D&D 3.5 (G: Orc Warlords of Faerun- Untheric Warlock needs Cohorts and Followers

Started by eternaldarkness, July 15, 2015, 02:51:09 PM

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eternaldarkness

For Zaer Darkwail's game, here: https://elliquiy.com/forums/index.php?topic=230966.0

Voidcaller Orro, Archmage of the kingdom of Unther, needs strong-willed and reliable arcanists to help in his campaign againstUnthers ancient enemies the Mulhorandi and the Orcish hordes seeking to conquer and enslave the good people of Unther.

Clerics, Paladins and other divinely a empowered champions are welcome as well, though note that one half of your gestalt must be an Arcane class. I am willing to allow you to create one of the Voidcallers two cohorts (currently he has two pleasure devils, but you are not required to play them). Female characters are preferred as sex with our involving Voidcaller Orro is very likely and his player prefers female characters.

The Voidcallers are a Lawful Evil organization, so applicants should be Neutral or Evil-aligned. Interested parties should apply in the interest check thread above, and shoot me a PM so we can work out some details too.

Voidcaller Orro
Voidcaller Orro

Race: Human
Type: Changes to Outsider while binding Zceryll
Gender: Male
Class/Level: Binder|Warlock (Fiendish) 14|14
Alignment: Lawful Evil
Languages: Common, Untheric, Orc, Giant

Ability Scores
STR: 8/-1
CON: 16/+3
DEX: 14/+2 (20/+5 w/Gloves of Dexterity)
  INT: 14/+2
WIS: 16/+3
CHA: 18/+4 (24/+7 w/Cloak of Charisma) (+3 level-up)
Leadership Score: 18 + Reputation bonuses

Init: +9 (5 Dex + 4 Insight from Balam)
BAB: +10/+5
Eldritch Blast: Ranged Touch +15 (+16 w/Warlock's Scepter), 7d6 damage (9d6 w/Chasuble of Fell Power), 60 ft. Range

AC: 27 (10 + 5 Dex + 3 Armor + 5 Enhancement + 4 Insight)
DR: 3/Cold Iron or 10/ Magic while binding Zceryll.
HP: 154
EP: 154

Saves
Fort: +19 (Base +9, +3 Con, +7 Dark One's Own Luck)
Ref: +13  (Base +4, +2 Dex(+5 w/Gloves of Dexterity), +4 Balam)
Will: +12 (Base +9, +3 Wis) +4 on saves vs. Mind-affecting effects.

Note: Assume Zceryll and Balam are bound every day with third vestige chosen as-needed.

Spell Resistance: 24 while binding Zceryll

Immunities: While bound to a vestige - Fear effects, Energy Drain and negative levels.

While bound to Zceryll - Confusion, insanity, and weird spells.

Resistances: Fire and Acid 10. Cold 15 while binding 3 vestiges. Acid increases to 15 and gain Electricity resistance 15 while binding Zceryll.

Special Abilities
Detect Magic at-will.
Fast Healing 2 for 2 minutes 1/day.
While bound to a vestige: Slippery mind - If you fail your saving throw against an enchantment spell or effect, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.

While bound to Zceryll -Bolts of Madness 1/5 Rounds.
Summon Alien 1/5 Rounds.
Gain Pseudonatural Template.
Alternate Form: Standard action. Become a tentacle monster and enemies take -1 to attack rolls against you. Does not change abilities.
Telepathy 100 feet.
Gain Mindsight feat.
Mindsight feat
A creature that has this feat possesses innate telepathic ability that allows it to precisely pinpoint other thinking beings within range of its telepathy. The creature perceives where the others are and how powerful their intellects are.

Prerequisite: Telepathy special quality.
Benefit: 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 being’s 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 being’s race and clothing would be to eyesight.
Normal: Telepathy offers no special ability to sense other minds. The creature has to know that a being is there to communicate with it telepathically.

While bound to Balam-  1/5 rounds Reroll one attack, saving throw, or skill check you have just made. You must accept the result of the reroll, even if it is worse than the original.

Gaze attack that deals 2d6 points of cold damage to the target. A successful Will save negates this damage.

Insight bonus equal to +1 per four effective binder levels on initiative checks, Reflex saves, and AC.

Class Abilities

Proficiencies: Simple weapons, light armor.

Binder
Class Skills (2 + Int modifier per level, ×4 at 1st level): Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather
Information, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (religion), Knowledge (the planes),
Profession, Sense Motive.

Soul Binding (Su)
Through special methods known only to binders, you can contact a vestige and make a pact with it. At 1st level, you can make a pact with one vestige at a time. At higher levels, you can form and maintain pacts with multiple vestiges simultaneously, as shown on Table 1–1.

You must complete the summoning and binding process with each separately, so each has its normal chance to influence you. You bear the physical sign of binding for each one. Your effective binder level, or EBL (your binder class level plus any soul binding bonuses you receive from prestige classes or other sources), determines the maximum level of vestige you can summon, as well as all other functions related to binding vestiges. This value equates to your binder class level, as given on Table 1–1, for this purpose. If the vestige you are trying to contact is of a higher level than your indicated maximum, you cannot summon it.

To contact a vestige, you must draw its unique seal visibly on a surface (generally the ground), making the image at least 5 feet across. Drawing a seal requires the ability to mark a surface and 1 minute of concentration, and the act provokes attacks of opportunity. A seal not used within 1 minute of its drawing loses all potency, and you must draw a new one to contact the vestige. A vestige might also have other requirements for contact, as noted in its entry (see The Vestiges, page 16).

Once the seal is drawn, you must perform a ritual requiring a full-round action to summon the corresponding vestige. During this time, you must touch the seal and call out to the vestige using both its name and its title. The ritual fails if you cannot be heard (for example, if you are within the area of a silence spell). Otherwise, a manifestation of the vestige appears in the seal’s space as soon as you fi nish the ritual. This image is not the actual vestige; it is merely a figment—an illusion that cannot harm or be harmed by any creature. Creatures that interact with the image or study it carefully automatically recognize it as illusory. The summoned image ignores everyone but you. If you fail to address it within 1 round, it disappears. The vestige speaks in whatever language you used to call it.

To make a pact with your summoned vestige, you must make a binding check (1d20 + your effective binder level + your Cha modifier). This process requires 1 minute, but you can choose to make a rushed binding check as a full-round action at a –10 penalty. The DC for this check is provided in the description of each vestige (see pages 16–49). You must make your perilous pact alone; others cannot aid you in any way.

Whether the binding check succeeds or fails, you gain the powers granted by the vestige for 24 hours. During that time, you cannot rid yourself of the vestige unless you possess the Expel Vestige feat. Success or failure does, however, determine other aspects of the pact. If you fail the binding check, the vestige influences your personality and your actions, and you are said to have made a poor pact. (Specifically, the vestige’s presence changes your general demeanor, and it can force you to perform or refrain from certain actions.) If your binding check is successful, the vestige has no control over your actions and does not influence your personality. In this case, you are said to have made a good pact.

While under the influence of a vestige, you must adhere to its requirements to the best of your ability.

If you are conscious and free-willed, and you encounter a situation in which you cannot or will not refrain from a prohibited action or perform a required one, you take a –1 penalty on attack rolls, saving throws, and checks until that vestige leaves you. If you are influenced by more than one vestige, you must act according to all their influences. If you fail to fulfill the requirements of more than one vestige or disobey a single vestige more than once, the penalties stack.

As long as you are bound to a vestige, you manifest a specific physical sign of its presence, as given in its entry. This sign is real, not an illusory or shapechanging effect, and someone using true seeing perceives it just as it is. You can hide a sign by mundane or magical means without penalty, or you can prevent it from appearing at all if you have the suppress sign ability.

Vestiges are bound to your soul by the pact. They cannot be targeted or expelled by any means except the Expel Vestige feat, nor can they be suppressed except by an antimagic field or similar effect.

The Difficulty Class for a saving throw against any supernatural power granted by a vestige is 10 + 1/2 your effective binder level + your Cha modifier.

Suppress Sign (Ex): At 2nd level and higher, when you make a good pact, you can choose not to exhibit the physical sign that normally accompanies a pact with a vestige. You can suppress or reveal the sign at will as a swift action. With a poor pact, you gain the powers of the vestige, but you cannot suppress its sign. You show it for the duration of the pact and are influenced by it as normal.

Bonus Feats: At 4th level, and again at 11th and 18th level, you gain a bonus feat of your choice from the following list: Armor Proficiency (medium), Armor Proficiency (heavy), Diligent, Investigator, Martial Weapon Proficiency, Negotiator, Persuasive, Shield Proficiency, and the feats presented in this chapter. Feats not described in this book can be found in the Player’s Handbook. These feats are in addition to those normally gained for attaining higher levels, but you must still meet any prerequisites for the bonus feats you choose.

Pact Augmentation (Su): Beginning at 2nd level, you can draw additional power from the vestiges you bind. As long as you are bound to at least one vestige, you can choose one ability from the following list. Each time you rebind a vestige, you also reselect your pact augmentation ability. As you attain higher levels, you can make additional selections from the list. You gain one additional ability at 5th, 10th, 16th, and 20th level (to a maximum of five selections at 20th level). You can choose a single ability multiple times, and their effects stack. For instance, at 16th level you could choose bonus hit points twice and damage reduction twice, gaining +10 hit points and damage reduction 2/—.

Pact Augmentation Abilities
+5 hit points
Energy resistance 5 (acid, cold, electricity, fire, or sonic)
+1 insight bonus on saving throws
Damage reduction 1/—
+1 insight bonus to Armor Class
+1 insight bonus on attack rolls
+1 insight bonus on damage rolls
+2 insight bonus on initiative checks

Soul Guardian (Su): Beginning at 6th level, you have immunity to fear effects as long as you are bound to a vestige. As you attain higher binder levels, the vestige guards its time with you even more jealously, granting you protection from additional effects that would harm your soul and life energy for as long as the pact lasts.

At 9th level, you gain the slippery mind ability, which allows you to wriggle free from magical effects that would otherwise control or compel you. If you fail your saving throw against an enchantment spell or effect, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.

At 13th level, you gain immunity to energy drain and negative levels.

When you attain 19th level, your bound vestiges completely protect your mind, granting you immunity to all mind-affecting spells and abilities.

Warlock
Alignment: Any evil or any chaotic.
Hit Die: d6.
Class Skills
The warlock’s class skills (and the key ability for each skill)
are Bluff (Cha), Concentration (Con), Craft (Int), Disguise
(Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana)
(Int), Knowledge (the planes) (Int), Knowledge (religion)
(Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int),
and Use Magic Device (Cha).
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Invocations
A warlock does not prepare or cast spells
as other wielders of arcane magic do. Instead, he possesses a
repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will, with the following qualifications:

A warlock’s invocations are spell-like abilities; using an
invocation is therefore a standard action that provokes attacks
of opportunity. An invocation can be disrupted, just as a
spell can be ruined during casting. A warlock is entitled to a
Concentration check to successfully use an invocation if he
is hit by an attack while invoking, just as a spellcaster would
be. A warlock can choose to use an invocation defensively, by
making a successful Concentration check, to avoid provoking
attacks of opportunity. A warlock’s invocations are subject to
spell resistance unless an invocation’s description specifi cally
states otherwise. A warlock’s caster level with his invocations
is equal to his warlock level.

The save DC for an invocation (if it allows a save) is 10 +
equivalent spell level + the warlock’s Charisma modifi er.
Since spell-like abilities are not actually spells, a warlock
cannot benefit from the Spell Focus feat. He can, however,
benefit from the Ability Focus feat (see page 303 of the Monster
Manual), as well as from feats that emulate metamagic effects
for spell-like abilities, such as Quicken Spell-Like Ability
and Empower Spell-Like Ability (see pages 303 and 304 of
the Monster Manual).

The four grades of invocations, in order of their relative
power, are least, lesser, greater, and dark. A warlock begins
with knowledge of one invocation, which must be of the
lowest grade (least). As a warlock gains levels, he learns
new invocations, as summarized on Table 1–1 and described
below. A list of available invocations can be found following
this class description, and a complete description of each
invocation can be found in Chapter 4 of this book.

At any level when a warlock learns a new invocation,
he can also replace an invocation he already knows with
another invocation of the same or a lower grade. At 6th
level, a warlock can replace a least invocation he knows
with a different least invocation (in addition to learning a
new invocation, which could be either least or lesser). At
11th level, a warlock can replace a least or lesser invocation
he knows with another invocation of the same or a lower
grade (in addition to learning a new invocation, which
could be least, lesser, or greater). At 16th level, a warlock
can replace a least, lesser, or greater invocation he knows
with another invocation of the same or a lower grade (in
addition to learning a new invocation, which could be least,
lesser, greater, or dark).

Finally, unlike other spell-like abilities, invocations
are subject to arcane spell failure chance as described
under Weapon and Armor Profi ciency above. Warlocks
can qualify for some prestige classes usually intended for
spellcasters; see Warlocks and Prestige Classes, page 18,
for details.

Eldritch Blast (Sp): The first ability a warlock learns is
eldritch blast. A warlock attacks his foes with eldritch power,
using baleful magical energy to deal damage and sometimes
impart other debilitating effects.

An eldritch blast is a ray with a range of 60 feet. It is a ranged
touch attack that affects a single target, allowing no saving
throw. An eldritch blast deals 1d6 points of damage at 1st
level and increases in power as the warlock rises in level. An
eldritch blast is the equivalent of a spell whose level is equal
to one-half the warlock’s class level (round down), with a
minimum spell level of 1st and a maximum of 9th when a
warlock reaches 18th level or higher.

An eldritch blast is subject to spell resistance, although the
Spell Penetration feat and other effects that improve caster
level checks to overcome spell resistance also apply to eldritch
blast. An eldritch blast deals half damage to objects. Metamagic
feats cannot improve a warlock’s eldritch blast (because it is a
spell-like ability, not a spell). However, the feat Ability Focus
(eldritch blast) increases the DC for all saving throws (if any)
associated with a warlock’s eldritch blast by 2. See page 303 of
the Monster Manual.

Detect Magic (Sp): Beginning at 2nd level, a warlock can
use detect magic as the spell at will. His caster level equals his
class level.

Damage Reduction (Su): Fortified by the supernatural
power flowing in his body, a warlock becomes resistant to
physical attacks at 3rd level and above, gaining damage
reduction 1/cold iron. At 7th level and every four levels
thereafter, a warlock’s damage reduction improves as shown
on Table 1–1.

Deceive Item (Ex): At 4th level and higher, a warlock has
the ability to more easily commandeer magic items made
for the use of other characters. When making a Use Magic
Device check, a warlock can take 10 even if distracted or
threatened.

Fiendish Resilience (Su): Beginning at 8th level, a
warlock knows the trick of fiendish resilience. Once per day,
as a free action, he can enter a state that lasts for 2 minutes.
While in this state, the warlock gains fast healing 1.

At 13th level, a warlock’s fiendish resilience improves.
When in his fiendish resilience state, he gains fast healing 2
instead. At 18th level, a warlock’s fiendish resilience improves
to fast healing 5.

Energy Resistance (Fire, Acid) (Su): At 10th level and higher, a
warlock has resistance 5 against any two of the following
energy types: acid, cold, electricity, fire, and sonic. Once the
types are chosen, this energy resistance cannot be changed.
At 20th level, a warlock gains resistance 10 against the two
selected types of energy.

Imbue Item (Su): A warlock of 12th level or higher can
use his supernatural power to create magic items, even if he
does not know the spells required to make an item (although
he must know the appropriate item creation feat). He can
substitute a Use Magic Device check (DC 15 + spell level for
arcane spells or 25 + spell level for divine spells) in place of
a required spell he doesn’t know or can’t cast.

If the check succeeds, the warlock can create the item as if
he had cast the required spell. If it fails, he cannot complete
the item. He does not expend the XP or gp costs for making
the item; his progress is simply arrested. He cannot retry this
Use Magic Device check  that spell until he gains a new
level.

Invocations

Invocation Save DC:  17 + Effective Spell level
Max Grade: Greater
Number: 8 (4 Least, 4 Lesser, 2 Greater)

Least
Baleful Utterance

Least; 2nd
You speak a single syllable of the
Dark Speech (described in Book of Vile
Darkness), affecting an object or area
as if by a shatter spell. If a creature is
holding or wearing the target of the
spell and the target is destroyed, the
creature must make a Fortitude save or
be dazed for 1 round and deafened for
1 minute by your terrible word. This is
a sonic effect.
Shatter

Shatter
Evocation [Sonic]
Level:   Brd 2, Chaos 2, Clr 2, Destruction 2, Sor/Wiz 2
Components:   V, S, M/DF
Casting Time:   1 standard action
Range:   Close (25 ft. + 5 ft./2 levels)
Area or Target:   5-ft.-radius spread; or one solid object or one crystalline creature
Duration:   Instantaneous
Saving Throw:   Will negates (object); Will negates (object) or Fortitude half; see text
Spell Resistance:   Yes (object)
Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.
Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.
Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.
Arcane Material Component
A chip of mica.

Dark One's Own Luck

Least; 2nd
You are favored by the dark powers
if you have this invocation. You gain
a luck bonus equal to your Charisma
bonus (if any) on Fortitude saves,
Refl ex saves, or Will saves (your choice
each time you use this ability) for a
period of 24 hours. You can’t apply this
ability to two different save types at
the same time. This bonus can never
exceed your class level.

Beguiling Influence

Least; 2nd
You can invoke this ability to beguile
and bewitch your foes. You gain a +6
bonus on Bluff, Diplomacy, and Intimidate
checks for a period of 24 hours.

See the Unseen

SEE THE UNSEEN
Least; 2nd
When you use this invocation, you
can activate great powers of vision,
allowing you to see invisible creatures
and objects (as see invisibility). You also
gain darkvision out to 60 feet for a
period of 24 hours.

Lesser
Charm

Lesser; 4th
You can beguile a creature within
60 feet. The creature must succeed on
a Will save or instantly come to regard
you as its comrade. This is a language dependent
ability. Other than these
differences, this ability works as the
charm monster spell. You can never have
more than one target charmed at a time
with this ability. If a second creature
is charmed, you lose your hold on the
first creature.

Eldritch Chain

Lesser; 4th; Blast Shape
This blast shape invocation allows
you to improve your eldritch blast by
turning it into an arc of energy that
“jumps” from the first target to others.
An eldritch chain can jump to one or
more secondary targets within 30 feet
of the first target, allowing you to make
additional ranged touch attacks and
deal damage to the secondary targets
if you hit.

You can “jump” the chain to one
secondary target per five caster levels,
so you can strike two additional targets
at 10th level, three additional targets at
15th level, and four additional targets
at 20th level. Each new target must be
within 30 feet of the previous one, and
you can’t target the same creature more
than once with the eldritch chain. If you
miss any target in the chain, the eldritch
chain attack ends there.

Each target struck after the first
takes half the damage dealt to the first
target. This reduction in damage to
secondary targets applies to any effect
that increases the damage of your
eldritch blast (such as vitriolic blast). You
must make a separate spell penetration
check for each target, if applicable.

Fell Flight

Lesser; 3rd
When you use this invocation, the
powers of darkness bear you aloft as
you sprout a streaming, winglike cape
of shadows. You can fly at a speed equal
to your land speed with good maneuverability
for 24 hours.

Voracious Dispelling

Lesser; 4th
You can use dispel magic as
the spell. Any creature with an
active spell effect dispelled by this
invocation takes 1 point of damage per
level of the spell effect (no save).

Greater
Chilling Tentacles

Greater; 5th
This invocation allows you to conjure
forth a field of soul-chilling black
tentacles that ooze from the ground,
groping for victims. This invocation
functions identically to the Evard’s
black tentacles spell, except that each
creature within the area of the invocation
takes 2d6 points of cold damage
each round. Creatures in the area take
this cold damage whether or not they
are grappled by the tentacles.
Black Tentacles
Black Tentacles
Conjuration (Creation)
Level:   Sor/Wiz 4
Components:   V, S, M
Casting Time:   1 standard action
Range:   Medium (100 ft. + 10 ft./level)
Area:   20-ft.-radius spread
Duration:   1 round/level (D)
Saving Throw:   None
Spell Resistance:   No
This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.
Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8. The tentacles are immune to all types of damage.

Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes.
Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t grappling with the tentacles may move through the area at only half normal speed.
Material Component
A piece of tentacle from a giant octopus or a giant squid.

Nightmares Made Real

Greater; 5th
You can use nightmare terrain as the
spell (see page 111). In addition to the
normal effect, all creatures within the
area at the start of your turn take 1d6
points of damage if they do not succeed
on Will saves to disbelieve the effect.
If you use this invocation a second
time while a previous nightmares made
real is still present, the previous effect
ends.
Nightmare Terrain

NIGHTMARE TERRAIN
Illusion (Shadow)
Level: Assassin 3, bard 3, hexblade 3,
sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Five 10-ft. cubes + one 10-ft.
cube/level (S)
Duration: 1 round/level
Saving Throw: Will disbelief (if
interacted with)
Spell Resistance: No
You cloak your surroundings with phantasmagoric figures, creating a horrific dreamscape. You make any terrain look, sound, and smell like something out of a nightmare. Writhing vegetation, disembodied limbs, animated corpses, and smoking pits cover every surface. Miasmic vapors fill the air, along with various foul stenches. The nightmare terrain you create is mostly illusory, but the obstacles are partially real. Creatures within, entering, or viewing the area are entitled to Will saves to discern the illusion. Creatures that fail their saves become entangled.

Regardless of the outcome of the save, creatures within 5 feet have concealment, while those 10 feet or farther away have total concealment. Furthermore, as long as you are within the area of this spell, you can attempt Hide checks even while being observed. (Other creatures don't gain this benefit.)

Vestiges

Vestige Power Save DC: 24 (10 +1/2 level + Cha Mod)
Max Vestiges Bound: 3
Max Pact Augmentations: 3

Zceryll, Binding DC 25

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).

Balam, Binding DC 25

Sign: Your voice gains a peculiar quality, becoming both
hollow and guttural.

Influence: Balam's influence causes you to distrust clerics, paladins, and other devotees of deities. Whenever you enter a temple or some other holy or unholy site, Balam requires that
you spit on the floor and utter an invective about the place.

Granted Abilities: Balam grants you the power to predict future events. She also teaches cunning and finesse, and gives you the ability to freeze foes with a glance.

Balam's Cunning: You can reroll one attack, saving throw, or skill check you have just made. You must accept the result of the reroll, even if it is worse than the original. Once you have used this ability, you cannot do so again for 5 rounds.

Icy Glare: You gain a gaze attack that deals 2d6 points of cold damage to the target. A successful Will save negates this damage.

Prescience: You get a glimpse of the future a moment before it happens. This knowledge manifests as an insight bonus equal to +1 per four effective binder levels on initiative checks, Reflex saves, and AC.

Weapon Finesse: You gain the benefit of the Weapon Finesse feat.

Haures, Binding DC 25

Sign: While you are bound to Haures, your palms are where the backs of your hands should be, just as they are on a rakshasa. If you flip over your hands so that the backs are up, your thumbs end up on the wrong sides of your hands. This rearrangement has no effect on your Dexterity, spellcasting, ability to wield objects, or use of skills.

Influence: When influenced by Haures, you become an eccentric, often speaking to yourself and to imaginary friends. In addition,

Haures requires that if you encounter and disbelieve an illusion not of your own making, you must not voluntarily enter its area.

Granted Abilities: Haures shields your mind with his madness, allows you to move like a ghost, gives you the power to fool the senses, and grants you the ability to kill others with their deepest fears.

Inaccessible Mind: You are protected from any effort to
detect, influence, or read your emotions or thoughts, and you
have immunity to any mind-affecting spells and abilities, as
if you were protected by a mind blank spell. You can suppress
or activate this ability as a standard action.

Incorporeal Movement: When moving, you become nearly
incorporeal and can ignore the effects of difficult terrain. You
can even move through an enemy’s space, but not through
walls or other solid barriers. Furthermore, any attacks of opportunity directed at you while you move have a 50% miss
chance. You can suppress or activate this ability as a standard
action.

Major Image: You can create an illusion at will, as though
you had cast major image (caster level equals your effective
binder level). A creature can attempt a Will save to realize the
illusion is false. You can never create more than one major
image at a time, and you can dismiss or renew the effect as a
standard action. Once you have used this ability, you cannot
do so again for 5 rounds.

Phantasmal Killer: This ability functions like the phantasmal
killer spell except for the range and save DCs (the ability still
requires a Will save, and possibly a Fortitude save) to resist.
You can target any single creature within 10 feet per binder
level you possess. Once youh ave used this ability, you cannot
do so again for 5 rounds.
Phantasmal Killer
Phantasmal Killer
Illusion (Phantasm) [Fear, Mind-Affecting]
Level:   Sor/Wiz 4
Components:   V, S
Casting Time:   1 standard action
Range:   Medium (100 ft. + 10 ft./level)
Target:   One living creature
Duration:   Instantaneous
Saving Throw:   Will disbelief (if interacted with), then Fortitude partial; see text
Spell Resistance:   Yes
You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject’s subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell’s subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage.

If the subject of a phantasmal killer attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.

Dahlver-Nar, Binding DC 17

Sign: Several teeth grow from your
scalp. Though they are small enough
to be hidden by a large quantity of
hair or a hat, a touch reveals them
immediately.
Infl uence: You shift quickly from
distraction to extreme focus and back
again. Sometimes you stare blankly
off into space, and at other times you
gaze intently at the person or task
at hand. Since Dahlver-Nar dislikes
any task that requires more than
1 round of concentration (such as
some spellcasting, concentration on
an effect, or any action that requires
a Concentration check), he requires
that you undertake no such activities
while under his infl uence.
Granted Abilities: Dahlver-Nar
armors you and blends his madness
with your sanity, lending you some
of his selfish powers.

Mad Soul: Binding to Dahlver-Nar grants you
immunity to Wisdom damage, Wisdom drain,
madness, insanity, and confusion effects.

Maddening Moan: You can emit a frightful
moan as a standard action. Every creature within
a 30-foot spread must succeed on a Will save
or be dazed for 1 round. Once you have
used this ability, you cannot do so
again for 5 rounds. Maddening
moan is a mind-affecting sonic
ability.

Natural Armor: You gain an
enhancement bonus to your natural
armor equal to one-half your Constitution
bonus (if any).

Shield Self: At will as a standard
action, you can designate one creature
within 10 feet per effective binder level
to share the damage you take. As long
as the subject creature remains within
range, you take only half damage from
all effects that deal hit point damage,
and it takes the rest. The effect ends
immediately if you designate another
creature or if either you or the subject
dies. Any damage dealt to you after the
effect ends is no longer split between you and the
subject, but damage already split is not reassigned
to you. You can affect one creature at a time with this
ability. An unwilling target of this ability can attempt
a Will save to negate the effect.

Naberius, Binding DC 15

Sign: Your voice deepens and acquires a gravelly, growling
tone.

Influence: While you are influenced by Naberius, you
love the sound of your own voice and are constantly pleased
by your cleverness. Whenever you are presented with a
pulpit, a stage, a talking stick, or any other place or object
designed to give a speaker the floor, Naberius requires that
you immediately seize the opportunity to speak. Any topic
will do, but since Naberius resents others taking control of
the discourse, he requires that you either shout them down
or mock them. Your speech must last a number of rounds
equal to your effective binder level to satisfy Naberius.

Granted Abilities: Naberius grants you the power to wear
any face, swiftly regain lost ability points, use skills of which
you have no knowledge, and talk your way through danger.

Disguise Self: You can alter the appearance of your form as a
standard action. This effect works like the disguise self spell.

Faster Ability Healing: You heal 1 point in each damaged
ability score every round, and 1 point in all drained ability
scores every hour.

Naberius’s Skills: At the time you make your pact, you
can choose a number of skills equal to your Constitution
bonus (if any). Your choices must be skills that can’t be used
untrained and in which you have no ranks. For the duration
of the binding, you can make skill checks with your chosen
skills even though you are untrained. If your Constitution
modifi er decreases after you make the pact, you lose the
ability to make untrained checks with an equal number of
the chosen skills. Lost skills are chosen randomly, and they
remain inaccessible to you until you make another pact with
Naberius.

Persuasive Words: You can direct a verbal command at a
single living target within 30 feet as if using the command
spell. A successful Will save negates the effect. When your
effective binder level reaches 14th, your words become even
more persuasive and this ability functions like the suggestion
spell. Once you have used this ability, you cannot do so again
for 5 rounds.

Silver Tongue: You can take 10 on Diplomacy and Bluff
checks even if distracted or threatened. In addition, you can
make a rushed Diplomacy check as a standard action and take
no penalty. (Normally, a rushed Diplomacy check requires a
full-round action and imposes a –10 penalty on the check.)

Skills

Bluff (Cha) +13 (+7 Cloak of Charisma, +6 Beguiling Influence)
Diplomacy (Cha) +13 (+7 Cloak of Charisma, +6 Beguiling Influence)
Intimidate (Cha) + 30 (17 Ranks, +7 Cloak of Charisma, +6 Beguiling Influence)
Use Magic Device (Cha) +24 (17 Ranks, +7 Cloak of Charisma)
Knowledge (Arcana) (Int) +14 (12 Ranks)
Knowledge (Planes) (Int) +14 (12 Ranks)
Knowledge (Religion) (Int) +12 (10 Ranks)
Spellcraft (Int) +21 (17 Ranks, +2 Synergy)

Feats

1st - Expel Vestige
Human Bonus - Ignore Special Requirements

3rd - Craft Wondrous Item

4th Binder Bonus - Improved Binding

5th - Scribe Scroll

7th - Leadership

9th - Craft Wand

11th - Extra Invocation (Voracious Dispelling)
11th Binder Bonus - Rapid Pact Making

13th - Extra Invocation (See the Unseen)

Equipment

+5 Studded Leather Armor of Moderate Fortification (64,000 GP)

Chasuble of Fell Power, Greater (9,000 GP)
As a chasuble of fell power, except the greater
chasuble adds an extra 2d6 points of
damage to your eldritch blasts or damaging
spells you cast that have the chaotic
descriptor.
Prerequisites: Craft Wondrous Item, chaos
hammer or eldritch blast.
Cost to Create: 9,000 gp, 720 XP, 18 days.

Cloak of Charisma +6 (18,000 GP)
+6 Enhancement bonus to Charisma

Gloves of Dexterity +6 (18,000 GP)
+6 Enhancement bonus to Dexterity

Eternal Wand of Summon Monster 3 (5,450 GP)
An eternal wand holds a single arcane
spell of 3rd level or lower, determined
during creation. Any character who can
cast arcane spells can activate the wand
to use the spell contained in it, regard-
less of whether the spell appears on his
class spell list.

An eternal wand functions two times
per day.

Warlock's Scepter (8,305 GP)
This +1 light mace confers a +1 profane
bonus on your ranged touch
attack rolls while you hold it. This
is a continuous effect and requires
no activation.

Furthermore, a warlock’s scepter has
5 charges, which are renewed each day
at dawn. Spending 1 or more charges
improves the damage of the next
eldritch blast (CAr 7) you make in
that round.
1 charge: +1d6 damage.
3 charges: +2d6 damage.
5 charges: +4d6 damage.

After these charges have been expended,
the rod remains a +1 light mace, but it no
longer provides a bonus on ranged touch
attack rolls until its charges are restored.
Prerequisites: Craft Magic Arms and
Armor, Craft Rod, bestow curse.
Cost to Create: 4,000 gp (plus 305 gp for
masterwork light mace), 320 XP, 8 days.

Wealth: 27,245/150,000 GP


The Voidcallers

Followers
1st - 350
2nd- 30
3rd -10
4th - 10
Perk: Dark Pact (blessing) - Summon Monster: By making pacts with demons/devils or dark forces you gain their favor and aid. Choosen one following; All followers, cohorts and champions gain summon monster as spell-alike ability usable 1/day (CL equal HD and which one they use depends on CL; a CL 3 allows use summon monster II example); All followers, cohorts and champions gain single vile feat as bonus feat; All followers, cohorts and champions gain fiendish creature template because inbreeding with dark forces.

Cohorts: Nashandra, and Shana, Twin Pleasure Devils (Fiendish Codex p. 134
Nashandra and Shana
Pleasure Devil CR 11
Always LE Medium outsider (baatezu, evil, extraplanar, lawful)
Init +8; Senses see in darkness; Listen +22, Spot +22
Languages: Celestial, Common, Draconic, Infernal; telepathy
100 ft., tongues

AC 28, touch 18, flat-footed 20; Dodge, Mobility (+8 Dex, +3 armor, +7 natural)
HP: 102 (12 HD); regeneration 5; DR 5/good and silver

Immune fire, poison
Resist acid 10, cold 10; SR 24

Fort +12, Ref +16, Will +17

Speed 30 ft. (6 squares), fly 60 ft. (good); Spring Attack

Melee +1 cold iron short sword +21/+16/+11 (1d6+5/19–20) or Melee touch +20/+15/+10 (poison)
Space 5 ft.; Reach 5 ft.
Base Atk +12; Grp +16
Atk Options: Combat Expertise
Special Actions: poison, summon baatezu
Combat Gear potion of invisibility, potion of misdirection,
potion of nondetection

Spell-Like Abilities (CL 17th):
At will—charm monster (DC 23), clairaudience/clairvoyance, enthrall (DC 21), greater teleport (self plus 50 pounds of objects only), morality undone* (DC 24), polymorph, produce flame (+16 melee touch or +20 ranged touch), suggestion (DC 22), vampiric touch (+16 melee touch)
1/day—plane shift (self only), trap the soul*This spell appears in Fiendish Codex I: Hordes of the Abyss.
If you don’t have that book, substitute greater command.

Abilities: Str 18, Dex 27, Con 18, Int 23, Wis 24, Cha 29
SA: beguile, poison, summon baatezu
Feats: Combat Expertise, DodgeB, Iron Will, MobilityB, Spring Attack, Quicken Spell-Like Ability (charm monster), Weapon Finesse
Skills: Bluff +24, Concentration +19, Diplomacy +28, Disguise +24 (+26 acting), Hide +23, Intimidate +26, Knowledge
(arcana) +11, Knowledge (religion) +21, Knowledge (the planes) +16, Listen +22, Move Silently +23, Search +21, Sense Motive +22, Spellcraft +23, Spot +22, Survival +7 (+9 on other planes or to follow tracks)

Advancement 13–24 HD (Medium)

Possessions combat gear plus +1 cold iron short sword, bracers of armor +3

Tongues (Su) As the tongues spell; always active; CL 19th.

Regeneration (Ex) Good-aligned weapons and spells or
effects with the good descriptor deal normal damage to a
pleasure devil.

Beguile (Su) A pleasure devil can temporarily gain control
of a living creature. When a pleasure devil uses this
ability, it gains immediate control of the creature, which
immediately takes a full turn’s worth of actions under
the pleasure devil’s control. A pleasure devil can use
this ability up to two times per day on any living creature
within 30 feet that fails a DC 25 Will save. This is a mindaffecting
enchantment ability.

Poison (Ex) Contact, Fortitude DC 22, 1d6 Wis/1d6 Wis. The
save DC is Constitution-based and includes a +2 racial
bonus.

Summon Baatezu (Sp) 80% chance to summon one
harvester devil, two chain devils, or six lemures; 1/day; CL
19th. This ability is the equivalent of a 6th-level spell.

Background
The man known as Voidcaller Orro is the result of generations of selective interbreeding between devils and the best, most talented arcane bloodlines that Unther could produce, a man with innate magical powers augmented by intense study of the rare and largely unknown art of Binding and the best education and training the powers of hell and the elite of Unther could provide. Orro and his fanatically-devoted coven, the Voidcallers, are a force of corrupters who win their battles in bedrooms and meeting halls as often as on the battlefield, using trickery and seduction to undermine and destroy enemies that would otherwise be untouchable. On the field of battle they rely heavily on magic to give them an edge over their opponents and turn the battlefield in their favor.

Orro himself is the child of a high-ranking untheric wizard and an unknown female cultist who carried strong infernal power in her blood, and in all situations he commands those around him with an iron fist and enough arcane might to back up his commads, as he draws power from the infernal taint in his blood and the stolen might of the Vestiges to become an opponent that is difficult to defeat. His two Pleasure Devil cohorts are actually cousins of his (on the infernal side of the family) and they happily serve Orro in every way rather than return to hell to face the cruel ministrations of other more powerful devils. Orro and his Voidcallers have been given two tasks: to subvert and eventually usurp the forces of their ancient Mulhorandi rivals, and to destroy or enslave the orcs that threaten Unthers borders, both tasks that Orro has taken to with great relish.