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.
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.
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.
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,
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
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
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