Hergeirr Helfdane[spoiler]
Hergeirr Helfdane(Human Binder 2//Mystic Ranger 2)(med) (humanoid)Hit Dice:2d8+2 (15)
Initiative: +2
Speed: 30
Armor Class: 17
Touch: 12
Flat-footed: 15 (10+3armor+2shield+2dex)
Base Attack/Grapple: +2/+4Attack: morning star +3 (1d8+1, 20/x2), sling +4 (1d4+1, 20/x2, 50' range increment) (+2 damage vs. humans)
Full Attack: same
Space/Reach: 5'/5'
Special Qualities: Favored Enemy: Human (+2 Bluff, Sense Motive, Spot, Listen, Survival, and damage); Wild Empathy; Soul Binding (1 vestige); Hide Sign (can suppress the sign of vestiges he binds); Spells
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 12, Dex 14, Con 12, Int 14, Wis 12, Cha 14
Skills: (ranks + modifiers)(number after slash is vs. humans) Hide +4(5+2-3), Move Silently +3(4+2-3), Spot +6 (+8 vs. humans)(5+1), Listen +1 (+3 vs. humans), Bluff +7(+9 vs. humans)(5+2), Diplomacy +18(5+2+3+2+6syn), Knowledge: Arcana +3(1+2), Knowledge: Planes +3(1+2), Knowledge: Nobility & Royalty +7 (5+2), Sense Motive +6(+8 vs. humans)(5+1), Search +6(4+2), Survival +6(+8 vs. humans)(5+1)
Feats: Improved Binding, Skill Focus: Diplomacy, Track, martial
ranged weapons, simple weapons, shields (not tower), light armor
Alignment: True Neutral
Languages Spoken: Common (Rashemi), Common (Halruuan), Giant
Possessions: (Binders get 5d4x10 starting gold, so 150 gp) studded leather (25 gp, 20 lbs, -1 ACP), heavy wooden shield (7 gp, 10 lbs, -2 ACP), sling and 10 bullets (1 gp, 5 lbs), cold iron morning star (16 gp, 6 lbs), cold weather outfit (8 gp, 7 lbs, backpack), 50' silk rope (10 gp, 5 lbs, backpack), backpack (2 lbs, 2 gp), winter blanket (5 sp, 3 lbs, backpack), 5 pieces of chalk (5 cp, backpack), flint and steel (1 gp, backpack), torch (1 cp, 1 lb, backpack), empty waterskin (1 gp, 4 lbs full, backpack), magnificent bearhide cape (MW diplomacy tool, 50 gp), 3 elvencrafted arrows (?, backpack)
Money: 28 gold, 4 silver, 4 copper
Encumbrance: Light (43 lb. or less) Medium (44-86 lb.) Heavy (87-130 lb.); 59 lbs total gear weight (41 on him, the rest in his backpack, lashed to the pony)
Spells (DC 11+level, CL=ranger level): 0th: Cure Minor Wounds (x2)
1st: Entangle, Charm Animal
Soul Binding: The first step to call and bind a vestige is to draw its unique sign, which is about 5 feet across. This takes about 1 minute, and some vestiges have special requirements about how they can be summoned (see individual entries). Then the binder performs a ritual which takes a full round action to call out to the vestige, using its name and title. The vestige appears as a dramatic image, described in each entry, but obviously illusionary to anyone who studies it. It ignores everyone but its summoner. The binder must immediately (within 1 round) begin negotiating with the vestige. This negotiation takes one minute, at the end of which he makes a binding check (1d20+ effective binder level (EBL) + charisma modifier vs the DC listed for that vestige). Successful or not, he gains all the powers listed for that vestige for 24 hours. Unsuccessful bindings allow the vestige to influence the binder's behavior while they bound, though. Regardless, the binder also manifests some sign of the bound vestige (not an illlusion, still shown as real by True Seeing, etc).
[/spoiler]
Vestiges Herger can Bind (currently bound vestige(s) underlined):[spoiler]
1st Level *
Amon (DC 20)
Description: Amon was once an ancient god of light, but has been forgotten and has grown bitter.
Sign: ram horns
Influence: Become surly and irritable; must resist spells from clerics of fire, sun, and law deities.
Special requirements: Hates Chupoclops, Eurynome, Karsus, and Leraje. Will not come if you've called them within 24 hrs.
Granted abilities: Darkvision (60'), Fire Breath* (1d6/level, line 10'/lvl, Reflex for half), Ram Attack (1d6+1.5str + 1d8 on a charge)
*
Aym (DC15)
Description: Ancient dwarven empress whose greed ruined her empire.
Sign: Small star-shaped brand on left pal
Influence: Become stingy and greedy, but must give a coin to every dwarf w/in 10 rounds of learning his name
Granted abilities: Dwarven Step (not slowed by armor), Halo of Fire (body flames do 1d6 to attackers, can turn on and off at will), Improved Sunder, Medium Armor Proficiency, Resistance to Fire (10), Ruinous Attack (in melee do double damage to objects)
*
Leraje (DC 15)
Description: Correlon Larethian's first herald, famous elven archer, taught elves to make and use bows, was cast out due to her pride.
Sign: Look sickly and diseased. Skin sallow and pockmarked.
Influence: Become quiet and unassuming. Cannot attack any with elven blood.
Special requirement: Must break an arrow crafted by an elf! Will not come if Amon bound already.
Granted abilities: Hide Bonus (+4), Low-Light Vision, Precise Shot, Ricochet (shoot 2 adjacent targets as Std action), Weapon Proficiency (bows, or +1 to attack if you already have it)
*
Naberius (DC 15)
Description: Mysterious three-headed dog, perhaps related to Cerberus (or even a manifestation of him).
Sign: Voice becomes gravelly.
Influence: Love to hear yourself talk. Whenever presented with a pulpit, stage, etc, must take the opportunity to speak. Must mock or shout down those who try to take over the discourse.
Special requirements: Must have 4 ranks in Bluff, Knowledge, or Profession
Granted abilities:Command spell), Silver Tongue (rushed Diplomacy takes no penalty, can take 10 on Bluff and Diplomacy)
*
Ronove (DC 15)
Description: Ancient aesthetic who founded a monastic order.
Sign: Always frowning (successful binding) or smiling (unsuccessful binding).
Influence: Filled with self-doubt, and need to prove yourself. Cannot eat or drink.
Special requirements: Seal must be drawn in soil under the sky.
Granted abilities:2nd Level *
Dahlver-Nar (DC 17)
Description: A human binder who was driven mad by using the teeth of vestiges as his own.
Sign: Small teeth grow from scalp. Can be hidden by long hair or a hat.
Influence: Switch back and forth from very focused to distracted. Can't do tasks that require more than 1 round of concentration.
Granted abilities: Mad Soul (immune to insanity, confusion, madness, and wisdom damage/drain), Maddening Moan* (Will negates 30' area effect, dazes for 1 round), Natural Armor (1/2 Con mod), Shield Self (like Shield Other, but reversed, Will negates)
*
Haagenti (DC 17)
Description: Ancient hill giant sorceress and mother of all minotaurs.
Sign: Become uglier in subtle ways.
Influence: Must show deference and respect to creatures more attractive or beautiful than yourself.
Special requirement: Must be large or speak giant.
Granted abilities: Confusing Touch* (Will resists, duration 1 rnd/3 EBLs), Immunity to Transformation (can revert to natural form as free action), Shield Proficiency (all), Weapon Proficiency (
already have these need to look this up again, since I switched to mystic ranger)
*
Malphas (DC 15)
Description: Ancient scheming elven noble, who fell in love with and was deceived and betrayed by a disguised drow.
Sign: Tonge and teeth turn black.
Influence: Fall in love too easily, must use poison against foes if available.
Granted Abilities:Savnok (DC 20)
Description: Servant of Heironeous and Hextor, before they had become enemies. Stole their mother's armor, and was slain by the twin gods.
Sign: A piece of broken arrow forms under your skin.
Influence: Become stubborn, and cannot remove items that improve AC.
Special requirement: Must have stolen something without apologizing or making reparations.
Granted abilities:Character background: [spoiler]
Herger was raised by his mother, a hedge witch who lived in exile in a dangerous wilderness between Rasheman and Halruaa. Initially a Hathran, she fell in love with a Halruuan diplomat during negotiations she was sent to oversee. She began to spy for the empire, but her treacherous nature was eventually uncovered, and she fled from civilized lands in fear for her life. Pregnant and alone in a dangerous wilderness, she had to make peace with the forest spirits and giants that were a constant threat by offering her knowledge and sorcery to them in exchange for freedom for her and her son. Herger learned some of the ways of the giants and how to survive on his own in the wilderness as well. The giants grew to like Herger, treating him like a pet, and he became fluent in their tongue, learning much of their lore. Through them, he learned of many spirits that are trapped outside the realms of both the living and the dead, and that hunger even for glimpses of the world. He has learned to bind these spirits to himself , allowing them to experience the world through him in exchange for access to a fragment of their power.
His mother, in her older years, realized the folly of her crimes. Feeling guilty for what she'd done, she tried to pass on all of her diplomatic knowledge and skills to her son, in hopes that some day he could forge a peace between the two warring nations. She taught him to speak without an accent in either the Rashemi or Halruaan tongue, of the rulers of each land, and much of diplomacy, which his supernatural powers enhance greatly. Publicly, he denies his duel heritage (Halruuan/Rashemi), and never reveals the identity of his mother in either land, for fear of being judged for her crimes. Despite their superstitious prejudices, he prefers the Rashemi to the Imperials, admiring their forthrightness and general honorableness, even though he himself acts less than honorably sometimes. He tries to do what he can to aid their cause in times of conflict, but is not particularly brave. He is still young and has questionable scruples, but as he grows older and hopefully wiser, that may change and he may yet grow into the diplomatic leader that his mother hoped for. [/spoiler]
future progression[spoiler]Hergierr will continue to progress in Ranger and Binder at 2nd and 3rd levels, then go Ranger/Marshal at 4th. Marshal gives him a bonus feat, since he already has SF: Diplomacy. He will take Sword of the Arcane Order with this. At 3rd, he will take Point Blank Shot and gain Rapid Shot from Ranger. He'll continue to progress ranger/binder after this, and take Precise Shot at 6th, and gain Manyshot as a bonus at 7th.[/spoiler]