It doesn't say it increases your effective binder level, after all.
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

Bigtuna

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #93 on: August 20, 2011, 12:30:22 AM »
Read the variant rules again...

1) Cleric - loose domain powers +domain spells (bad), if you have 2 levels of binder (which gives you the pact argumentation ability) you can add your cleric levels to determine it's effect.

The Pact argumentation ability ISN'T soulbinding (that is binding vestiges) it the gain a minor bonus on page 11. You get to additional bonus on 5, 10, 15 and 20.
So a Binder2/cleric3 can - with this variant rule - choose 2 argumantation +1 insight to saves and +5 HP points for instance.

When he get binder3 he gets a bonus feat from the binder bonus feat list.

If he wortships Tenebros as a God (see page 64) he might gain acces to the Death, Chaos, Evil and Trickery domains -  and not lose domain powers since Tenebros don't mind binders... But I don't think you can have it both ways...


2) Paladins - with the variant rule - lose divine grace, but again if binder2 can add paladin levels for the minor benefit of pact argumentaion.

These rules can add flavor to a world that hate binders, but who would want to be a paladin/binder without Divine Grace? Or a Cleric without domain powers?  
« Last Edit: August 20, 2011, 12:32:41 AM by Bigtuna »

Harald

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #94 on: August 20, 2011, 12:48:57 AM »
It was the reason I was asking : I do have the book, but translated, I thought the original version in English might have been clearer. If it was Binder effective level, it would have been a good deal, but as it is, not really.

PhaedrusXY

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #95 on: August 20, 2011, 07:52:33 PM »
Didn't see this combo mentioned, and I'm considering it for a build I'm working on:

Paimon + Knock-down = D&D bowling

I'm debating on whether to dip swordsage for the Shadowblade feat (+Dex to damage goes well with Paimon's +4 bonus, but using a two-handed weapon can get the same bonus on damage with less of a feat investment...).

This would also be for a character with a musical theme, so binding Paimon and "dancing" would fit well.
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

Bigtuna

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #96 on: August 21, 2011, 01:13:07 AM »
1) Okay if you ha´ve a translated version of ToM the "read the variant rules rules again..." part might be a bit rude... Sorry.


2) Isn't knock-down either a divine feat (o you have to be a God (not wizard) or a 3.0 feat?

3) A side from the knock-down feat - at low level a dex race + binder w/ paimon swordsage w/Mighty throw does makes a lot of fun - the rest of the desert sun maneuvers uses str. So painmon down help there. Now just add a caster with a nasty AoA spell and throw Foes into it...

4) I'm playing a binder/sorc/anima mage - with a bard in the party and at low levels music isn't your friend - DC 20 binding check or ½ speed with any kind of "music"...
« Last Edit: August 21, 2011, 02:01:22 AM by Bigtuna »

Shiki

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #97 on: August 21, 2011, 01:38:24 AM »
2) Isn't knock-down either a divine feat (o you have to be a God (not wizard) or a 3.0 feat?

Knock-Down was printed in Sword and Fist, and later printed into Deities and Demigods, but the section's entry where Knock-Down was printed says those feats were originally designed to be used by player characters, and it's now in the 3.5 SRD, so it's a feat designed for PCs which is 3.5 legal. Everything's fine here IMO.

edit: Typo.
« Last Edit: August 21, 2011, 03:18:30 AM by Shiki »
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Bigtuna

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #98 on: August 21, 2011, 02:23:35 AM »
okay.
i have always considered sword and Fist 3.0 - and let's face it 3.0 lost it. Some of th 3.0 feats where just BROKEN. Knock-down is a free trip attack. Add imp. trip to the combo. And then there was the feat allowing you to take ALL your AoO on one provoked AoO - I trip - they fall - if they get op i get dex# of AoO... Yeah 3.0 was awesome (or broken)
Doing 10 dam is trivial - so now you automatically get a trip attempt and if you succes an bonus attack. Making it a feat for -well - Gods makes sense. For non epic players. Not in my book. But some mastes like gestalt - some also don't mind players having feats worthy of Gods...

snakeman830

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #99 on: August 21, 2011, 03:08:37 AM »
okay.
i have always considered sword and Fist 3.0 - and let's face it 3.0 lost it. Some of th 3.0 feats where just BROKEN. Knock-down is a free trip attack. Add imp. trip to the combo. And then there was the feat allowing you to take ALL your AoO on one provoked AoO - I trip - they fall - if they get op i get dex# of AoO... Yeah 3.0 was awesome (or broken)
Doing 10 dam is trivial - so now you automatically get a trip attempt and if you succes an bonus attack. Making it a feat for -well - Gods makes sense. For non epic players. Not in my book. But some mastes like gestalt - some also don't mind players having feats worthy of Gods...
Yet it is now 3.5 material and perfectly legal for PC use.
I am constantly amazed by how many DM's ban Tomb of Battle.  The book doesn't even exist!

Quotes:[spoiler]
By yes, she means no.
That explains so much about my life.
hiicantcomeupwithacharacterthatisntaghostwhyisthatamijustretardedorsomething
Why would you even do this? It hurts my eyes and looks like you ate your keyboard before suffering an attack of explosive diarrhea.
[/spoiler]

If using Genesis to hide your phylactry, set it at -300 degrees farenheit.  See how do-gooders fare with a liquid atmosphere.