Author Topic: Consolidated Binder's Handbook (Repost with Formatting)  (Read 76101 times)

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Cagemarrow

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #60 on: April 19, 2011, 11:38:19 AM »
Definately nice to hear. Unfortunately Real Life has been intruding and I haven't had much time to work on it any futher. While it is a daunting task its not as bad as it seems, most were just copy and pasted from the SRD monster manual, finding the rest of them though is much more difficult.

Azoriel

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #61 on: April 21, 2011, 10:19:45 PM »
Mmm...

Quorbred Incarnate Construct Warforged.

LA +0.

Also, does anyone know how Move Ally from Savnok (at BL 13, of course) and Chupoclops work? Does your ally become Ethereal?

If so, SWEET! I'm totally going to get everyone in the party to take some sort of swift action movement (Travel Devotion, a couple others...)

Per the SRD,   Thus, while you could switch places with your buddies while you're both on the Material Plane or both on the Ethereal, you can't swap places with them while you're on the Ethereal and they're not.  (Good try, though...)

nijineko

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #62 on: April 22, 2011, 02:01:57 AM »
Per the SRD,   Thus, while you could switch places with your buddies while you're both on the Material Plane or both on the Ethereal, you can't swap places with them while you're on the Ethereal and they're not.  (Good try, though...)

unless you gate one to the other. one could then argue that if an open / active gate was nearby that it could then work.
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Cagemarrow

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #63 on: May 03, 2011, 04:13:05 PM »
Not sure if I've shared this before or not. Its my consolidated list of all official non epic vestiges by level with their DC's Signs, and powers all formated to fit within 2 pages of a pdf document. I keep a copy on my ipad while playing to have easy access to them.

http://dl.dropbox.com/u/12077336/Consolidated%20Vestiges%20by%20level.pdf

Again the only place I have to host this is from Drop Box so if anyone else wants to place it somewhere more permanent please feel free.

Cagemarrow

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #64 on: May 20, 2011, 09:36:08 AM »
Just another note for Zceryll users out there, just found the Rilmani Fulmarch summon from Fiend Folio (SM VII) and while not terribly useful themselves they get Phantom Steed 3/day as a Spell like ability CL 9. Which gives them a 9 hour duration and a 180ft single move speed with the bonus of being able to move over loose terrain at no penalty. Faster than the Djinni's Wind Walk if flight isn't necessary without the 5 round transformation penalty. With one hours summoning you'd be able to supply mounts for 90 riders with enough time left for them to ride for the normal 8 hour travel day.

I'm going to get to play my binder character again soon so will be starting up on finishing the summon list again. Really wish the GM would allow me to use the summons from the Book of Exalted Deeds.

Agita

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #65 on: May 20, 2011, 10:11:24 AM »
Just another note for Zceryll users out there, just found the Rilmani Fulmarch summon from Fiend Folio (SM VII) and while not terribly useful themselves they get Phantom Steed 3/day as a Spell like ability CL 9. Which gives them a 9 hour duration and a 180ft single move speed with the bonus of being able to move over loose terrain at no penalty. Faster than the Djinni's Wind Walk if flight isn't necessary without the 5 round transformation penalty. With one hours summoning you'd be able to supply mounts for 90 riders with enough time left for them to ride for the normal 8 hour travel day.

I'm going to get to play my binder character again soon so will be starting up on finishing the summon list again. Really wish the GM would allow me to use the summons from the Book of Exalted Deeds.
Wouldn't the Phantom Steed pop as well when the summoning of the Rilmani itself ends? I guess I could see an argument either way.
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Bigtuna

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #66 on: May 20, 2011, 11:33:49 AM »
"A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities."
http://www.d20srd.org/srd/spells/summonMonsterI.htm
 
Even if it's a spell-like ability it's still a conjuration (creation) spell - which would mean no.
But then you could say it's a "a Large, quasi-real, horselike creature" and since it's only quasi-real it's not a creature. But a spell effect. Then it's rule no. 1...

But Phantom Stead has a casting time of 10 min. You only have the Rilmani Fulmarch for BL/rounds. (unless FF says otherwise) so I guess No?

But keep it comming. My Binder/Sorc/Anima mage is a level from being able to bind Zceryll - so I need all the summoning advice I can get :-)

Cagemarrow

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #67 on: May 20, 2011, 03:07:19 PM »
I can see the first point, but as its not a creature that can really take actions on its own I don't see a problem with using it but the DM will have to make the call. It's not like the campaign designers follow that rule themselves. Conjuration [Creation] spells themselves are not a problem as many summons use various wall spells which fall under that as well.

As far as the casting time goes Spell Like abilities have casting time of a standard action, and no xp or material component cost, unless the spell takes less time normally. That's why the Monavic Deva is so nice too, free raise dead, consecrates, and hallows.

I don't think the spell effects end until the end of their durations but I'll have to see if I can find a ruling either way in the faqs or rules. If they do that really hurts my binder's build and would drop them back down to tier 3 or 4 even in my opinion.
« Last Edit: May 20, 2011, 03:12:59 PM by Cagemarrow »

Bigtuna

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #68 on: May 21, 2011, 10:29:53 AM »
"A spell-like ability takes the same amount of time to complete as the spell that it mimics (usually 1 standard action) unless otherwise stated."
http://www.d20srd.org/srd/specialAbilities.htm#spellLikeAbilities

But then MM1
Has it the other way around "Using a spellike ability is a standard action unless noted otherwise"
- so did SRD get it wrong ot did they read an errate/faq?

And FF just says "3/day" nothing about as a standard/swift/free action,

Personally I don't see why a spell-like ability - that "works just like the spell of that name" should be faster. There is a reason some spells take longer than normal to cast. So I would rule casting time = spell, unless otherwise stated - but i guess that's GM's call.

FF seems to be filled with monstrs with spell-like abilities - but a) which ones can be summmoned? and b) Isn't it 3.0? (when it says DR 5/+1 thts a 3.0 thing right?)


Cagemarrow

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #69 on: May 21, 2011, 11:06:58 AM »
There is a 3.5 update for the fiend folio to bring it up to speed so to speak, really doesn't help many of the monsters in it. And it says in their description if they can be summoned and which spell is needed for it.

Rules compendium states
Quote
Using a spell-like ability usually takes 1 standard action and provokes attacks of opportunity unless otherwise noted. If the spell-like ability duplicates a spell that has a casting time of less than 1 standard action, the spell-like ability has that casting time.
Which matches the descriptions in the newer monster manuals as well. I think the SRD is incorrect in this case.


The below link has a consolidated list of which monsters can be legally summoned in 3.5, which is what I've been using to build my summon stat block book from. Some require special rituals or alignments to be able to add to your list and others require swapping creatures out.

http://community.wizards.com/go/thread/view/75882/19872206/Legal_3.5_Summonable_Monster_List

Fiend Folio (arguably 3.5e)
Aoa Droplet (N, IV)
Bacchae (CN, III)
Demodand, Farastu (NE, IX)
Demon, Skulvyn (CE, IV)
Demon, Wastrilith (CE, IX)
Deva, Monadic (G, IX)
Deva, Movanic (G, VII)
Formian, Armadon (LN, VII)
Formian, Observer (LN, IX)
Formian, Winged Warrior (LN, VI)
Imp, Bloodbag (LE, IV)
Imp, Euphoric (LE, IV)
Imp, Filth (LE, IV)
Kaorti (NE, II)
Maelephant (LE, VIII)
Nerra, Kalareem (N, IV)
Nerra, Sillit (N, VI)
Nerra, Varoot (N, II)
Rilmani, Cuprilach (N, IX)
Rilmani, Ferumach (N, VII)
Slaad, Mud (CN, VI)
Yugoloth, Piscoloth (NE, VII)
Yugoloth, Skeroloth (NE, IV)

Cagemarrow

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #70 on: May 26, 2011, 09:46:54 AM »
As pointed out in the Fun Finds thread, the Amulet of Peace from Secrets of Sarlona allows the wearer to resist attacks from an attacking creature as an immediate action with an opposed diplomacy check. The resistance can apply to all attacks from the same attacker for that round per activation. and at 5k gp this is a ridiculously good item for a follower of Naberous. Even better it explicitly says you can choose to activate it after learning the results of the attack roll.

Cagemarrow

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #71 on: May 30, 2011, 05:11:58 PM »
Another very useful summon for Zceryll users - Artaaglith from Ghostwalk, SM VI - casts as a 5th level cleric with the evil and death (undeath) domains. I really wish I had looked this one up earlier. That's unlimited non good cleric spells of up to 3rd level. Can also animate dead once per day as a Spell like ability.

BrainCandy

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #72 on: June 05, 2011, 03:24:55 PM »
A minor trick I just found for those that bind Andras. A Shield of Mercy from MiC lets you turn smites into healing = to the extra damage the smite would have given you. So at 10th level it is free 10 point heals. Not great, but not bad for out of combat healing or for the emergency stabilization of someone in combat. This is on a +1 heavy steel shield that only costs 2170 gp, so it's not exactly useless when not being used to heal either.

Bigtuna

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #73 on: June 07, 2011, 08:20:56 AM »
Amulet of peace is only 2/day -although each use can counter a fullattack and mind effecting which someway limits it's usefullness - but still a useful item for anyone with maxed out diplomacy.

Bigtuna

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #74 on: July 09, 2011, 02:00:04 PM »
An other combo:
Zceryll grants mindsight. Now you know the int score of a creature.
Take some UMD - or bind karsus or be an anima mage. Buy a wand of ray of stupidity.
When ever you encounter an animal (int 2)  or something with a low int score - take out your wand (or if you are an anima mage just cast the spell)...
Since you also know the creature type can don't need to waste charges on undeads (that are immune to mindaffecting - if your char knows that).

Nice and simple.

Bigtuna

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #75 on: July 29, 2011, 02:42:15 PM »
I'll just share a little more combo experiences.

Binder1/sorc1/Anima mage...

Once you get greater inv.- persistet with anima mage +2d6 sneak (3d6 a little later) and  3d6 sudden strike rocks!
- binded 2 low levels vestiges makes the binding check easy - which is +4 ini. - so even things that can see inv have a fair change of being flatfooted for the first attack.

If you by item or feat can change your vestige you can shine out of combat - knowledge checks - bind the right vestige, get info from your fallen enemies - bind the right vestige. Down time - craft your own item - bind the right vestige.

The aura of sadness/dispair is not recommended in tight spaces where you could end up next to your teammates.

One of the gaze attacks also attacks your friends - making people wanna stay away from you - don't bind that vestige...

Zcferyll gives ALOt of utility and nice abilities - but he also gives you SR - if your party use party incombat buffs alot (such as haste) this could be a big disadvantage



PhaedrusXY

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #76 on: July 29, 2011, 05:37:49 PM »
Are you not the one casting Haste? You always ignore your own SR.
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Bigtuna

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #77 on: July 31, 2011, 02:27:34 PM »
Nope - with my limited spells known I let the party Beguiler cast haste, since it's on his spelllist...

The party female bard/crusader keeps singing - so I have never bound Paimon - even if he be rather interesting :-(
But Binder is great - now I'm just waiting to make a bad pact with Zcyrell for the fun to begin (bloody females and spontanous spellcasters - said the sorcerer..)

Cagemarrow

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #78 on: August 03, 2011, 10:45:46 AM »
You can choose to lower and raise your Spell Resistance if it becomes an issue. I know in my game though having it has been a life saver more than once even if it isn't maxed yet. Also makes my summons more durable to enemy fire.

Also remember that Zceryll gives a bonus to will saves based on your EBL and immunity to confusion, insanity, and weird spells. This has also saved my character's bacon more than once. Of course he did fall to a vampire's dominate ability but thankfully the next round the party's Swift Hunter critted it with full improved skirmish and his Greater True Death Crystal.


I will finish my Summon Monster list one of these days, biggest trouble I'm finding is deciding on a format for the stat blocks. Does anyone have any suggested format that they would prefer? I've been creating them with the Pseudonatural Template already applied and including the added abilities with every monster, but this increases the needed pages by quite a bit and I haven't found a layout for them I like yet.
« Last Edit: August 03, 2011, 11:22:02 AM by Cagemarrow »

Bigtuna

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Re: [WIP] Binder's Guide: Trade Your Soul for Awesome
« Reply #79 on: August 03, 2011, 11:30:09 AM »
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.