html PUBLIC "-//W3C//DTD XHTML 1.0 Transicional//ES" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"
Vestigios
DESCRIPCIONES DE VESTIGIOSEL ABISMO, EL CISMANivel de vestigio: 8th Enlace DC: 34 Requisito especial: No Abysm, el Cisma, es un vestigio viviente de un mito psiónico. Como un vestigio, Abysm le da a su anfitrión acceso a varios psiónicos Efectos. Leyenda: Little is known about the origin of the vestige that is Abysm, but some have learned that a strange group of psionic users once visited the great city of Myth Drannor on Faerûn. These visitors wished to learn more about mythals and spent much time in research while in the great elven city. Scholars theorize that they then created a psionic mythal around a secret city of psychics and called it Abysm. Imagina una ciudad de psiones, todos interconectados por sus cristales psiónicos y un gran mito de la energía psiónica. Ahora imagínate todos ellos muriendo de la noche a la mañana. Nadie sabe qué desastre azotó a la ciudad, pero Mató a todos los seres vivos. Algunos creen que debido a la conexión directa de los habitantes con lo mítico a través de sus Sus almas no partieron como debían. En cambio, quedaron atrapados en el tejido de las energías psiónicas, y la combinación resultante de energías fue Simplemente demasiado para que los cristales los sostuvieran: todos los cristales psiquiátricos se rompieron a la vez y dieron a luz al vestigio que es el Abismo. Algunos investigadores y buscadores de sabiduría dicen que Abysm solo recientemente se ha vuelto lo suficientemente cuerdo como para mantener un Encuadernación segura durante más de unos segundos. Muchos cuentos antiguos relatan cómo los encuadernadores se encontraron a sí mismos casi enloquecido con solo contactarlo, pero ahora responde y responde a la llamada de aquellos que lo buscan. Manifestación: Crystals grow from the seal into a prismatic tree that suddenly cracks and shatters into dust. The dust swirls into a shimmering, rainbow-laden cyclone that forms an indistinct face. A discordant voice speaks to the binder, saying, "We, Abysm." Firmar: Your fingernails and toenails become crystal, and you "sweat" gem dust like a maenad does. Influencia: Your speech pattern becomes disconnected, as if many voices are trying to speak through you. Your mannerisms also change from moment to moment: masculine to feminine, regal to shy, and confident to passive. Abysm requires that the binder not use a psicrystal for the duration of the binding. Habilidades otorgadas: While bound to Abysm, you gain powers that various city inhabitants had at some point in their lifetimes. Bendición psiónica: You gain 21 power points when you bind to Abysm. These are added to your pool of power if you already possess psionic power, or they create a pool and you become a psionic creature for the duration of this binding. Dominar: You gain access to the psionic powers read thoughts, animal affinity, energy missile, psionic levitate, clairvoyant sense, and astral construct for the duration of the binding. You may manifest each power as a psion would and as if it is a power known by you. You may augment each as a psion normally could, substituting your effective binder level in place of manifester level. ACERERAK, EL DEVORADOR![]() ![]() Nivel de vestigio: 5th Enlace DC: 25 Requisito especial: Yes Acererak, un exánime mitad humano, se aferró a un poder divino solo para perder el control de la realidad. Como vestigio, otorga habilidades que son similares a las de un Los poderes del liche. Leyenda: Only bards and a few scholars remember Acererak's name, but many know the legend of his supposed final resting place, the Tomb of Horrors. As rumors of the wealth and magic hidden in this fabled location spread, the tomb became a burial ground for more and more explorers and tomb robbers. In truth, however, the Tomb of Horrors was not Acererak's sepulcher at all. It was merely part of his plan to gain eternal unlife and command of all undead. Acererak dejó un diario, y la información que contiene, combinada con las acciones de unos pocos incondicionales, ha traído por fin la historia completa de Acererak a la luz. En su diario, Acererak escribió que nació de la unión entre una mujer humana y un demonio. A pesar de sus horribles deformidades, su Mamá lo cuidó y cuidó hasta que, cuando tenía diez años, unos aldeanos supersticiosos quemaron su casa. Acererak sobrevivió a la conflagración debido a su herencia demoníaca, pero su madre no. En su diario, Acererak recuerda ese incidente como el evento que lo impulsó a seguir adelante el camino hacia la nigromancia y la venganza contra la humanidad. Acererak se convirtió en un poderoso mago. A medida que crecía y veía el espectro de la muerte que se avecinaba, buscó y completó el ritual para convertirse en un Lich. Después de que asumió su forma de no-muerto, su poder continuó creciendo durante siglos más. El diario relata, sin embargo, que Acererak finalmente sintió la Las fuerzas que animan su cuerpo no-muerto comienzan a disminuir. Sabiendo que el olvido final estaba cerca, decidió construirse una tumba secreta. "Solo los de La suerte más aguda y la habilidad más grande me ganarán", decía el diario. "Allí recibirán una magnífica recompensa por su persistencia". El diario, la Tumba de los Horrores y la supuesta recompensa eran parte de una elaborada artimaña diseñada para atraer a poderosos aventureros a la parte de la tumba que Acererak, por entonces un poderoso demilich, llamaba su Fortaleza de la Conclusión. En realidad, Acererak había ideado un ritual que esperaba que fusionara su conciencia con el Plano de Energía Negativa a través del sacrificio de espíritus potentes. ¿Lo había logrado realmente? Con el objetivo de que pudiera haber asumido el control de cualquier no-muerto en cualquier plano y haber obtenido poderes divinos, así como la inmortalidad. Pero la infamia de la Tumba de Los horrores atrajeron a más personas que buscadores de emociones hambrientos de riqueza, decididos a obtener la recompensa prometida en el diario de Acererak. También acudieron suplicantes. Los nigromantes en busca de conocimiento, los buscadores de vida eterna y las almas perdidas en busca de propósito viajaban a la tumba para aprender lo que pudieran de las artes oscuras. Con el tiempo, los suplicantes se convirtieron en adoradores, y se quedaron a morar cerca del objeto de su devoción. Eventualmente, un acuerdo llamada Ciudad Calavera surgió alrededor de la entrada de la Tumba de los Horrores de Acererak. Algunos de los héroes que Acererak atrajo a su tumba demostraron ser aún más poderosos e ingeniosos de lo que había previsto. Después de abrirse camino a través de la lucha Ciudad Calavera y la Tumba de los Horrores, se dirigieron a la Fortaleza de la Conclusión del demilich. En el último momento posible, conjeturaron El plan de Acererak y destruyó el artefacto que era crucial para su apoteosis. Derribaron a Acererak y destrozaron su filacteria. Normalmente, tal acción habría enviado el espíritu de Acererak al Abismo, pero la adoración de los residentes de la Ciudad Calavera le dio una apariencia de divinidad; Su deseo de fusionarse con el Plano de Energía Negativa demostró ser más fuerte que la atracción del Abismo. Desafortunadamente para Acererak, las almas no viajar al Plano de Energía Negativa después de la muerte. Como su espíritu no tenía un destino claro, no fue a ninguna parte, convirtiéndose en un vestigio divorciado de todo Aviones. Requisito especial: You must place a gem about the size of a human tooth or eye in the center of Acererak's seal. This gem is not used up in the summoning process, nor does it move from where you placed it, despite the manner in which Acererak manifests. Manifestación: The gem you placed within the seal appears to float up into the air to the height of your head. Dust swirls in from the surrounding air and up from the ground to coalesce about the gem, forming a yellowed human skull with the jewel as a tooth or an eye. A moment later, other gems wink into being, so that each eye socket and the space of every tooth is occupied by a shining diamond, ruby, emerald, or sapphire. The jewels glow briefly with an inner light, and then Acererak speaks, his dry voice filled with contempt. Firmar: A gem replaces one of your teeth. If removed, the gem reverts to a normal tooth, and a new gem appears in its place. Influencia: As a vestige, Acererak possesses the immortality he desired but none of the power that should accompany it. If you fall under his influence, you evince a strong hunger for influence and primacy. If you are presented with an opportunity to fill a void in power over a group of creatures, Acererak requires that you attempt to seize that power. You might impersonate a missing city official, take command of a leaderless unit of soldiers, or even grab the reins of runaway horses to establish your supremacy. Habilidades otorgadas: While bound to Acererak, you gain powers that the great lich held in his legendary unlife. Detectar muertos vivientes: You can use detect undead as the spell at will (caster level equals your effective binder level). Escóndete de los muertos vivientes: At will as a standard action, you can become undetectable to undead. This ability functions like the hide from undead spell, except that the DC for intelligent undead to ignore the effect and notice you is 10 + 1/2 your effective binder level + your Cha modifier. Inmunidades energéticas de Lich: You gain immunity to cold and electricity damage. Toque paralizante: As a standard action, you can make a touch attack to paralyze a living foe. The touched creature must succeed on a Fortitude save or be paralyzed for a number of rounds equal to one-half your effective binder level. Each round on its turn, the paralyzed creature can attempt a new saving throw as a full-round action, with success ending the effect immediately. Once you have used this ability, you cannot do so again for 5 rounds. Habla con los muertos: You can question the dead at will as though using the speak with dead spell (caster level equals your effective binder level; save DC 10 + 1/2 your effective binder level + your Cha modifier). Curación de muertos vivientes: Negative energy (such as that of an inflict spell) heals you rather than damaging you. If you are a living creature, positive energy (such as a cure spell) still heals you as well. AGARES, LA VERDAD TRAICIONADA![]() Nivel de vestigio: 4th Enlace DC: 22 Requisito especial: Yes Agares murió a manos de sus aliados por un mal que no cometió. Como vestigio, no solo le da a los aglutinantes la capacidad de debilitar a los enemigos y Los derriba, pero también hace que su invocador sea intrépido y capaz de hablar cualquier idioma. Leyenda: In life, Agares ruled over vast armies on the Elemental Plane of Earth. He was the most powerful general the plane had yet seen and second in authority only to his genie emperor, a dao of great influence. Even though Agares was unalterably loyal, he nevertheless gave his emperor reason to fear betrayal. Agares became obsessed with a djinni commander who had thwarted his conquests on several occasions. His desire to meet this favored foe on the field of battle blinded him to other tactical options and deafened him to rumors that his esteem for his enemy had deepened into love. When at last Agares entrapped the djinni's forces, he girded himself for personal combat and set out to answer a challenge to duel his adversary. The summons was a trap laid by Agares's lieutenants, however; his allies slew him within sight of his greatest enemy. Requisito especial: You must draw Agares's seal upon either the earth or an expanse of unworked stone. Manifestación: The ground trembles briefly as the head of a great brown crocodile bursts from beneath Agares's seal. The crocodile's maw opens upward, unleashing a hooded black hawk that spreads its wings, forcing the jaws farther apart with the mere brush of its feathers. Two large, catlike eyes gleam on the hawk's breast. When Agares speaks, the hawk's beak moves, but the sound comes from the crocodile's rumbling throat. Firmar: You gain a wracking cough that spews dust and small stones from your mouth. This coughing prevents you from casting any spells that have verbal components. While bound to Agares, you can resist the urge to cough for a number of rounds equal your Constitution score. Thereafter, you cough for a round and then can try to resist the urge again. Influencia: Agares's loyalty in life and his anger at the betrayal perpetrated by his lieutenants has become a hatred of falsehood. When influenced by Agares, you speak forthrightly and with confidence. You cannot use the Bluff skill, and when asked a direct question, you must answer truthfully and directly. Habilidades otorgadas: Agares gives you the power to exalt yourself and your allies, to make the earth tremble beneath your feet, to render foes weak, and to speak the truth to all peoples. Dominio de la Tierra y el Aire: You gain a +1 bonus on attack rolls and weapon damage rolls if both you and your foe are touching the ground. Any airborne foe takes a -1 penalty on attack rolls and weapon damage rolls against you. Paso estremecedor: As a standard action, you can stomp on the ground, causing every creature within 10 feet of you that is either standing or climbing on a surface connected with the ground to make a Reflex save or fall prone. Once you have used this ability, you cannot do so again for 5 rounds. You and your summoned earth elemental (see below) are never knocked prone by the use of this ability. Compañero elemental: You can summon an earth elemental to accompany you and fight for you. This creature obeys your commands to the best of its ability. If the elemental is more than 30 feet away from you at the end of your turn, it dissolves. If you lose your elemental to dissolution or destruction, you cannot summon it again for 1 hour. El tamaño del elemental de tierra que puedes invocar depende de tu nivel de aglutinante efectivo, como se indica en la siguiente tabla.
Inmunidad al miedo: You have immunity to fear from both magical and mundane sources. Discurso verdadero: You can speak, understand, read, and write all languages spoken by creatures within 30 feet of you. To use an unfamiliar language, you must hear it spoken and see the speaker. Once you have used it, you can continue to do so for as long as your pact with Agares lasts. When speaking or writing in a language with which you are not familiar, you cannot lie. AHAZU, EL INCAUTADORNivel de vestigio: 3rd Enlace DC: 20 Requisito especial: Yes La magia del pacto extrae el poder de los espíritus de seres poderosos pero muertos. Aunque técnicamente no está muerto, tampoco lo está Ahazu el Incautador técnicamente vivo mientras permanezca encarcelado en Shattered Noche. Esto permite a los aglutinadores usar la magia del pacto para extraer poder de su vestigio. Leyenda: The seventy-third layer of the Abyss is known as the Wells of Darkness. A steely blue sun casts dim illumination down upon this barren realm, a vast badland of tortured stone through which winds a maze of flagstone pathways that connect dozens of plazas. Each plaza is dominated by a well that drops down to an inky black pool. The stony ground of this layer is interrupted here and there by jagged tors that roughly shield individual well sites from their neighbors. Marble paths connect the wells to one another, and planar lore holds that those who wander from this path risk incurring the wrath of the Abyss itself. The sun above is strangely dim, providing light equivalent to that on an overcast day. Its alien light does no harm to creatures normally impeded by sunlight or bright light (such as nightshades, vampires, bodaks, and varrangoins). Aunque los Pozos de la Oscuridad son una capa finita del Abismo, yace en medio de un vacío sin fin que abarca su núcleo. Este vacío se conoce como Noche Destrozada, y puede ser el caos primigenio que existe fuera del propio Abismo. En edades pasado, el señor demonio de la noche y el secuestro Ahazu el Vidente descubrió que, por cavando pozos profundos en el terreno, podía llegar a puntos delgados o la membrana que rodea esta capa, ventanas negras a la abismos de la noche destrozada. Después de muchos años de cavar pozos en la septuagésima tercera capa del Abismo, Ahazu finalmente encontró un desgarro plano en las profundidades de un gran tor en el corazón de la capa y la atravesó, para no volver jamás. Después de que Ahazu abandonara el Abismo, sus seguidores descubrieron que podía ser contactado a través de magias extrañas y secretas, ya que Ahazu había se convierten en un vestigio, un eco fragmentario de la existencia. A lo largo de los años que siguió, el Culto de Ahazu construyó una gran fortaleza en la cima de la A pesar de que la mayoría de las personas que habían consumido su maestro, y desde allí podían hablar con él y recibir su sabiduría. El incautador exigía ofrendas regulares de prisioneros, muertos o vivo, para unirse a él en el vacío. Tenía su lugar de culto en estos prisioneros cerca de los puntos delgados en la capa del límite en el fondos de los pozos que él mismo había creado. Una vez encarcelado, un prisionero podía ser contactado telepáticamente por aquellos que estaban cerca de proximidad, pero no podía escapar de otra manera. Sin embargo, el Culto de Allazu finalmente cometió un terrible error: intentó capturar y encarcelar a Orcus. Guiados por la arrogancia y la su asalto a Tánatos fracasó estrepitosamente, y en respuesta, el Príncipe de los No Muertos desató una horda de demonios sobre los Pozos de las Tinieblas. Rápidamente arrasaron con el Culto de Ahazu, dejando su fortaleza de Overlook en ruinas. El incautador se quedó sin seguidores, pues pocos habitantes del Abismo visitan los Pozos de la Oscuridad y menos aún son expertos en el pacto mágico. Edades incalculables después de la caída de Overlook, una tribu de marginados varrangoins, humanoides monstruosos parecidos a murciélagos comunes en otras partes del Abismo, descubrió la fortaleza en ruinas. Entre sus era un trío de arcanistas que también habían incursionado en el pacto mágico. El aquelarre de aglutinadores de varrangoin estaba encantado de descubren a Ahazu, y adoptaron al Seizer como su patrón. En Palabra de Ahazu, reanudaron la práctica de encarcelamiento de su culto criaturas en los Pozos de la Oscuridad. Sin embargo, los varrangoin eran mucho más más astutos que sus predecesores. Se dieron cuenta de que los Wells de la Oscuridad era un recurso que el resto del Abismo pagaría Por lo tanto, en lugar de secuestrar a las víctimas por su cuenta, el El aquelarre de Varrangoin se ofreció a actuar como guardián de los prisioneros a cambio de poder mágico, conocimiento y respeto. Los señores demoníacos, los archidemonios e incluso los propios dioses tomaron en su generosa oferta, y pronto los Pozos de las Tinieblas llegó a acoger a prisioneros poderosos. El aquelarre incluso se las arregló para convencer a Ahazu de que liberara a los prisioneros de vez en cuando, a cambio de por la promesa de un reemplazo más poderoso. Tales pactos exigir a los libertadores que comprometan sus cuerpos y sus esencias de prisión eterna si no cumplían. El El aquelarre también convenció a Ahazu de ofrecer un gran poder a cualquier demonio lo suficientemente tonto como para comprometer su cuerpo y esencia a la vida eterna encarcelado después de la muerte en otro plano, eludiendo la proceso normal de reencarnación que experimentan los demonios en tales Circunstancias. A lo largo de los años, solo cuatro han logrado Sus pozos se han cerrado y las ventanas de Shattered Las noches ya no están disponibles. Entre los que se sabe que han escapado de los Pozos de la Oscuridad se encuentran Bayemon de la Herida que no cicatriza, la reina marilith Shaktari, Siragle el Inefable, y el cacareado Zzyczesiya. Shattered Night se evita más allá de los límites finitos de la Pozos de Tinieblas, una nada infinita que puede vincularse a la vacío más allá de otras capas y otros planos. La mayoría de los pozos de La oscuridad son ventanas a la Noche Destrozada, pero el Pozo de Ahazu debajo de Overlook es, de hecho, una forma de portal conocido como desgarro planar que permite el paso a través de los límites de una capa hasta el vacío más allá de. Un desgarro plano es un fenómeno extremadamente raro, se cree que ocurra solo en capas o planos finitos; Las lágrimas no se limitan al Abismo. Gracias al Culto de Ahazu y a su maestro, Shattered Night ahora tiene muchos señores abisales, dioses y comandantes fallidos de la Guerra de Sangre. Cada prisionero puede ser observado a través de un "ventana" en el fondo de su pozo. La mayoría de los pozos contienen villanos trágicos, medio recordados, tan reprensibles que sus otros demonios o seguidores los enviaron al vacío de Ahazu. Alguno contienen un demonio muerto que aceptó la oferta del Incautador de poder en la creencia equivocada de que algún día serían restaurados a vida a través de las misteriosas propiedades de Shattered Night. Todos los prisioneros vivos esperan recuperar la libertad y sus seguidores, y Algunos pueden prometer servicio a quienes los visitan. Comunicación con un ser aprisionado es posible tocando la ventana en el pozo, sin embargo, incluso entonces tal comunmicación es poco más que ecos empáticos y fragmentos de palabras, apenas suficientes para probar que la criatura aprisionada en su interior haya existido alguna vez. Muerto prisioneros sienten la atracción infinita del Abismo, que intenta reencarnarlos a través de los puntos delgados en el límite de la capa, pero parásitos al servicio de Ahazu (en su mayoría necrófagos abisales y chasme) se deleitan con la carne que se reencarna lentamente y que se filtra a través de la frontera abisal, retrasando indefinidamente la mayoría de las Regeneraciones. Ahazu encuentra este desarrollo bastante entretenido. Ninguna magia mortal puede llegar a la Noche Destrozada, ni puede ser usada para Libera a un prisionero de sus garras. Hechizos como comuna, contacto con otro avión, la demanda y el envío no se pueden utilizar para contacta con los habitantes de la Noche Destrozada, y adivinaciones como Discernir la ubicación o localizar criatura no revelan a nadie encarcelados en el interior también. Shattered Night no es realmente un Lugar: es la ausencia de un lugar. Como tal, no hay entorno con el que interactuar, el movimiento no es posible, y La magia no tiene ningún efecto. Al parecer, Ahazu ha descubierto un medio de escapar de algunos de ellos pero la cantidad de poder que tiene sobre Shattered Night es una materia de alguna disputa, ya que él mismo parece incapaz de aplicar estos métodos de libertad para sí mismo. Además de encarcelar criaturas enviadas a través de la lágrima plana, puede crear una atadura pacto que lleva a una criatura a la Noche Destrozada una vez que está seguro condiciones (como la muerte, el paso del tiempo o la falta de entregar a otro preso en un tiempo convenido) se cumplen. Del mismo modo, puede expulsar a una criatura a través de un punto delgado en el límites de la capa (es decir, a través de la "ventana" en la parte inferior de el pozo de tinieblas a través del cual pueden ser vistos) si así lo Deseos. Tales "escapes" han ocurrido en el pasado, pero estos eventos son tan raros que aquellos que siguen la historia de la Abyss puede nombrar a todos los fugitivos conocidos de memoria. En verdad, todos estos Las fugas eran en realidad intercambios, en los que el prisionero era intercambiado por una criatura más poderosa. Liberar a un prisionero de uno de los Pozos de la Oscuridad es una Tarea desalentadora: tal cosa solo ha ocurrido cuatro veces antes, y cada vez que el método utilizado para liberar al prisionero era Tremendamente diferente. La magia mortal no tiene ningún efecto sobre los pozos, y no puede abrirse camino hacia la Noche Destrozada. Los propios dioses podría abrir las puertas de la Noche Destrozada, pero dado que Equidna intentó liberar a los prisioneros hace eones para que se inundaran Asgard con los monstruos liberados, solo para quedar atrapado cuando el Abismo mismo se rebeló contra ella, los dioses han sido cautelosos acerca de incursionar en el peligroso funcionamiento de este reino antiguo. Requisito especial: You must draw Ahazu's seal on the surface of one of the Pools of Darkness, found at the bottom of the Wells of Darkness on the seventy-third layer of the Abyss. Manifestación: Ahazu's manifestation begins as a sphere of darkness that slowly expands in radius. In the depths of that sphere, Ahazu's form slowly takes shape, revealing a dark skinned, naked humanoid shape with bat-like wings, and elongated head, and arms akin to that of a bodak. His legs trail away into nothingness and his skin is smooth and devoid of obvious features. The Seizer's mouth, which is filled with hundreds of needle-sharp fangs, yawns under a pair of sunken eyes which have partially withdrawn into his skull. Firmar: Your skin becomes cold to the touch and the inside of your mouth is cloaked in absolute darkness and periodically expels clouds of black smoke. Influencia: Ahazu's avarice infects you, causing you to steal small, precious objects whenever the opportunity presents itself, if you feel you can do so without getting caught. The covetousness extends to the lives of your enemies as well. If possible, you must try to imprison your enemies alive in a dark hellhole, rather than kill them or let them escape. If you allow an enemy to escape, you become wracked with anger and suffer a -4 penalty to all Charisma-based checks as long as you remain under Ahazu's influence. Habilidades otorgadas: Ahazu grants you abilities that reflect his demonic origin, his exile in the void, and his obsession with abduction. Secuestro de Ahazu: You can speak Ahazu's name to shunt a creature within 30 feet of you into the void between the planes. The target creature may resist the abduction by making a Will save (DC 10 + 1/2 your effective binder level + your Charisma modifier). If the creature resists this abduction, you may not target him again with this power for 24 hours. Once a creature is abducted, it remains trapped in the void for 1 round, effectively losing it's action on that round of combat. You can use this ability at will. Toque de Ahazu: You can produce an effect identical to unholy blight (caster level equals your effective binder level) on a creature you touch. The target is cloaked in a cold, cloying miasma of greasy darkness and takes damage as appropriate for his alignment. Once you use this ability, you cannot do so again for 5 rounds. Ceguera: You have the blindsight extraordinary ability to a range equal to 5 feet per effective binder level (maximum 100 feet). Mente vacía: As a standard action, you can withdraw your mind and soul into the void beyond the boundaries of the planes, rendering you immune to spells, spell-like effects, and supernatural effects with that mind-affecting descriptor or that affect souls (such as magic jar, soul bind, and trap the soul) as long as the vestige remains bound to you. If you die while employing this granted power, you cannot be brought back to life with a raise dead or resurrection spell. AMÓN, EL VACÍO ANTE EL ALTAR![]() Nivel de vestigio: 1st Enlace DC: 20 Requisito especial: Yes Aunque Amon una vez gobernó como una deidad de la luz y la justicia, su larga existencia como vestigio lo ha convertido en un monstruo consumido por la ira. Él concede a los que lo invocan su vista, su aliento ardiente y su poderosa carga. Leyenda: Scholars claim that Amon is what remains of the personality of a god who died of neglect millennia ago. Once worshiped by thousands, Amon eventually lost his faithful to more responsive deities. His will was strong enough, though, to resist eternal sleep on the Astral Plane. Since his demise, his half-existence as a vestige seems to have dramatically changed his appearance and personality. Once a calm and wise protector, a god of light and law, Amon is now a foultempered and hateful spirit. Requisito especial: Amon particularly despises four other vestiges: Chupoclops, Eurynome, Karsus, and Leraje. If you have hosted one of these spirits within the last 24 hours, Amon refuses to answer your call. Similarly, these spirits will not answer your call if you are already bound to Amon. The reason for Amon's displeasure with these vestiges is unclear, but the enmity is as old as anyone can remember. Binder scholars theorize that it might stem from the time when Amon was a god and the other four were normal mortal or immortal beings. Manifestación: Amon manifests in a burst of black smoke, howling foul curses at his summoner. He possesses a black wolf's body with a ram's head and a serpent for a tail. His mouth is filled with sharp teeth, and fire escapes it when he speaks. Firmar: You grow a ram's curling horns. Influencia: Amon's influence makes you surly and irritable. In addition, since Amon despises living deities of fire, sun, and law, he forces you to resist even beneficial spells cast by those devoted to such powers. You must make a saving throw to resist such a spell if one is allowed; failure allows you to gain the benefit. Habilidades otorgadas: Amon grants you his sight and his breath, as well as the deadly use of his horns. Visión oscura: You gain darkvision out to 60 feet. Aliento de fuego: You can vomit forth a line of fire as a standard action. The line extends 10 feet per effective binder level (maximum 50 feet) and deals 1d6 points of fire damage per binder level to every creature in its area. A successful Reflex save halves this damage. Once you have used this ability, you cannot do so again for 5 rounds. Ataque de carnero: You can use the ram's horns that you gain from Amon's sign as a natural weapon that deals 1d6 points of damage (plus 1-1/2 times your Strength bonus). When you charge a foe with your ram attack, you deal an extra 1d8 points of damage on a successful hit. You cannot use this ability if you do not show Amon's sign. AMÓN-HER KHEPESHEF, EL VÁSTAGO PROFANADONivel de vestigio: Epic Enlace DC: — Requisito especial: Yes Una vez que el heredero primogénito del reino de su pueblo, Amón-her Khepeshef representa las almas de los primogénitos hijos del imperio, cuyas vidas fueron trágicamente extinguidas por el dios de sus esclavos. La voluntad colectiva de los espíritus suplicaron al dios de la muerte el olvido, convirtiéndose en el vestigio conocido como Amón-her Khepeshef. Amunher Khepeshef otorga la capacidad de continuar actuando mientras está muerto, protección contra los efectos de la muerte y los ataques de muertos vivientes, bonificaciones en pruebas estratégicas en batalla y la capacidad de lanzar una poderosa ráfaga de energía. Leyenda: Amun-her Khepeshef was the heir to the throne, son of the current king, and leader of the army. The empire kept thousands of slaves, who they used to build numerous pyramids, tombs, and palaces. When the slaves revolted, the empire imposed harsh strictures, limiting their religious freedoms. Eventually, the people rebelled, calling on their long suppressed god to smite their captors. Furious, the god struck the empire with numerous plagues - fire, vermin, disease, drought, and worse. The final plague was the most terrible even in the empire's history - the foreign god struck down the firstborn sons of each family in the empire, including Amun-her Khepeshef. La pérdida de los primogénitos fue trágica, poniendo de rodillas a toda una generación con depresión y desesperación. Para empeorar las cosas, ladrones de tumbas e invasores rivales profanaron los numerosos tumbas, destruyendo la santidad de la vida después de la muerte de los hijos muertos. Estos espíritus se enfurecieron: se enojaron con la Dios extranjero y su pueblo, enfurecidos con aquellos que los traicionaron en su complacencia, lívidos ante la tumba ladrones que interrumpían su vida después de la muerte, los espíritus apelaban al dios de los muertos, que accedía a desterrar más allá del espacio y del tiempo, para que no sufran más. Estos espíritus fueron removidos de existencia como una sola entidad ligada conocida como Amón-her Khepeshef. Requisito especial: You cannot bind Amun-her Khepeshef if you are currently suffering from any level drain, negative levels, ability drain, or ability damage dealt by undead or by spells and spell-like abilities from the necromancy school. Only living creatures can bind Amun-her Khepeshef. Manifestación: When Amun-her Khepeshef manifests, a handsome tanned male warrior appears in a sarcophagus, his body resplendent in gold and gems and surrounded by ritual accoutrements. The lid of the stone sarcophagus lies broken on the floor several feet away. Suddenly, the warrior bolts upright in the sarcophagus. He wails a scream of pain that sounds like the collective voices of men and boys. His body explodes into overlapping images of thousands of men and male children of all different ages, their faces jaundiced, their cheeks sunken, and their skin reeking of rotting death. They wail in unison for but a moment, and then the forms merge back together into that of the warrior. The warrior lies back down into his sarcophagus, still and dead. Firmar: You take on the look of the dead: jaundiced skin, sunken cheeks, bags under the eyes, and stiff movements. You exude a faint odor of decay and preservative chemicals. Influencia: You cannot abide the presence of undead, necromancers, and death spells and effects. You seek any opportunity to slay undead, and you refuse to work with anyone who you feel uses necromancy and death effects. You are easily provoked by such individuals, seeing reasons to fight them that many miss. Habilidades otorgadas: While bound to Amun-her Khepeshef, you can release a powerful burst of positive energy that heals the living and harms the dead, can function even while dead or dying, are immune to numerous death effects and undead attacks and can grant this immunity to allies, and can generate an aura that enhances the battle tactics of you and your allies significantly. Explosión de vida: As a standard action, you can release a 30-foot burst of positive energy centered on yourself. All allies in the area (including you) receive the effects of a heal (healing 250 points of damage as well as receiving the other benefits of the spell) and greater restoration spell (without an XP cost). Undead (and other creatures harmed by positive energy) take damage from the heal effect. Once you have used this ability, you cannot do so again for 5 rounds. Retrasar la muerte: For a total time per day of 1 round per effective binder level you possess, you do not die when you have taken enough damage to put you below -9 hit points, as if under the effects of a delay death effect. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the daily limit of rounds). In addition, while affected by this power, you can continue to act normally, without suffering any of the limitations normally faced by a character at -1 hit points or lower. If the duration of this power has elapsed and you are between -1 to -9 hit points, you stabilize at your current hit point total. If it has elapsed and you have less than -9 hp, you instantly die. Guardián primogénito: You are immune to fatigue, exhaustion, ability damage and drain, energy drain, death spells, magical death effects, and negative energy effects (such as from inflict spells or chill touch). You are also immune to special attacks and abilities of undead that cause fear, disease, paralysis, or poison. All weapons you wield (as well as natural attacks) are considered to have the ghost touch weapon quality. You gain a +4 sacred bonus to AC against the attacks of undead. This is constant and does not require an action to activate. As a swift action, you can extend the same protections to one ally per 5 effective binder levels you possess. This protection lasts for 1 round/level. When it runs out, you must wait 5 rounds before activating it again. Vástago de guerra: You project a 60-foot aura that enhances the battle prowess of your allies (including yourself). All allies within 60 feet receive double your Charisma modifier as a bonus on all bull rush, disarm, grapple, overrun, sunder, and trip checks. ANDRAS, EL CABALLERO GRIS![]() Nivel de vestigio: 4th Enlace DC: 22 Requisito especial: No Un gran guerrero en la vida, Andras es un enigma como vestigio. Da a los aglutinantes destreza en el combate y habilidad en la silla de montar. Leyenda: Andras was once an elf paladin famed for his prowess in battle and his implacable dedication to doing what was right and good for all. A series of misjudgments and misfortunes broke Andras's faith in both himself and his deity, however, and he became a blackguard. During his subsequent service to the dark gods, his infamy rapidly outgrew his fame, and his name was whispered in fear. Después de casi trescientos años de batalla casi constante tanto en nombre del bien como del mal, Andras se cansó de ambas causas. En medio de una En el duelo en la batalla clave de una gran guerra, simplemente dejó caer su arma y se fue, para nunca más ser visto con vida. Los sabios especulan que después de su traición De ambas causas, ya no era bienvenido en el reino de ningún dios, y así su alma estaba condenada a convertirse en un vestigio. Manifestación: Andras rides up out of nothingness on the back of a great black wolf. The vestige's head is that of an owl covered in gray feathers, and his gray-skinned body resembles that of a lanky but muscular male elf. Wearing only a loincloth, Andras slouches in his saddle, holding the reins of his mount in one hand and a greatsword, which he lazily rests on his shoulder, in the other. At first glance, Andras looks as though he might be asleep, but a closer inspection reveals a pair of huge golden eyes that glower from his bowed head. Andras speaks in deep tones laden with menace. Firmar: You sprout two useless, gray-feathered wings from your back. The wings are small enough to be hidden beneath a shirt or cloak, but doing so makes you appear hunchbacked. Influencia: Andras's influence causes you to become listless and emotionally remote. Because Andras wearies of combat quickly, you must drop any items in hand and withdraw from melee after only 10 rounds of battle. You may not take any offensive action for 1d4 rounds thereafter. Habilidades otorgadas: Andras lends you some of the skills he had in life, making you a strong combatant with or without a mount. Dominio de las armas: Dominas el mandoble, la lanza, la espada larga y el estoque. Montar: As a full-round action, you can summon a heavy warhorse, complete with saddle and heavy lance. This creature serves you as a trained mount for up to 1 hour per effective binder level, or until it is killed, you dismiss it, or your pact with Andras ends. You can use this ability once per day. Silla de montar Claro: You gain a +8 bonus on Ride checks. Golpea el bien o el mal: You can attempt to smite an evil or good creature with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. If you accidentally smite a creature that is neither good nor evil, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds. Smite evil and smite good attempts per day obtained from multiple sources stack. Siembra discordia: Andras grants you the ability to sow discord among your enemies. As a standard action, you can force an enemy to attack a randomly determined ally within reach on his next action, and he must do so as his first attack. The target must be within 5 feet per two binder levels you possess, and a successful Will save negates the effect. The affected foe must strike for lethal damage with a primary attack and use whatever melee weapon is in hand (or an unarmed strike or natural attack if no weapon is at the ready). If no ally is within the foe's reach, this ability has no effect. Sow discord is a mind-affecting compulsion ability. Once you have used this ability, you cannot do so again for 5 rounds. Golpes seguros: You gain the benefit of the Improved Critical feat with any weapon you wield. If you already have the Improved Critical feat with a weapon, you gain a +4 bonus on the roll to confirm a threat made with that weapon. This bonus stacks with that provided by the Power Critical feat. ANDROMALIO, EL PÍCARO ARREPENTIDO![]() ![]() Nivel de vestigio: 3rd Enlace DC: 20 Requisito especial: Yes Una vez el favorito del dios Olidammara, Andromalius ahora existe como un vestigio. Sus habilidades otorgadas ayudan a sus invocadores a vencer a los pícaros y ne'er-do-wells en su propio juego. Leyenda: Once the herald of Olidammara, Andromalius foreswore theft and mischief on his deathbed, repenting all the actions he had taken on behalf of his god during his life. By this means, he hoped to steal his soul from his deity, thus accomplishing his greatest theft and prank in history, and proving himself the most worthy of his god's favor. Al principio, enojada por la traición de Andromalius, Olidammara rápidamente se dio cuenta de la ironía del momento y se echó a reír. Sin embargo, el dios El buen humor duró poco, porque se dio cuenta de que aceptar el alma de Andrómalo sería evitar el robo y arruinar la broma. Desde Olidammara era reacio a permitir que un sirviente tan inteligente fuera al reino de algún otro dios, pagó el honor de su sirviente cien veces más. robó el alma de Andrómalio del cosmos, convirtiéndola en un vestigio. No está claro si Andromalius consideró este resultado como un honor o no. Requisito especial: You must obtain two different nonmagical items similar to those that Andromalius holds in his hands when he manifests and place them within the confines of his seal when you summon him. These items vanish as soon as Andromalius appears. Manifestación: Andromalius appears as a middle-aged but lithe human male in the garb of a jester. Each of his arms splits at the elbow into a dozen forearms, and he holds a small object in each of his twenty-four hands. Though his costume and overall appearance change from one manifestation to another, the specific collection of objects never does - a fact that has sparked a long-standing debate among binder scholars. The items are: a belt purse, a silver key, a gold ring, a pair of dice, a copper coin, a dagger, an apple, an arm bone, a scroll, a comb, a whistle, a fish hook, a mirror, an egg, a potion, a dead spider, an oak leaf, a human skull, a lock, a closed black book, a bell, a dove, a set of lock picks, and a mouse. When Andromalius returns whence he came, he juggles these illusory items and then tosses one to his summoner. Some scholars claim that the item thrown indicates a future event, but that the specific meaning depends on which other objects are held in the hands of that same arm. Firmar: You gain an extra digit on each limb. This appendage prevents you from wearing normal gloves or gauntlets, but magic gloves and gauntlets reshape to fit you. Influencia: When influenced by Andromalius, you become a devious mischief-maker who delights in causing small calamities - especially misunderstandings between friends and incidents of mistaken identity. However, Andromalius cannot now abide acts of theft, so he forbids you to steal from a creature, take an item from a dead body, or remove someone else's possession from a location without permission so long as you are under the jurisdiction of an authority whose laws expressly forbid such activities. By the same logic, you cannot take possession of any object that you know to be stolen. Habilidades otorgadas: The abilities that Andromalius grants help you catch thieves and return stolen goods, discover wickedness and underhanded dealings, and punish wrongdoers. La alegría del bufón: As a standard action, you can cause an opponent to break into uncontrollable laughter. This ability functions like a Tasha's hideous laughter spell (caster level equals your effective binder level), except that an affected creature can make an additional saving throw at the end of each of its turns to end the effect. Once you have used this ability, you cannot do so again for 5 rounds. Localizar artículo: At will, you can sense the direction of any wellknown or clearly visualized object that lies within 100 feet per effective binder level of your location. If you wish to find a specific object, this ability works only if you have seen the object firsthand and can accurately visualize its peculiarities. Otherwise, the direction of the nearest object of the same type is revealed. You can sense the direction of only one item each round. This ability does not reveal the direction to a disguised object such as a secret door unless you can clearly visualize its disguised form, nor does it tell you the distance to the object. Ver lo invisible: At will, you can use see invisibility as the spell (caster level equals your effective binder level). Engaño de los sentidos: You gain a +4 bonus on Sense Motive checks, on Appraise checks, and on Spot checks made to oppose Disguise checks. In addition, you automatically notice when a creature uses Sleight of Hand to take something from you. This ability is always active while you are bound to Andromalius. Ataque furtivo: You deal an extra 2d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the opponent is within 30 feet. For every five effective binder levels you possess beyond 5th, your sneak attack damage increases by an additional 1d6 points. For example, a 15th-level binder deals an extra 4d6 points of damage with his sneak attack. See the rogue class feature. If you get a sneak attack bonus from another source, the bonuses to damage stack. ANSITIF, EL ENSUCIADORNivel de vestigio: 7th Enlace DC: 30 Requisito especial: Yes Ansitif el Ensuciador detesta toda evidencia de fe religiosa, concediendo resistencia a la magia divina el poder de invocar a los señores demoníacos de el Abismo, a blasfemar y a resistir el poder purificador del fuego. Leyenda: Ansitif the Befouler is an ancient tanar'ri lord who rose to power in the wake of the obyriths' fall and quickly seized control of the 21st layer of the Abyss, now known as the Sixth Pyre. Although most demon lords hunger for the power of true gods, Ansitif was enraged by the very existence of divine beings. Unable to challenge most deities directly, the Befouler vented his fury through the corruption of religious sites and relics dedicated to true gods. At the height of his power Ansitif's demesne was littered with the shattered relics of countless faiths and the ruins of desecrated temples drawn into the Abyss. Hasta su encarcelamiento, Ansitif se deleitó en la compañía de los súcubos, y fue uno de los primeros de Malcanthet Amantes. Se dice que los primeros súcubos que se convirtieron en lilitus nacieron de sus acoplamientos, como los recién entronizados La Reina de los Súcubos recurrió en secreto a la naturaleza corruptora del Ensuciador para desbloquear el ritual necesario para transformarse sus servidores. Hace siglos, Ansitif se unió a seis aliados tanar'ri: Cyndshyra de los Siete Tormentos y Felex'ja el Tigre Rey, Ixinix el Señor de Aguasnegras, Qij-na el Destrozado, Rhindor'zt el Príncipe Negro y Wejindhastala el Tempestad : para cazar y destruir a un poderoso obyrith llamado Malgoth, esparciendo su esencia por todo el mundo. el Abismo. En lugar de triunfo, la victoria de la alianza trajo el desastre. El asunto se llevó a Ansitif y sus aliados lejos de sus centros de poder, y los señores demoníacos oportunistas asesinaron o encarcelaron a cada miembro de la alianza, a su vez. En el caso del Befouler, su general más poderoso, un balor llamado Kardum, traicionó a Ansitif y lo encarceló en los Pozos de la Oscuridad en la capa 73 del Abismo. luego pasó a reclamar el título de Señor de los Balors, que mantiene hasta el día de hoy. Requisito especial: Ansitif requires that his seal be drawn using the broken remains of a true deity's holy symbol. Manifestación: The symbol before you erupts in flames, and a swarm of sparks leaps outward to scorch relics, holy symbols, and other signs of worship in the immediate vicinity. Gradually, the flames coalesce around the alter and begin to give forth a dark cloying smoke. In the center of the smoke, flying sparks form a disembodied mouth that begins to speak. Firmar: Your hair and skin become blackened and scorched, as if briefly touched by fire. Influencia: Under Ansitif's influence, you become enraged by the presence of relics dedicated to true gods. The Befouler requires that you attempt to destroy or steal any relic dedicated to a true god that you discover. Habilidades otorgadas: Ansitif grants you the power to blaspheme against the true gods, to resist the spells of their divine servants, and to temporarily spurn your deity and pledge yourself to a demon lord of the Abyss. Harkening back to Ansitif's period of rule over the Sixth Pyre, the Befouler grants you immunity to fire. Blasfemia: You can utter a blasphemy, as per the spell, three times per day (caster level equals your effective binder level). Resistencia Divina: You gain SR 12 + your effective binder level versus divine spells and spell-like abilities. Inmunidad al fuego: You gain immunity to fire. De esclavo a demonio: You gain the benefit of the Thrall to Demon feat: once per day, whole performing an evil act, you may call upon your temporary demonic patron to add a +1 luck bonus on any one roll. If you are a cleric, you must replace your domains with domains granted by the demon lord to which you pledge, for as long as the pact is forged. You must pick the demon lord to which you temporarily pledge when you make the pact and cannot pick a different demon lord to venerate until you make a new pact with Ansitif. Note that most good- or lawful-aligned deities would require a worshiper to undergo atonement after daring to bind this vestige. ARETE, EL PRIMER ELANNivel de vestigio: 4th Enlace DC: 21 Requisito especial: Yes Arete, un poderoso psion que buscaba la inmortalidad, creó una nueva raza pero se condenó a sí mismo a renacimientos interminables. Sus habilidades otorgadas Proporcionan a los aglutinantes acceso a varias cualidades que endurecen el cuerpo y mente. Leyenda: After a memorable battle with a powerful lich, Arete, a powerful psion, took the time to explore the path of lichdom. He pondered that if immortality can be achieved through "undeath," could it not also be achieved through "unlife" too? After decades of research, he had his answer, but unknown to him, he had made a small oversight. Life begins with birth and unlife would require rebirth. Despertó de su ritual inmortal y rejuvenecido, pero pronto descubrió que había perdido toda una vida de conocimiento y poder. El suyo Los diarios le decían lo que una vez había poseído y se convirtió en su obsesión por recuperar ese poder. Desafortunadamente, cada vez que hacía el ritual de nuevo para recuperar lo que había perdido, renació de nuevo. Nadie sabe cuántas veces renació, pero en algún momento del camino, se convirtió en un vestigio y Algunos creen que cada vez que se invoca su vestigio, renace una vez más. Requisito especial: Arete does not like to be reminded that the elan are considered abominations by some, and he does not answer your summons if you are already bound to Chupoclops or Eurynome. Manifestación: A mirror rises from his seal, reflecting the binder who makes the summons. The summoner's reflection fades to be replaced by that of a young, male Elan with hair too red, eyes too blue, and skin too bronze. While he speaks, his physical moves mirror the summoner's every action. Firmar: Your body's colors alter to become slightly off. Blonde hair becomes too golden, green eyes become too emerald green, and your skin becomes faultless and has no pores. Influencia: You do not get hungry or tired while bound to Arete, but you do suffer negative effects if you do not eat or sleep for the duration that the vestige is bound. If faced with a need to do research, Arete insists that you seek out lore regarding him and his research into immortality as well, which can often double or even triple the time you spend seeking information (DM's discretion; finding out where the local rowdies ran off to after a tavern fight might not give Arete grounds to require research into his own past, for example). Habilidades otorgadas: While bound to Arete, you gain powers that Arete had at some point in his search for immortality. Bendición psiónica: You gain 13 power points when you bind to Arete. These are added to your pool of power if you already possess psionic power, or they create a pool and you become a psionic creature for the duration of this binding. Resistencia: Your gain a +4 resistance bonus on a saving throw of your choice. You may change this to another saving throw as a move action. Reducción de daño: Your body becomes unnaturally tough as you gain damage reduction 5/-. Repleción: You gain access to the psionic powers body adjustment, body purification, and sustenance for the duration of the binding. You may manifest each power as a psion would and as if it is a power known by you. You may augment each power as a psion normally could, substituting your effective binder level in place of manifester level. ASHARDALON, PIRA DE LOS NO NACIDOSNivel de vestigio: 8th Enlace DC: 35 Requisito especial: No Un buscador de poder puro y riqueza, el diabólico dragón rojo Ashardalon fue una de las criaturas más duras de su época. Teniente escapó de la muerte más de una vez, concede a los encuadernadores algunos de sus poderes como un dragón y un demonio, así como una parte de su gran resiliencia. Leyenda: Ashardalon was a red dragon of unusual greed and power. He sought to control a vast stretch of land, and ravaged it in cruel hunts for food, sport, and power. So great was Ashardalon's power that many cults grew to revere him as a deity and followed him into what they believed were holy wars. In time, however, an alliance of rangers and elves managed to defeat Ashardalon's armies. Shortly thereafter, the dragon faced a powerful druid who had risen to defend the land, and was nearly slain. Sin embargo, como un dios cercano, Ashardalon era una fuerza a tener en cuenta, incluso en la derrota. Se escondió en el Exterior Planea durante milenios y, a través de complejas maquinaciones, logró reemplazar su corazón con el de un Balor, convirtiéndose en una criatura de maldad sobrenatural aún mayor. Renovado, el dragón atacó el Bastión de las Almas en un esfuerzo por destruir a todas las criaturas vivientes. Allí, Ashardalon se enfrentó a un descendiente lejano de un druida que lo había vencido una vez antes y fue realmente asesinado. Aun así, su muerte en el lugar de nacimiento de todas las almas (combinada con su estado casi deífico) le permitió resistir una lugar de descanso permanente. Su esencia carecía del poder para convertirse en un verdadero inmortal, dejándole solo el nebulosa existencia de un vestigio. Manifestación: Ashardalon tears open the ground with his long black talons and hauls his massive body up from a flaming pit. The red dragon is wreathed in flames and has a burning hole where his heart should be. He bellows in anger before turning to the binder and demanding to know why he has been disturbed. Firmar: A patch of skin over your heart is marked by a deep-hued crimson sigil of a curled red dragon. Influencia: Your greatly hunger for vengeance against those who harm or slight you. Ashardalon requires you to slight you to accept any opportunity to strike a foe who damages or insults you in preference over any other target. Habilidades otorgadas: Ashardalon grants you some of the vast power he collected during his life as a dragon and a fiendish creature. La codicia de Ashardalon: You gain a bonus on Appraise checks and search checks equal to your binder level. You can also locate objects near you, as the spell locate object. Presencia de Ashardalon: You can strike fear into the hearts of your foes. This acts as the fear spell, except creatures immune to a dragon's fearful presence as immune to this effect as well. Once you have used this ability, the aspect's sign shows through any armor or clothing you wear for 1 round, burning like a fiery brand (though it doesn't actually deal damage or start a fire). Vigor de Ashardalon: Ashardalon grants you some of the vast resilience he enjoyed in life. When you bind this vestige, you gain temporary hit points equal to twice your binder level. These temporary hit points last for up to 24 hours. Corazón de Ashardalon: You share some of the defensive benefits of a Balor once bound to Ashardalon's body. This effect grants you damage reduction 10/cold iron and resistance to fire 30. ASTAROTH, DIÁBOLO DE BAATORNivel de vestigio: 4th Enlace DC: 20 Requisito especial: Yes Astaroth, también conocido como Diábolo, tiene un odio profundo y duradero hacia demonios, otorgando la capacidad de pasar entre los demonios, eluden su defensas diabólicas, y arde con la versión abisal del fuego infernal. Leyenda: This once-powerful demon lord who is said to have once rule a layer of the Abyss know as the Terminal Archives, with a gift for prophecy offered to fight alongside the Queen of Chaos during her war with the Wind Dukes of Aaqa, but was rejected. In the early days of the Blood War, Astaroth earned the name Diabolus by infiltrating the legions of Baator and rising to the rank of Treasurer of Hell. His true nature was eventually exposed by the arch-devil Gargauth, forcing Astaroth to flee the wrath of Asmodeus, but his spying caused incalculable harm to the devil's war effort and prevented the legions of hell from winning a clear and decisive victory against the hordes of the abyss. A su regreso al Abismo, Astaroth se retiró a una capa llena de vapor llena de trozos flotantes de ardor piedra. En preparación para las inevitables represalias de los Señores de los Nueve, Astaroth comenzó a cultivar cultos mortales en innumerables mundos mediante el uso de sus poderes proféticos, con la esperanza de transformarse en un dios. Él debe haber tenido éxito de alguna manera, aunque no lo suficiente como para evitar su destino. Astaroth fue finalmente asesinado por Gargauth, por orden de Asmodeo. Además de reclamar el nombre de su predecesor, el Décimo Se dice que el Señor de los Nueve también se apoderó del manto de la divinidad de Astaroth. Requisito especial: Astaroth requires that his seal be drawn on an area of stone that has recently been burned and then doused with cold water. Manifestación: Astaroth's misty form rises up from his seal like a cloud of steam, slowly condensing into the form of a handsome human with draconic and feathered wings. His serpentine tongue flicks nervously as his body is slowly consumed with hellfire. Firmar: You acquire the stench of brimstone and a cloudy film covers your eyes. Influencia: Astaroth's influence give you a vague but continuous sense of impending doom that makes you morose and fatalistic. Because Astaroth desired revenge on the devils who brought him low, he required that you attack a devil in preference to all others whenever you are in combat and that you initiate combat with any devil you meet. Habilidades otorgadas: Astaroth grants you the power to see the future, to burn with the flames of the Abyss, to pass among fiends and to strike creatures with protection from non-silver weapons (including many devils). Llama negra: Your spells, spell-like abilities, and magic item abilities with the fire descriptor deal half fire damage and half vile damage. You can cast fireball, as per the spell, three times per day (caster level equals your effective binder level). Adivinación: You can perform a divination, as per the spell (caster level equals your effective binder level). Lengua serpentina: You gain a bonus on bluff and disguise checks equal to your binder level. You gain an additional +4 bonus on bluff and disguise checks when dealing with evil outsiders. Toque plateado: Any natural attack or attack with a metal weapon you make is treated as if it were a silver weapon. These attacks do not apply a -1 penalty on damage rolls. ASTAROTH, EL CAÍDO INJUSTAMENTENivel de vestigio: 4th Enlace DC: 22 Requisito especial: No Un ángel caído que nunca aceptaría la responsabilidad de los suyos transgresiones, Astaroth concede a sus invocadores influencia sobre el el comportamiento de los demás, el conocimiento de las cosas ocultas y la capacidad de enfermar a los enemigos. Leyenda: Scholars know little of Astaroth before his fall, save that he favored constant interference and assistance when it came to mortals, rather than leaving them to develop on their own. Some tales claim that he was responsible for teaching humanoids such techniques as metalworking and even alchemy. De acuerdo con los escritos antiguos, el propio Astaroth sostiene que este fue por eso que cayó, arrojado del cielo por el "crimen" de ayudar a los razas mortales en el desarrollo de su civilización. La mayoría de los teólogos, Sin embargo, sigue convencido de que el ángel fue exiliado por mayor Crímenes. Las leyendas van desde un intento de usurpar la posición de algún dios celestial, a un esfuerzo por elevar a toda una raza mortal a celestial, a un intento de apartar a todos los mortales de la adoración de los dioses para que él pudiera ser libre de influyó en ellos como mejor le pareciera. Sin embargo, Astaroth no admitió tal desafío y juró por el día de su que su caída fue injusta. Durante siglos, Astaroth vagó por muchos mundos, tanto mortales como espirituales. Para los celestiales, era un paria. Otro orgulloso ángel caído que ni siquiera podía admitir sus errores, y mucho menos expiarlos. Sin embargo, debido a que Se negó a aceptar la condenación, tampoco encontró aliados entre los demonios. Con el tiempo se instaló entre Mortales. Los cuidó como guardián y mentor al principio, pero poco a poco su obsesión por "proteger" Los mortales se volvieron incontrolables. Astaroth se convirtió en un dictador, restringiendo incluso el comportamiento cotidiano de sus sujetos para mantenerlos "seguros". El ángel caído fue finalmente asesinado por un levantamiento dentro de la población, pero ninguno de los Planos Exteriores concedería a su alma algún respiro. Eventualmente, sin una vida después de la muerte a la que llamar propia, se despojó incluso de su existencia física, Astaroth simplemente se fue a otra parte. Manifestación: Accompanied by the sound of flapping wings and cawing crows, Astaroth manifests as a hideously ugly angel. His limp wings are filthy gray, his features drawn and gaunt, and his eyes yellowed. He carries a viper in his right hand and wears a tarnished crown upon his brow. A horrific stench accompanies him, almost but not quite enough to sicken everyone nearby. Firmar: Your skin yellows, and you emit a foul, unwashed odor. While this odor is not strong enough to impede or distract an opponent, it does attract attention. Influencia: Astaroth's influence renders you incapable of taking responsibility for your own actions. You cannot admit any fault, acknowledge any mistake, or make reparations or apologies for any wrong, no matter the consequences or the evidence against you. Habilidades otorgadas: Astaroth guided mortals, and he still grants abilities based in knowledge and education. As a fallen angel, and then a vestige, his magics have grown ever grimmer and more distasteful; he also grants powers based on directly controlling and offending others. Tradición angelical: Astaroth constantly whispers the secrets of reality in the back of your mind, allowing you to draw on his own nigh-infinite knowledge. This functions as the bardic knowledge ability, based on your effective binder level. Aliento de Astaroth: Once every 5 rounds, you can exhale a 60-foot cone of foul-smelling gas. Creatures within the cone must make a Fortitude save or be nauseated for 1 round and sickened for an additional 1d4 rounds. Those who make the save are merely sickened for 1 round. Creatures immune to poison or disease are immune to this effect. Lengua melosa: You gain a +4 competence bonus on Bluff, Diplomacy, and Intimidate checks. Maestro artesano: While bound to Astaroth, you gain a +4 competence bonus on all Craft checks. In addition, each time you bind with Astaroth, you may select one item creation feat as a temporary bonus feat. So long as you continue to bind with Astaroth, you may use that feat as though you possessed it normally; you must still spend all standard gold and XP for any item you create, and you must still provide all necessary spells for a given item. Si su nivel de aglutinante efectivo no es al menos tan alto como el nivel de lanzador necesario para tomar un artículo específico hazaña de creación, no puedes elegir esa hazaña. Por ejemplo, un aglutinante de 4º nivel no podía elegir ningún elemento Hazaña de creación con un requisito previo de nivel de lanzador 5º o superior. Palabra de Astaroth: You may make a suggestion, as the spell, with a caster level equal to your effective binder level. You must wait 5 rounds before attempting another suggestion, and at any given time, you may only have a total number of people under the effects of this ability equal to your Charisma bonus. AYM, REINA AVARICIA![]() Nivel de vestigio: 1st Enlace DC: 15 Requisito especial: No Aym, que en su día fue monarca de los enanos, permitió que su codicia pusiera fin a su imperio. Como vestigio, le da a su anfitrión la capacidad de usar armadura sin impedancia, prender fuego a objetos y criaturas con un toque, resistir los efectos del fuego y destrozar objetos con fuertes golpes. Leyenda: Dwarven legends depict Aym as the greediest dwarf queen who ever lived. Modern-day dwarves still spit at the mention of her name. Not long after Moradin first forged the dwarves, Aym arose as a great leader among them. Greed brought her to power, and greed consumed her while she ruled. Dwarves mined furiously in response to Aym's constant demand for more gems and precious metals, and her people became virtual slaves to their work. As onerous as Aym's rule was, however, all this mining greatly expanded the dwarves' territory, and many dwarven clans grew quite wealthy. Celosos de la riqueza de los enanos y dolidos por sus conquistas, una gran horda de orcos, gigantes y goblinoides se unieron en un ejército para asaltar el reino de Aym. Los enanos lucharon valientemente, pero debido a que sus fuerzas estaban tan dispersas en todo el imperio de Aym, no pudieron Responden con la suficiente rapidez al asalto concentrado de la horda a su capital. Cuenta la leyenda que cuando los fuegos de la ciudad en llamas la alcanzaron, Aym estaba de pie entre un centenar de carretas cargadas de oro que sus sirvientes habían cargado en preparación para su huida. Pero tan absorta estaba en contar los monedas para asegurarse de que no perdía un cobre que no se perdiera del peligro hasta que los fuegos comenzaran a derretir las monedas que tenía en sus manos. En lugar de arrepentirse de su codicia en el momento de su muerte, Aym maldijo a Moradin por no protegerla y, a cambio, Moradin la maldijo. Manifestación: Aym arises from a coiled heap within the seal. She has two great worms for legs and three heads - one a lion's, one a female dwarf's, and one a bull's. Her powerfully muscled torso strains beneath the finery of an empress, and her fingers glitter with more than a dozen jeweled rings. In one hand she holds a red-hot, star-shaped branding iron, and with the other, she holds shut the lion head's mouth. Aym speaks through her dwarf head, since both animal heads are incapable of speech. She prefers to keep the lion muzzled because if she doesn't, it roars and causes the bull's head to low in terror, making it impossible for her to hear. Firmar: While you host Aym, you bear a starshaped brand on the palm of your left hand or on your forehead, as you choose at the time you make the pact. Influencia: Under Aym's influence, you become stingy and greedy, begrudging every coin or item of value that you or your group must give to another. At the same time, she requires that you give a coin (copper, silver, gold, or platinum, as you choose) to every dwarf you meet within 10 rounds of learning his name. Habilidades otorgadas: Aym grants you powers that reflect her dwarven heritage and the ruin she brought to her kingdom. Paso enano: You can move at normal speed (without the usual reduction) while wearing medium or heavy armor. Halo de fuego: At will, you can shroud yourself in a wreath of flame. Any opponent that strikes you in melee takes 1d6 points of fire damage, unless it is using a weapon with exceptional reach. You can also deal 1d6 points of fire damage with each melee touch attack you make. Your own flame does not harm you, nor does it harm objects unless you will it to do so. Hendidura mejorada: You gain the benefit of the Improved Sunder feat. Dominio de armadura media: You are proficient with medium armor. Resistencia al fuego: You have resistance to fire 10. Ataque ruinoso: Your melee attacks deal double damage to objects. If your effective binder level is at least 10th, your melee attacks are treated as adamantine for the purpose of overcoming damage reduction. BALAM, EL ÁNGEL AMARGO![]() Nivel de vestigio: 5th Enlace DC: 25 Requisito especial: Yes Una vez que fue un ser de extrema bondad, Balam se convirtió en un vestigio iracundo después de asumir una tarea imposible que terminó en fracaso. Ella le concede invocadores la capacidad de prever las dificultades futuras y el intelecto para interpretar lo que ven, así como la habilidad con los brazos ligeros y una mirada que Enfría la carne. Leyenda: Binder scholars claim that Balam is all that remains of the soul of a powerful solar. Exactly how she came to exist in her current state remains a mystery, but sources of planar lore state that several good gods tasked her with eliminating the practice of sacrificing sentient beings in the worship of deities. Since such sacrifices are part and parcel of evil rituals, the task amounted to wiping out the worship of evil gods altogether - a task well beyond what even the good deities could manage. Needless to say, Balam failed in her assignment, and some believe that her foes actually sacrificed her in praise of a dark god. Requisito especial: Balam requires a sacrifice of her summoner. In the process of calling her, you must deal 1 point of slashing damage to yourself or another sentient creature (one with Int 3 or higher) and place a drop of blood from the wound within Balam's completed seal. Manifestación: Balam is a horror to behold. Her body is that of a great purple serpent, and her head consists of the top halves of three horned humanoid heads arranged evenly around a shared gaping maw. This mouth is a tooth-studded chute that extends deep into her body, and her six horns point forward around it. Balam speaks in a grinding moan, exhaling hot, stinking breath with each word. The fangs in her chute-mouth move in waves with the shuddering of her throat, and the eyes of her three heads glow blue when she becomes excited or angry. Firmar: Your voice gains a peculiar quality, becoming both hollow and guttural. Influencia: 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. Habilidades otorgadas: 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. La astucia de Balam: 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. Resplandor helado: You gain a gaze attack that deals 2d6 points of cold damage to the target. A successful Will save negates this damage. Presciencia: 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. Delicadeza de armas: You gain the benefit of the Weapon Finesse feat. BUER, ABUELA CAZADORA![]() Nivel de vestigio: 4th Enlace DC: 20 Requisito especial: Yes Buer otorga a los aglutinantes una curación superior, así como poderes contra venenos y enfermedades. Leyenda: Buer tells many different stories about how she came to be a vestige, so her true origins remain obscure. In various popular versions of the tales, she is a beautiful elf maiden who fell to evil satyrs, a virtuous human ranger killed by a chimera, or a green hag slain by a lammasu. It's likely that Buer herself cannot remember who she was in life or what brought her to her current state, and the stories she tells are cobbled together from the shreds of her memory that remain. Regardless of what her true form once was, most binders believe that she possessed great skill as a hunter and healer in life. Requisito especial: Buer requires that her seal be drawn outdoors. Manifestación: Buer's form is that of a five-branched star, or wheel, composed of satyr legs. She has two faces, one positioned on each side of her wheel-shaped body at the center point where the five legs meet. One face is that of a green hag, and the other is a raging, leonine visage with an unruly mane and beard. Buer constantly moves within her seal, rolling from foot to foot as she traverses its circumference. She always keeps her raging face outward, but she speaks from her green hag face in a friendly manner with a gentle voice. When her body rolls in such a way that her hag face cannot see her summoner, Buer grows frustrated and begins yelling curses at her body. Firmar: Your feet turn into satyr's hooves, giving you a curious tip-toeing gait. These hooves prevent you from wearing normal boots or shoes, but magic footwear reshapes to fit you. Influencia: Under Buer's influence, you are plagued by momentary memory lapses. For an instant, you might forget even a piece of information as familiar as the name of a friend or family member. Furthermore, since Buer abhors the needless death of living creatures other than animals and vermin, the first melee attack you make against such a foe must be for nonlethal damage. In addition, Buer requires that you not make any coup de grace attacks. Habilidades otorgadas: Buer grants you healing powers, the ability to ignore toxins and ailments, and skills that help you navigate the natural world. Conocimiento de Buer: You gain a +4 bonus on Heal, Knowledge (nature), and Survival checks, and you can make Knowledge (nature) checks as if you were trained, even if you have no ranks in that skill. Pureza de Buer: You have immunity to disease and poison, and making a pact with Buer removes any existing disease and neutralizes any poison that afflicts you. Retrasar enfermedades y venenos: Each ally within 30 feet of you gains temporary immunity to poison and disease. Allies within the area make saving throws against disease and poison effects normally, but they do not incur the effects of failure as long as they stay within 30 feet of you. An ally that leaves the area immediately suffers all the effects for any missed saves. Curación rápida: You gain the fast healing 1, and the rate of healing increases with your effective binder level. You gain fast healing 2 at 10th level, fast healing 3 at 13th level, fast healing 4 at 16th level, and fast healing 5 at 19th level. Regalo de curación: As a standard action, you can cure 1 point of damage to yourself or another creature. As a fullround action, you can cure 1d8 points of damage +1 point per effective binder level (maximum 1d8+10 points). Either version requires that you touch the creature to be cured. If you use the fullround cure ability, you cannot use your healing gift again for 5 rounds. The other version is usable at will. Both uses of the ability channel positive energy and deal a corresponding amount of damage to undead. Pista: You can track foes as though you possessed the Track feat. CABIRI, EL MAESTRO DE LA VIGILANCIANivel de vestigio: 4th Enlace DC: 18 Requisito especial: Yes Uno de los obyriths más antiguos que existen, Cabiri, el Vigilante Maestro, otorga a sus invocadores la capacidad de ver en la oscuridad o crepúsculo, para observar a otros desde lejos y descubrir Enemigos. Leyenda: In ages past, when obyriths lorded the Abyss, the many-eyed tyrant known as Cabiri ruled a large swath of the layer now known as Pazunia, warring against rival lords such as Bechard, Pazuzu, and Ubother. The Watching Master kept careful eyes on his rivals but spent most of his energy scrying the relatively unknown deeper levels of the Abyss. Some record of Cabiri's observation must have survived in the ruins of his long abandoned keep, for the Fraternity of Order began its effort to catalog the layers of the Abyss following its exploration of the Watching Master's ruined stronghold. Cuando la Reina del Caos llamó a los obirits a la guerra contra los Duques del Viento de Aaqa, acudió a Cabiri en busca de consejo muchas veces, recurriendo a su habilidad para adivinar futuros utilizando recursos en las profundidades del Abismo insospechados por la mayoría de sus parientes. Cerca del final de la guerra, Cabiri previó la derrota de la reina y huyó del campo de batalla. Irónicamente, este acto puede haber sido el que la mayoría paralizó a las fuerzas de la Reina y permitió su posterior defet. Cabiri huyó a las profundidades de la Abismo y se escondió allí durante eones mientras observaba cómo los obyriths sufrían la humillante derrota en los campos de Pesh, y las posteriores infracciones de eladrín que acabaron con muchos de los supervivientes. A medida que Cabiri exploraba las profundidades del Abismo, se cree que descubrió parte de la verdad detrás de la creación de la raza obyrith, un descubrimiento que lo obligó a resurgir y buscar a los oscuros demonios conocidos como los Baernoloths. Lo que sea con lo que los confrontó fue suficiente para que planearan su captura y posterior encarcelamiento en los entonces aún jóvenes Pozos de las Tinieblas. Los yugolotes visitan a menudo el pozo de Cabiri, más a menudo que cualquier otra voluntad en la capa, lo que sugiere que su encarcelamiento sigue siendo de interés para estos demonios malvados neutrales. Requisito especial: Cabiri requires that his seal be drawn with blood, outside at night or during a solar eclipse. Manifestación: One or more lights or areas of darkness in the sky above - the stars, the moon, or the solar eclipse - suddenly open, revealing a watching eye behind the lid of light. Under its baleful gaze, Cabiri's seal begins to dissolve into a puddle of blood. The puddle suddenly blinks, transforming the pooled blood into a ring of tiny eyes surrounding a single mouth that speaks with the sonorous voice of lost and distant souls. Firmar: An additional eye appears on your forehead, equidistant from your other eyes. Influencia: Cabiri hungers to see everthing, no matter how horrifying or entrancing. You receive a +4 insight bonus on Will saves versus figments but suffer a -4 penalty on Will saves versus patterns. You are not able to avert or close your eyes when confronted by a creature with a gaze attack. Habilidades otorgadas: Cabiri grants you his ability to observe others from afar, to perceive threats, and to see unhindered in conditions of twilight or darkness. Ojo Arcano: You can create an invisible magical sensor at will at though you had cast arcane eye (caster level equals your effective binder level). You can never create more then one arcane eye at a time, and you can dismiss or renew the effect as a standard action. Once you have used this ability, you cannot use it again for 5 rounds. Mirada clarividente: You spells and spell-like abilities of the scrying subschool gain a +10 bonus to their save DCs. Vidente en la oscuridad: You gain darkvision to 60 feet and low-light vision. If you already have darkvision, add 60 feet to the range. Visiones de terror: You can share your terrible knowledge of existence with others. You can cast phantasmal killer, as per the spell, three times per day (caster level equals your effective binder level). CHUPOCLOPS, PRESAGIO DE LA ETERNIDAD![]() Nivel de vestigio: 6th Enlace DC: 25 Requisito especial: Yes Un gran monstruo que se cree que es un presagio del apocalipsis, Chupoclops se convirtió en un vestigio cuando fue asesinado por los mortales. Chupoclops otorga a su invocador un mordedura envenenada y sentidos antinaturales, además de la capacidad de abalanzarse sobre los enemigos, de existir etéreamente y de hacer que los enemigos se desesperen. Leyenda: Chupoclops once stood tall in the company of Fenris, Dendar the Night Serpent, and other supposed harbingers of the end of existence. A titanic spiderlike creature, Chupoclops stalked the Ethereal Plane, devouring ghosts and giving birth to mortals' nightmares. Legend has it that the gods trapped the monstrous Chupoclops in the realm of ghosts to prevent it from devouring hope, but it was destined to escape and sate its hunger during the end times. Debido a que Chupoclops era un terror tanto para los vivos como para los muertos vivientes, varios individuos poderosos finalmente unieron fuerzas para combatirlo. Tres de ellos fueron grandes héroes, y cuatro eran poderosos villanos. Cuatro de estos siete, uno de los héroes y tres de los villanos, eran fantasmas; el resto estaban vivos. Este grupo se propuso asesinar a Chupoclops y así lograr lo que las deidades no pudieron. La furiosa batalla duró siete días, y cada uno de ellos El día terminó con la muerte de un miembro del grupo que había venido a matar al gran monstruo. El último día, el último héroe derribó a Chupoclops con su golpe moribundo. Chupoclops, que nunca fue una criatura definida por las reglas normales del universo, se convirtió en un vestigio después de su muerte. Los eruditos de Binder afirman que los aventureros todavía encuentra su enorme cadáver en el brumoso Plano Etéreo. Ahora que el monstruo ya no puede destruir la esperanza, algunos dicen que existirá para siempre, y Por lo tanto, así lo hará el mundo. Requisito especial: You must draw Chupoclops's seal with a handful of soil from a grave or tomb. Alternatively, you can place the dead body of a sentient creature (one with Int 3 or higher) over its seal before the summoning begins. In addition, Chupoclops hates Amon for some unknown reason and will not answer your call if you are already bound to him. Manifestación: Chupoclops appears over its seal in the form of a Colossal phase spider. However, only the part of its body directly over its seal is visible at any given time. In most cases, Chupoclops first appears as a massive spider leg striking out of nowhere into the center of the seal. Then it shifts its body, slowly bringing its face into view and down to the level of its summoner. Glaring over its oddly tusked arachnid visage from eight all-too-human eyes, Chupoclops rumbles an ominous growl to begin the process of pact making. Firmar: Your lower jaw increases in size, and two long, sharply pointed tusks grow upward from it. Influencia: While under the influence of Chupoclops, you can't help but be pessimistic. At best, you are quietly resigned to your own failure, and at worst, you spread your doubts to others, trying to convince them of the hopelessness of their goals. In addition, Chupoclops requires that you voluntarily fail all saving throws against fear effects or any effect that imposes a morale penalty. Habilidades otorgadas: Chupoclops gives you the power to linger on the Ethereal Plane, sense the living and undead, demoralize foes, and poison enemies. Aura de desesperación: Every creature within 10 feet of you takes a -2 penalty on attack rolls, checks, saves, and weapon damage rolls. You can suppress or activate this ability as a standard action. Aura of despair is a mind-affecting fear ability. Observador etéreo: At will as a move action, you can become ethereal (as if using the ethereal jaunt spell; caster level equals your effective binder level). You can remain on the Ethereal Plane indefinitely if you take no actions, but you return to the Material Plane immediately after taking a move action, a standard action, or a full-round action. Once you have returned to the Material Plane, you cannot use this ability again for 5 rounds. Toque fantasmal: Your melee attacks can strike incorporeal creatures, and their normal 50% chance to avoid damage does not apply to your melee attacks. Mordedura venenosa: You gain a natural bite attack that deals damage according to your size, as given on the table below.
Añades tu modificador de Fuerza a tu tirada de daño. No puedes usar esta habilidad si no muestras el signo de Chupoclops. Slatar: If you charge a foe, you can make a full attack, including a bite attack, at the end of the charge. Sentido del alma: You notice and locate living creatures within 10 feet as if you possessed the blindsense ability. You also sense the strength and type of their life forces automatically, as if you had cast deathwatch. This ability is continuously active while you are bound to Chupoclops. DAHLVER-NAR, EL TORTURADO![]() ![]() Nivel de vestigio: 2nd Enlace DC: 17 Requisito especial: Yes Dahlver-Nar, que en su día fue un aglutinador humano, ahora otorga poderes al igual que otros vestigios. Da a sus invocadores piel dura, un gemido aterrador, protecciones contra la locura, y la capacidad de compartir las heridas con los aliados. Leyenda: Bards tell two stories of Dahlver-Nar, both linked to the magic items that carry his name - the teeth of Dahlver-Nar. Some say that because Dahlver-Nar was antiquity's most powerful cleric, his followers treated his teeth as holy relics after his death and they somehow gained magical powers through this veneration. Others insist that Dahlver-Nar was a cleric of little consequence who discovered some magic dragon teeth in the ruins of a red dragon's lair. In this version of the story, the teeth were named after Dahlver-Nar because he became a terror in the region where he acquired them. Los eruditos de Binder conocen una historia diferente: que Dahlver-Nar era un poderoso clérigo que abandonó a su deidad para perseguir el poder de la magia del pacto. El Los legendarios dientes de Dahlver-Nar, a los que todas las leyendas atribuyen poderes milagrosos, no eran ni los suyos ni los del dragón contra el que luchó. Fueron los dientes de los seres que se convertían en vestigios después de la muerte, y podían otorgar habilidades similares a las que los propios vestigios impartían. Pacto Los tratados de magia relatan que Dahlver-Nar se sacó sus propios dientes y los reemplazó con los de los vestigios, pero que usarlos todos lo volvía loco. Lo que sucedió después es un tema de debate, pero los textos sostienen que Dahlver-Nar finalmente murió, y los dientes se perdieron, divididos entre los seguidores en disputa que había logrado ganar y luego se extendieron por todo el mundo. Hoy en día, Dahlver-Nar existe como un vestigio en su propio tal vez llevado a ese estado a través de su estrecha asociación con tantos otros. Manifestación: Dahlver-Nar's frightful apparition floats in the air above his seal, with arms and legs hanging limply. Teeth and fangs of all kinds stud his entire body, replacing even his eyes. What skin is visible between the teeth appears to be the moist, pink flesh of gums. Dahlver-Nar's mouth is a bloody ruin that clearly lacks teeth, and when he opens it to speak, only a moan issues forth. Some binders believe that his vestige form is a punishment infiicted by the other vestiges, but others insist that he appears as he does because of his everlasting obsession with the teeth that bear his name. Firmar: 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. Influencia: 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 influence. Habilidades otorgadas: Dahlver-Nar armors you and blends his madness with your sanity, lending you some of his selfish powers. Alma loca: Binding to Dahlver-Nar grants you immunity to Wisdom damage, Wisdom drain, madness, insanity, and confusion effects. Gemido enloquecedor: 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. Armadura natural: You gain an enhancement bonus to your natural armor equal to one-half your Constitution bonus (if any). Escudo propio: 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. DANTALION, EL EMPERADOR ESTELAR![]() Nivel de vestigio: 5th Enlace DC: 25 Requisito especial: No Dantalion, llamado el Emperador de las Estrellas por su leyenda y apariencia, es un compuesto de muchas almas. Otorga a los aglutinantes la capacidad de teletransportarse a corto plazo distancias, leer pensamientos y detener enemigos. Leyenda: Binders know little of how Dantalion came to be. The most common legend of his origin presents him not as one spirit, but as a conglomeration of the souls of a royal line whose members were cursed not to join their deities in the afterlife. This ancient imperial line is not now connected to any living leaders. Supposedly, however, descendants of this family still live, ignorant of both their heritage and their curse. Some binders profess to be scions of Dantalion - the true heirs of the royal line - but these claims are likely just the fancies of romantic minds. Manifestación: Dantalion appears in a fiash of red light as a 10-foot-tall humanoid, resplendent in crimson and gold robes. His head is a massive conglomeration of dozens of human faces - male and female, young and old. A gold crown as big around as a barrel rests on the brow of his enormous cranium. Dantalion carries a great tome under one arm and speaks with the voices of his many faces, always in cryptic passages that he reads from his book. Sometimes just one face reads from his tome, but the speaking face changes often and usually in mid-sentence. Those who glance at the book's pages see a dark sky filled with stars that change with each flip of a page. Firmar: One of Dantalion's faces appears on your torso, as though it were a vestigial conjoined twin. It seems lifeless most of the time, but when you activate an ability granted by Dantalion, it opens its eyes and mouth, revealing a starry void within. Influencia: Dantalion's influence causes you to be aloof and use stately gestures. Dantalion can't help but be curious about the leaders of the day, so anytime you are within 100 feet of someone who clearly is (or professes to be) a leader of others, Dantalion requires that you try to read that person's thoughts. Once you have made the attempt, regardless of success or failure, you need not try to read that person's thoughts again. Habilidades otorgadas: Pact magic grimoires attest to Dantalion's profound wisdom and his extensive knowledge about all subjects. Because he knows all thoughts, he can grant you a portion of that power, as well as the ability to travel just by thinking. You also gain a portion of his commanding presence, which many binders ascribe to his royal origins. Asombro de Dantalion: When you invoke this ability (a move action), any creature that sees you is unable to attack you or target you with a hostile spell for 1 round. If you attempt any hostile action, such as making an attack roll or casting an offensive spell against the affected creature or its allies, the effect ends. Once you have used this ability, you cannot do so again for 5 rounds. Dantalion sabe: While bound to Dantalion, you have a +8 bonus on Knowledge checks. This ability does not allow you to make Knowledge checks untrained. Leer pensamientos: At will as a full-round action, you can attempt to read the surface thoughts of any creature you can see, as long as it is within 5 feet per effective binder level you possess. If the target makes a successful Will save, you cannot read its thoughts for 1 minute. Las criaturas de inteligencia animal (Int 1 o 2) tienen pensamientos simples e instintivos que puedes captar. Si intentas leer los pensamientos de un criatura con una puntuación de Inteligencia 10 puntos más alta que la tuya, fallas automáticamente y quedas aturdido durante 1 ronda. Puedes leer un pensamientos de la criatura durante todo el tiempo que te concentres. Viaje del pensamiento: As a standard action, you can instantly transport yourself and any objects you carry (up to a heavy load) to any location you can see that is within 5 feet per effective binder level you possess. The desired location cannot be within an object or beyond a barrier unless you have some means of seeing the exact space you desire to occupy. If you cannot occupy the designated space because it contains a solid body inside which you cannot exist (for example, if an invisible creature is in the square, or some magic in that location prevents dimensional travel, or the like), the attempt to travel fails and you are stunned for 1 round. Otherwise, you always arrive at the exact location desired. You cannot use this ability while blinded. Thought travel is a teleportation effect and is usable a number of times per day equal to your effective binder level. Once you have used this ability, you cannot do so again for 5 rounds. DESHARIS, EL ALMA EN EXPANSIÓNNivel de vestigio: 6th Enlace DC: 27 Requisito especial: Yes La primera de las "hadas nacidas en la ciudad", representada hoy en día por tales criaturas como el zeitgeist y el bufón gris, Desharis es una bendición para aquellos que trabajan para difundir civilización, y anatema para la mayoría de las hadas y adoradores de la naturaleza. Él concede a los aglutinadores refugio contra los peligros de la naturaleza, y proporciona poderes para labrarse su propio nicho frente a la naturaleza. Leyenda: According to ancient myths, the earliest true community was a human village called Desh, or "shelter" in the old tongue. Here the people dwelt together for protection against predators, and they first constructed structures rather than use existing shelters for protection against the elements. Esta leyenda en sí misma no es infrecuente ni desconocida hoy en día. Qué Pocos se dan cuenta, sin embargo, de la rapidez con la que los mundos naturales y mágicos Adáptate a los cambios internos. Desh no fue simplemente la primera comunidad, pero también dio a luz a la primera hada urbana, un ancestro lejano de lo que se convertiría en el poderoso zeitgeist. Desharis no sabía nada de sus propios orígenes. Sólo conocía el de sus dos impulsos contradictorios: uno de proteger a los santidad del mundo natural, el otro para defender a Desh y a la gente que allí habitaba, este último era, con mucho, el Fuerte. Invisiblemente, trabajó para evitar los ataques de los depredadores; para mantener el pueblo libre de peste; y para ayudar a sus habitantes cuando otros humanoides intentaron asaltar Desh en busca de sus suministros. Mientras que la gente de Desh agradecieron a los dioses y espíritus por su fortuna, sin embargo, nunca supieron del propio Desharis. La otra hada del mundo, horrorizados ante la noción de una sociedad en expansión que pudiera suplantar el orden natural, Desharis es un traidor. Trabajaron para frustrar sus esfuerzos e incluso destruirlo. A pesar de que él era, en efecto, el Encarnación misma de la comunidad, Desharis siempre estaba solo. Desharis se amargó ante el desdén de la otra hada, y algunos sugieren que él inspiró la propagación de la civilización como venganza contra ellos. En cualquier caso, Desharis se extendió como lo hizo la noción de comunidad, haciéndose cada vez más difusa, cada vez más grande. Aunque ganó en tamaño e influencia, no ganó nada en el forma de poder; Las aldeas más pequeñas no añadían nada a sus habilidades, y las comunidades más grandes con frecuencia daban a luz a sus hada urbana propia. Eventualmente, el espíritu de comunidad era demasiado difuso y extendido para existir como un ser. Y, sin embargo, como encarnación de la civilización, ahora una parte permanente del mundo, no podía desvanecerse del todo lejos. Requisito especial: If you have gone more than a day without binding Desharis, you may only draw his seal in a village or larger city. Attempts to do so elsewhere fail outright. You can, however, "carry" Desharis into the wild; this is why you may continue to summon him, even outside the urban environment, if you have not allowed more than a day to lapse since you last did so. Manifestación: Desharis appears with the sound of a hundred distant voices talking and shouting, though specific words remain completely unintelligible. A veritable mob of individuals appears as from a great distance, as though the air above his seal had become a window to some other place. As the mob approaches, these bare silhouettes meld together even as they take on greater details, eventually combining to form a single humanoid shape standing 10 feet in height. Though the silhouettes look human, Desharis himself appears made of equal amounts of stone, wood, metal, and glass. Firmar: While hosting Desharis, your eyes turn to glass. Anyone meeting your gaze sees the movement of multiple silhouettes behind them, as though looking through a window at a busy street. Influencia: Under Desharis's influence, you cannot stand to be alone, and the more people you have around you, the better. You never voluntarily accept any task that requires you to be alone, and you argue vigorously against options that would split the party. If you have the opportunity to socialize with large groups of people (such as entering a boisterous tavern), you must take it unless doing so is overtly harmful, or you have reason to suspect the individuals are hostile to you. Habilidades otorgadas: Desharis grants abilities that reflect his desire to protect the civilized peoples of the world, plus provides a few that show his anger at the fey and other creatures of nature. Habitante de la ciudad: While hosting Desharis, you move at your normal rate when moving through a crowd, rather than requiring two squares of movement for every square as is normal. In addition, you gain a +6 competence bonus on Gather Information and Knowledge (local) checks (and may use the latter even if you have 0 ranks in it). Puertas infinitas: Once per day, you can pass through an exterior doorway (one that leads from inside a building to outside), and appear through another exterior doorway within 3,000 yards. The two doors must both be set in buildings made of similar materials; for instance, you could pass from a wooden building to another wooden building, or a stone building to another stone building. You can either select a specific door with which you are familiar as the destination, or simply declare that you are appearing through the closest appropriate door to a given distance. (If no appropriate portal exists within range or in the direction you wish to travel, the effect does not function.) This is a teleportation effect. Idioma de la ciudad: You can speak with any humanoid, as per the tongues spell. Golpear alma natural: You may attempt to smite an animal, elemental, fey, or plant with a single melee attack. You add your Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per effective binder level. If you accidentally smite a creature that is not one of the above types, the attempt has no effect. Once you have used this ability, you cannot do so again for 5 rounds. Espíritus de la ciudad: You can animate objects, as the spell, as a caster of your binder level. Once you have used this ability, you must wait 5 rounds after the effect has expired, or all the objects have been destroyed, before you may do so again. ELIGOR, ASESINO DE DRAGONES![]() Nivel de vestigio: 7th Enlace DC: 30 Requisito especial: No Un campeón contra y para los dragones malvados, Eligor otorga destreza marcial tanto dentro como fuera de la silla de montar, así como fuerza sobrenatural. Leyenda: Supposedly, Eligor was a great half-elf dragonslayer before he was condemned to a vestige's existence by the actions of Tiamat. Believers of this legend claim that after Eligor's death, Tiamat sent her draconic minions against the followers of both the human and the elven deities, demanding that they release his soul to her. Despite Eligor's great service to both races, the deities gave up his soul to stave off the dragon attacks against their living followers. Sólo una deidad argumentó en contra de esta profunda injusticia. La raza y el género de esta voz solitaria de la razón difieren con el narrador, y ni siquiera Los eruditos de Binder están de acuerdo en si la deidad era humana o elfa, o incluso masculina o femenina. Quienquiera que fuera, este dios partió solo para enfrentarse a Tiamat y arrebatarle El alma de Eligor de sus garras. Sin embargo, al llegar, la deidad encontró a Eligor al servicio de Tiamat en lugar de en cautiverio. Sin que el Tiamat lo había resucitado de entre los muertos para ser su campeón y ejecutor, usando su abandono por parte de los otros dioses para ganarse su lealtad. Eligor y la deidad sin nombre luchó, y Eligor perdió la vida una vez más. Esta vez, ninguna deidad reclamó su alma, ya que hacerlo ya había causado suficiente problema. Manifestación: Eligor clatters out of nothingness on a winged, half-horse/half-dragon monstrosity. Both rider and mount are heavily armored, and in fact Eligor's form is entirely obscured by ornate, shining plate armor and a grand helm. He carries a lance in one hand and holds a banner in the other. With each manifestation, Eligor's banner and mount change color, cycling through the five different colors of chromatic dragons. Although Eligor rides what might well be an evil creature, he always greets his summoner warmly and treats him with respect. Firmar: One of your hands becomes thickly scaled. The color of the scales matches the color of Eligor's mount at the time of his summoning. Influencia: You feel pity for all outcasts, particularly halfelves and half-orcs, and you make every effort to befriend any such beings you meet. Because Eligor desires revenge on the deities who abandoned him, he requires that you attack a human, elf, or dragon foe in preference to all others whenever you enter combat. Habilidades otorgadas: In his first life, Eligor was a skilled horseman, and in his second, he served the primary deity of chromatic dragons. Thus, the powers he grants tend to reflect those associations. Golpe cromático: As a free action, you can charge a melee attack (or melee touch attack) with acid, cold, electricity, or fire. Your next melee attack deals an extra 1d6 points of damage of the chosen energy type. You can charge a single melee attack only once. Habilidad de Eligor en la silla de montar: You gain the benefits of the Ride-By Attack and Spirited Charge feats. Fuerza de Eligor: You gain a +4 bonus to Strength. Resiliencia de Eligor: You gain a +3 enhancement bonus to natural armor. This bonus improves to +4 at 16th level and to +5 at 20th level. Dominio de la armadura pesada: You are proficient with heavy armor. EURÍNOME, MADRE DE LA MATERIA![]() ![]() Nivel de vestigio: 4th Enlace DC: 21 Requisito especial: Yes Eurínome otorga señorío sobre el agua y las bestias de la tierra, los mares y el aire. También les da a aquellos con quienes se une algo del poder de Titanes. Leyenda: Stories say that before recorded time, the gods and titans battled on the Outer Planes. Tired of the struggle, the titan Eurynome fled to the roiling chaos that made up the Material Plane. She divided the world into sky and sea, and then she danced alone upon the waves. Incensed by her impertinence in meddling with a world as yet unformed, the gods struck Eurynome down. Angered by her abandonment of their fight, her fellow titans refused to come to her aid. Eurynome's body became the first island, her blood became the first river, and her soul became a vestige. Requisito especial: Eurynome hates Amon for some unknown reason and will not answer your call if you are already bound to him. Manifestación: If Eurynome's myth is true, she has fallen far since battling gods and shaping the deeps and the firmament. Eurynome manifests as a horrid conglomeration of humanoid, avian, and piscine forms. Her arms are octopus tentacles, her legs are those of a hawk, and her mouth is an owl's beak. Wings shaped like great fish fins extend from her back, and she has no eyes - only lampreylike mouths where her visual orbs should be. Firmar: Your skin becomes clammy, and you leave moist prints on any object your body touches, even if clothing blocks direct contact. These marks evaporate after about 1 minute. Influencia: Eurynome's influence makes you paranoid and ungrateful; you see secret motives and possible betrayals behind every action. Eurynome requires that you not attack a foe unless an ally has already done so. If no allies are present, she makes no such requirement. Habilidades otorgadas: Eurynome grants you the ability to befriend animals, walk on water, and wield a massive hammer. In addition, she turns your blood into poison and gives you resistance to weapon blows. Amigo de los animales: All animals automatically have an initial attitude of friendly toward you. Reducción de daño: You gain damage reduction 2/lawful. Mazo de Eurínome: As a swift action, you can summon a Large magic warhammer (2d6 damage, ×3 crit). You are proficient with this weapon and can wield it in one hand without penalty. Your warhammer's exact bonus and abilities depend on your effective binder level, according to the following table.
El martillo de guerra desaparece (hasta que lo invoques de nuevo) si deja de estar en tu alcance durante más de 1 ronda. Sangre venenosa: While you are bound to Eurynome, your blood becomes poisonous. Any creature that ingests it (by either making a bite attack against you or swallowing you whole) must immediately make a successful Fortitude save or take 1d6 points of damage. After 1 minute, the creature must make another Fortitude save at the same DC or take another 1d6 points of damage per three effective binder levels you possess (maximum 5d6). Each bite attack (or each round that you remain in the creature's gullet) poisons the creature anew, forcing a new round of saving throws. Your poison blood becomes inert 1 minute after leaving your body. Danza del agua: At will, you can move on liquid as if it were firm ground. This ability functions like the water walk spell, except that it affects only you. FOCALOR, PRÍNCIPE DE LAS LÁGRIMAS![]() Nivel de vestigio: 3rd Enlace DC: 20 Requisito especial: Yes Focalor tiene poder sobre las tormentas y los mares. Les da a los que lo atan el poder de ahogar las almas en la tristeza y hundir los barcos en un océano de lágrimas. Leyenda: Accounts of Focalor's origins vary widely. Some claim he was once a demon, and others say he was an angel - likely a planetar. The constantly crying spirit has never uttered a coherent word, so binder scholars must look elsewhere to solve the mystery of how he came to be a vestige. All agree, however, that Focalor was an immortal creature that died of grief, and his immense anguish kept him from being absorbed into his home plane. The cause of his sadness, however, is as unclear as his origin. Requisito especial: Focalor's seal must be drawn with a liquid medium. Manifestación: Focalor manifests slowly, appearing first as a single tear that drops from thin air to strike the ground. Next his weeping eyes appear, and gradually his whole body becomes visible. Focalor looks like a handsome human male whose face is twisted by grief. He wears no clothes, but he cloaks his body in the griffon wings that grow from his back and shudder with each of his wracking sobs. Firmar: While you serve as host to Focalor, your eyes constantly weep, regardless of your mood or thoughts. Influencia: While influenced by Focalor, you feel some of his inestimable grief and act morose, rarely smiling or finding cause to laugh. Whenever you kill a creature, Focalor demands that as soon as you have a peaceful moment, you take a round to say a few words of sorrow and regret for the life cut short by your actions. Habilidades otorgadas: Focalor gives you the ability to breathe water, strike foes down with lightning, blind enemies with a puff of your breath, and cause creatures to be stricken with grief in your presence. Aura de tristeza: You emit an aura of depression and anguish that overtakes even the strongest-willed creatures. Every adjacent creature is overcome with grief, which manifests as a -2 penalty on attack rolls, saving throws, and skill checks, for as long as it remains adjacent to you. You can suppress or activate this ability as a standard action. Aura of sadness is a mind-affecting ability. Aliento de Focalor: As a standard action, you can exhale toward a single living target within 30 feet. That target is blinded for 1 round unless it succeeds on a Fortitude save. Once you have used this ability, you cannot do so again for 5 rounds. Rayo: Once per round as a standard action, you can call down a bolt of lightning that strikes any target you designate, as long as it is within 10 feet per effective binder level of your position. The lightning bolt deals 3d6 points of electricity damage, plus an additional 1d6 points of electricity damage for every three effective binder levels you possess above 5th. A successful Reflex save halves this damage. This ability functions outdoors, indoors, underground, and even underwater. Respiración de agua: You can breathe both water and air easily. GAIA, ALMA DE LA TIERRANivel de vestigio: Epic Enlace DC: — Requisito especial: Yes Una vez que el alma de un continente, Gaia otorga a sus invocadores la capacidad de sentir el pulso de la tierra, lo que permite ventajas contra las criaturas antinaturales, sentidos derivados de la tierra, inmunidad a las fuerzas elementales, la capacidad de hablar e influir en las actitudes de las criaturas, y la capacidad de regenerar heridas. Leyenda: Gaia was both the nature goddess of a lost continent and the body of that land itself. She was the patron of all creatures and the defender of sacred life. When the land was injured, she too was hurt, her life-essence pumping in time with the earth. When Tkhaluuljin, a mammoth alien squidlike entity, attacked the land, Gaia fought, hoping to sacrifice her essence to protect the lives of her beloved residents. Her attempts were a failure and Tkhaluuljin swallowed her along with all life that lived on her surface. Incluso en el gigantesco estómago del calamar alienígena, Gaia continuó luchando por su pueblo, rastrillando a Tkhaluuljin con ramas afiladas y rocas e incitando a sus seguidores supervivientes a usar su magia contra la entidad. Gaia y los que vivían de ella no pudieron salvarse, pero destruyeron a su captor. Después de un largo En una lucha prolongada, Tkhaluuljin estaba tan herido que ya no podía controlar su vuelo. Se desplomó en el océano, matándose a sí mismo, a Gaia y a sus cargas en el proceso. Requisito especial: You must summon Gaia outdoors. She does not answer your call if you cannot see the sky. Manifestación: When Gaia manifests, a large green sphere appears where the sun (or moon) should be. The surface of the planet slowly becomes more illuminated, its land masses and oceans more distinct. The light intensifies until it is as bright as the sun. The planet explodes in a ball of fire and plasma, sending flaming meteorites in all directions. In the afterimage of the explosion, the silhouette of a beautiful green-skinned woman appears briefly, and then winks out. Left in the image's place is the ethereal silhouette of a vaguely female figure. Firmar: The hair on your face, head, and body takes on a greenish hue, as do the eyes and skin. Influencia: Never allow cruelty toward living creatures to occur in your presence. Seek out every opportunity to destroy aberrations, constructs, oozes, and undead. Habilidades otorgadas: While bound to Gaia, you can gain potent advantages against unnatural creatures, gain a connection to the land that enhances the senses, speak with and enchant living creatures, become immune to an element, and regenerate wounds. Furia de la Tierra: Your attacks and powers are more potent against aberrations, constructs, oozes, and undead. All spells, powers, and abilities you possess have a +4 bonus to their DCs when used against creatures of these types. You can freely use sneak attacks, critical hits, and precision damage against creatures of these types and automatically confirm critical threats against them. Finally, you receive a +4 bonus to your AC and saving throws against attacks made by creatures of these types. Sentido de la Tierra: You gain potent senses derived from your connection to the land. You gain darkvision with an unlimited range, allowing you to see through both natural and magical darkness to the limit of your normal vision. You gain scent and can track opponents by scent as if you had the Track feat. You receive blindsight out to 120 feet and tremorsense out to 60 feet. La Voz de la Tierra: You gain the Polyglot epic feat. You can also speak with plants (as speak with plants) and animals (as speak with animals). These abilities are constant and require no activation. Any living creature that can hear your voice must make a Will save or be considered to have an attitude of friendly toward you until you do something to change this. Fortaleza elemental: When you bind Gaia, choose one element from among the following: acid, cold, fire, or electricity. You are immune to that element for as long as you are bound to Gaia. Once every 5 rounds, you can spend a full round action to change your immunity to a different element. Sanación Planetaria: You gain regeneration equal to 1 per 4 effective binder levels you possess. Thus, a 28th-level binder has regeneration 7. You take normal damage from fire and acid. By touching an ally, you can grant her any or all of your regeneration as a standard action. You can split your regeneration up among multiple allies, though each additional ally requires an additional standard action. At any time, you can recall any or all points of regeneration you have granted to your allies as an immediate action. Granting and recalling your regeneration does not provoke attacks of opportunity. Por ejemplo, Leila es una aglutinante de nivel 28 que ha atado a Gaia. Esto le otorga regeneración 7. De serie acción, toca a su compañera Dinah, otorgándole regeneración 3. Tres rondas más tarde, otorga el restando 4 puntos de regeneración a su aliado Rainer, quedándose con ninguno para ella. Cuando un gran wyrm azul El dragón entra en la pelea, Leila decide que necesita toda la regeneración. Pasa un tiempo inmediato acción, recordando todos los puntos de regeneración para su propia protección. GERIÓN, EL SEÑOR DEPUESTO![]() Nivel de vestigio: 5th Enlace DC: 25 Requisito especial: Yes Una vez que Gerión fue un demonio de gran poder, ahora existe solo como un vestigio. Le da a los aglutinantes poderes asociados con sus ojos, así como la capacidad de volar en cualquier momento. Leyenda: Most scholars of the dark arts know of Geryon. As one of the legendary Lords of the Nine, he ruled Stygia, the frozen fifth layer of Hell. During a great upheaval known as the Reckoning, Geryon secretly supported the greatest of the arch devils, Asmodeus, against his rivals. When the armies of the opposing lords met to decide who would take Asmodeus's power, Geryon blew his horn. At his signal, the armies turned against their leaders, the usurpers were thrown down, and Asmodeus reestablished his right to rule all Baator. Knowing he had taught the usurpers a lesson they would not soon forget, Asmodeus returned them to power. Rather than reward Geryon, however, he inexplicably gave his lone supporter's power and position to another. El destino de Gerión después de perder su posición no está claro, pero algunos eruditos de la carpeta sostienen que Asmodeo tenía una traición más reservada para él. La historia cuenta que Gerión, desconcertado y aturdido, perdió toda esperanza en el futuro. Comenzó a cuestionar el propósito de sus acciones y, en un momento de debilidad, incluso el sentido de su propia existencia. Fue entonces cuando Asmodeo golpeó. El gobernante de los Nueve Infiernos siempre había estado hambriento de las almas de los que habían perdido la fe, y el alma poderosa de Gerión hizo una buena comida. Requisito especial: Geryon answers the calls of only those summoners who show an understanding of the relationship between souls and the planes. Thus, you must have at least 5 ranks in either Knowledge (religion) or Knowledge (the planes) to summon him. Manifestación: Geryon arrives in a flash of sickly green light. A strange conglomeration of forms, his body resembles three ogre mages standing with their backs to each other and melded into one being. He has three legs, each with two feet, and three arms, each with two hands. Three brutish faces gaze out from equidistant points on a single head, which sits upon a neck jutting upward from three shoulders. One face has a furrowed brow and looks angry, another appears agitated, with wildly rolling eyes, and the third seems thoughtful, often staring into the distance as though thinking of something else. Gerión habla desde solo uno de sus tres rostros en un momento dado, y cada uno de los tres tiene una personalidad y una voz diferentes, una voz profunda para el rostro enojado, una voz balbuceante e histérica para el agitado, y una voz tranquila para el pensativo. Los tres, sin embargo, son Gerión. Cada vez que su estado de ánimo cambia, Gerión gira su cuerpo para poder hablar con su invocador con la cara que mejor represente sus sentimientos en el momento de la muerte. Hora. Firmar: Two extra pairs of devilish eyes with green lids and yellow, catlike irises open on your head. Located at the level of your own eyes and equidistant from them, these bloodshot orbs grant you the ability to see all around yourself. Your own eyes take on the same appearance as the new ones. Influencia: While influenced by Geryon, you become overly trusting of and loyal to those you see as allies, even in the face of outright treachery. Because he values trust, if you make a Sense Motive check or use any ability to read thoughts or detect lies, you rebel against Geryon's influence and incur the normal penalties. Habilidades otorgadas: Geryon gives you his eyes and his baleful gaze, as well as the ability to fly. Mirada ácida: The gaze of your devilish eyes can cause foes to erupt with acid. When you use this ability, each opponent within 30 feet of you must succeed on a Will save or take 2d6 points of acid damage. Opponents can avert or close their eyes to protect themselves, as normal for a gaze attack. You can still take a standard action to focus your gaze on a target creature, as normal for a gaze attack. You can choose not to affect specific creatures within range of the gaze attack, such as your allies, if desired. You cannot use this ability if you do not show Geryon's sign. Visión integral: Your extra eyes allow you to look in any direction, granting you a +4 bonus on Spot and Search checks. Opponents gain no benefits when flanking you. When confronted by a creature with a gaze attack, however, you cannot avert your eyes, though you can still close them. You cannot use this ability if you do not show Geryon's sign. Ver en la oscuridad: You can see perfectly in darkness of any kind, even that created by a deeper darkness spell. You cannot use this ability if you do not show Geryon's sign. Vuelo rápido: You can fly for 1 round at a speed of 60 feet with perfect maneuverability. Activating this ability is a swift action. Once you have used swift flight, you cannot do so again for 5 rounds. LA DAMA VERDENivel de vestigio: 2nd Enlace DC: 17 Requisito especial: Yes La Dama Verde es un vestigio relativamente oscuro. Les da a sus invocadores la capacidad de volverse o reprender no-muerto, una mejora de su carisma, otorga el uso de muchos objetos mágicos arcanos, te permite Utiliza un hechizo arcano de primer nivel de tu elección como una habilidad similar a un hechizo y la capacidad de reconocer objetos mágicos por lo que son. Leyenda: Once a high priestess of Wee Jas, she was instrumental in carrying the faith of the Witch Goddess from the old Suel Imperium into the new world after the Rain of Colorless Fire. She died in the Cairn Hills, and a small cult dedicated to her memory remains there today. Requisito especial: You must either draw the Green Lady's within sight of a graveyard or of any site sacred to Wee Jas. Manifestación: The Green Lady first appears as a beautiful Suel woman dressed in resplendent robes of the faith of Wee Jas. Firmar: Your eyes turn emerald green and glow faintly, and faint shimmers of green energy periodically ripple over your body. Influencia: While under the Green Lady's influence, you become haughty and elitist, and expect your allies to defer to your opinions and wishes. The Green Lady requires that you make at least one attempt to turn or rebuke any undead you encounter before you can attack it physically or with magic (unless you have already used all your attempts for the day). Filth and decay disgust you, and given a choice you must always avoid placing yourself in a situation that would soil your clothing or your skin. Habilidades otorgadas: The Green Lady infuses you with mastery over magic and death, and enhances your natural ability to influence and control your subjects. Turnar/Reprender a los muertos vivientes: You can turn or rebuke undead as a cleric your effective binder level. As with a cleric, you turn if you are good and rebuke if you are evil. If you are neutral, you choose whether to turn or rebuke upon binding with the Green Lady and cannot later change your mind. If you have the ability to turn or rebuke undead from other classes, your levels in those classes stack with your effective binder level for the purpose of determining your turning ability. Once you have used this ability, you cannot do so again for 5 rounds. Belleza de la Dama Verde: You gain a +2 bonus to Charisma. Destreza Arcana: You can use spell trigger items, such as wands and staves, as if you were a wizard of your effective binder level. Don de magia: The Green Lady grants you the use of one 1st-level wizard spell as a spell-like ability. You may use this spell-like ability at will, but once you have used it, you cannot do so again for 5 rounds. You must pick your spell-like ability when you bind the Green Lady, after which you cannot later change your mind. Your caster level with this spell-like ability is equal to your equivalent binder level. Tradición de la magia: You can use Spellcraft to identify magic items. You must examine the item to be identified for one minute, after which you make a Spellcraft check (DC 20 + the magic item's caster level). If you exceed the target DC by 10 or more, you also note any curses the magic item may bear. You cannot retry an attempt to identify a magic item. HAAGENTI, MADRE DE LOS MINOTAUROS![]() ![]() Nivel de vestigio: 2nd Enlace DC: 17 Requisito especial: Yes Haagenti engañó al dios de los gigantes de hielo y pagó un precio terrible por esa acción. Ella prepara a sus invocadores para la batalla y les da el poder de confundir a los enemigos. Leyenda: The tale of how minotaurs originated changes according to the culture and race of the teller, but frost giants blame Haagenti. Thrym, their primary deity, had tried to force a goddess of the humans to marry him and failed when her brother disguised himself as Thrym's bride and disrupted the ceremony. The angry and humiliated god consoled himself with dalliances among his giant worshipers. Haagenti, a hill giant sorceress, learned of his liaisons and used a spell to transform herself into a beautiful frost giant so that she might bear Thrym's powerful half-god children. Her ploy succeeded, and a year later she gave birth to twin sons. Una vez que los hijos de sus coqueteos crecieron lo suficiente, Thrym se dispuso a visitarlos y probarlos a todos. Luchó contra cada niño para ver quién era el el más fuerte y valiente, con la intención de invitar a los más aptos para que se unieran a él en Jotunheim. Cuando buscó a Haagenti, la encontró pastoreando ganado en el cálidas tierras bajas y se enfureció cuando vio su verdadera forma. Pero cuando levantó su hacha para derribarla, dos gigantes horriblemente feos saltaron en su defensa. Thrym se dio cuenta, para su disgusto, de que eran sus hijos. Thrym los habría destruido en ese momento, pero de repente se dio cuenta de que Haagenti le había enseñado una valiosa lección. Su intento fallido de El matrimonio había sido ensuciado por una hermosa forma creada a través de engaños, y ahora había vuelto a ser víctima de la misma estratagema. En lugar de matar a Haagenti y sus hijos, Thrym los maldijo para que se parecieran al ganado con el que se revolcaban, convirtiéndolos en minotauros. Luego se fue, prometiendo enseñar a su adoradores de gigantes de escarcha para desconfiar de toda belleza. No está claro cómo Haagenti se convirtió en un vestigio, pero la tradición de los aglutinadores sostiene que su culpa por arruinar la belleza de los gigantes de hielo era tan grande que podía no soportar existir en ningún lugar que tuviera belleza de ningún tipo. Puesto que cada lugar de los planos parece hermoso a algún ser, no podía encontrar nada eterno hogar en cualquier lugar. Haagenti se niega a hablar sobre el tema y se enoja cuando se le pregunta sobre su pasado. Requisito especial: To summon Haagenti, you must be either Large or able to speak Giant. Manifestación: When Haagenti is summoned, a huge icicle thrusts up from the ground within the confines of her seal. Haagenti's blurry white form can be seen moving within the ice for a moment, then she spreads her arms and shatters her icy prison. Although she appears with her back to her summoner, her form is clearly that of a winged minotaur. Haagenti waves her ice shield and battleaxe to disperse the cold mist around her, then turns to face her summoner, revealing her bull-like face and icicle beard. Her frost-rimed fur is pure white, and her horns appear to be made of ice. Her powerfully muscled form doesn't appear female, but her smooth voice sounds quite feminine. Firmar: You possess the same features as you always did, but they somehow make you more ugly than before. Others easily recognize you, but small differences make you less appealing to look upon. In addition, your bulk expands until you weigh half again as much as you did before. Influencia: You feel ashamed and occasionally bashful in the presence of beautiful creatures. In addition, Haagenti requires that you give deference to any creature you perceive as more attractive or charismatic than yourself. This deference might take the form of a bow, a salute, opening a door for the creature in question, not speaking until spoken to, or any other gesture that acknowledges the creature as superior to you. In any case, you must constantly treat any such creature with respect or suffer the penalty for defying Haagenti's influence. Habilidades otorgadas: Haagenti grants you some of Thrym's skill with arms and armor, plus her own aversion to transformation and the ability to inflict a state of confusion upon others. Toque confuso: You can confuse by touch. The target of your touch attack must succeed on a Will save or become confused for 1 round per three effective binder levels you possess. When you attain an effective binder level of 19th, this ability functions as a maze spell. Once you have used this ability, you cannot do so again for 5 rounds. Inmunidad a la transformación: No mortal magic can permanently affect your form while you are bound to Haagenti. Effects such as polymorph or petrification might force you into a new shape, but at the start of your next turn, you can immediately resume your normal form as a free action. You remain affected by such effects only when you choose to do so. Dominio del escudo: You are proficient with shields, including tower shields. Dominio de armas: You are proficient with the battleaxe, greataxe, handaxe, and throwing axe. HALPHAX, EL ÁNGEL EN EL ÁNGULO![]() Nivel de vestigio: 8th Enlace DC: 32 Requisito especial: Yes Los gnomos rara vez se ganan una reputación por su poderío militar, pero Halphax es una de las pocas excepciones a esa regla. Concede a sus invocadores la la capacidad de levantar una fortaleza y encarcelar a los enemigos, así como la dureza de la piedra. Leyenda: An engineer of inestimable excellence, Halphax made great advances in architecture of all kinds. His influence can be seen in the solid architecture of the dwarves, the beauty of elven buildings, the comfort of gnome dwellings, and the practicality of halfling homes. His greatest passion, however, was the architecture of military fortifications and the art of defense. Halphax's walls still encircle towns, and most of the castles he designed are still standing today, even though more than a thousand years have passed since he last sketched a floor plan. Unfortunately for him, the great architect's professionalism became his downfall. En la época de Halphax, los gnomos eran tan poblados como los humanos. Vivían en grandes ciudades que rivalizaban con las de los elfos, y daban la bienvenida a todos civilizadas en estas metrópolis para vivir y comerciar. Los hobgoblins fueron los primeros goblinoides en salir del tribalismo y encontrar la bienvenida en las ciudades-estado de los gnomos. Rápidamente se adaptaron a la sociedad de los gnomos, aprendiendo todo lo que pudieron y usando sus fuertes espaldas y cuerpos sanos para ganar lugares para sí mismos en el ejército y en los oficios de trabajo manual. Entonces, en un acto conocido por los gnomos como la Gran Traición, los hobgoblins se volvieron contra sus benefactores en una serie de ataques bien coordinados. Los goblinoides victoriosos convirtieron cada ciudad gnomo en una prisión, utilizando las fortificaciones destinado a mantener a los enemigos alejados para atrapar a los gnomos en su interior. Para asegurarse de que no pasaban por alto ningún medio de escape, capturaron y esclavizaron a los gnomos que habían los diseñó. A través de una combinación de amenazas y recompensas, obligaron a los gnomos a hacer que estas prisiones fueran aún más efectivas. Muchos arquitectos gnomos eligieron morir antes que ayudar a los hobgoblins, y otros usaron en secreto sus posiciones para ayudar a sus parientes a escapar de los hobgoblins. ciudad. Pero cuando los duendes amenazaron la vida de la esposa de Halphax, el gran arquitecto puso todo su empeño en crear el más inexpugnable cárcel posible. La leyenda sostiene que ningún gnomo escapó de la ciudad de Halphax, y fue la última posesión de goblinoide en caer en la guerra que siguió la Gran Traición. Cuando por fin los goblinoides fueron derrotados, la ciudad prisión que Halphax había construido se encontró vacía de todos los gnomos excepto él. Los hobgoblins habían matado todos excepto Halphax y su esposa. Sin embargo, no pudo soportar ser la causa de tanta tragedia y se quitó la vida. Cuando los gnomos intentaron aprehender a Halphax y responsabilizarlo de sus actos, el arquitecto desapareció en su ciudad. Los ejércitos aliados destrozaron la ciudad hasta sus cimientos en sus intentos de encontrarlo, pero nunca se le volvió a ver. Requisito especial: Halphax's sign must be drawn inside a building, in a corner of the structure. Manifestación: When Halphax manifests, the corner in which he was summoned appears to warp, growing deeper and extending to what appears to be an infinite distance beyond the limits of the structure. In that distance, a figure appears, and suddenly the distance closes, bringing Halphax into his seal. Halphax always takes the form of a gnome wearing leather breeches and a vest, both of which are covered in pockets and loops for holding tools and items. The tools of an engineer hang from his belt, and he usually appears in a posture of boredom, hands in his pockets. Halphax's most striking feature is that he seems to have no flesh and bone beneath his clothes - only broken bits of stone and masonry. The shattered features of bas-reliefs and gargoyles make up his face. Firmar: Your body takes on the appearance of cracked stone. Influencia: In his time as a vestige, Halphax seems to have lost all memory of his life as well as any feeling of guilt or shame for his actions. Thus, when you are under his influence, you lose any normal sense of shame or embarrassment. However, if someone threatens a hostage you care about - be it a creature or an item - Halphax requires that you accede to the hostage taker's demands. Poderes otorgados: Halphax grants you great knowledge of mechanical arts as well as the power to imprison foes, build towers, and gird your body with the hardness of stone. Reducción de daño: You gain damage reduction 10/adamantine. You cannot use this ability if you do not show Halphax's sign. Conocimiento de Halphax: You can use the Profession (siege engineer) and Knowledge (architecture and engineering) skills untrained. In addition, you gain a +16 competence bonus on Profession (siege engineer) and Knowledge (architecture and engineering) checks. Encarcelar: You can imprison a foe deep in the earth with only a touch. As a standard action, you can make a melee touch attack to imprison your target. If you hit, the target must make a Fortitude saving throw or be imprisoned. This ability functions like the imprisonment spell, except that the imprisonment lasts for a number of rounds equal to your effective binder level. If you miss with the touch attack, you can use this ability on the following round, but if a target makes its save, you must wait 1d4 rounds before using it again. You cannot imprison a creature while you already have another imprisoned from the use of this ability. Muro de hierro: As a standard action, you can cause a flat, vertical iron wall to spring into being. It functions as a wall of iron spell, except that it disappears after 1 minute. Once you have used this ability, you cannot do so again for 5 rounds. Refugio seguro: At will as a standard action, you can bring a sturdy stone building into being at any point on the ground within 60 feet of you, as long as the space can accommodate its dimensions. This ability summons a tower like that produced by the Leomund's secure shelter spell. You cannot summon this tower if you already have one standing. You can dismiss the structure as a standard action, but you cannot summon it again for 5 rounds after dismissing it. HAURES, EL DUQUE SOÑADOR![]() Nivel de vestigio: 6th Enlace DC: 25 Requisito especial: No Haures otorga a sus invocadores el poder de crear ilusiones, proteger sus pensamientos y moverse a través de los objetos como un fantasma. Leyenda: Human history associates the name Haures with a powerful lord who terrorized his people. From the time he took the throne until his death, he kept his subjects at work building his castle, adding constantly to its grandeur and might. Workers at the castle would return with strange tales of building a room and then rebuilding it the next day because no sign remained of their previous day's work. Then those who told such stories began to vanish in the castle, never to be heard from again. Although the castle grew with the additions made to it for the first few years, the constant construction seemed to have no effect on its size in later years. Cuando por fin Haures murió, sus súbditos se regocijaron y atacaron el castillo, con la esperanza de saquear e incendiar la estructura palaciega. La muchedumbre de Los campesinos encontraron el castillo vacío, desprovisto incluso de su mobiliario. Confundidos y asustados, se fueron, y pronto el castillo y las tierras circundantes se ganó la reputación de estar embrujado. Los eruditos de Binder creen conocer la respuesta al misterio de la desaparición de Haures y la extraña construcción del castillo. Según según sus leyendas, Haures no era un humano en absoluto, sino un poderoso hechicero rakshasa disfrazado. Gran parte de la construcción que exigió se llevó a cabo en el Plano etéreo porque Haures planeaba continuar su existencia allí como un fantasma. Quería que su vida después de la muerte se pareciera tanto a su vida mortal como posible, por lo que hizo que sus súbditos construyeran un duplicado casi exacto de su castillo en el Plano Etéreo y encubrió sus lugares de trabajo con ilusiones para esconderse La verdad. En los últimos meses de su vida, Haures trajo muchos sirvientes vivos y no muertos a su reino brumoso, así como todas las comodidades a las que disputó. se había acostumbrado. Durante algún tiempo después de su muerte, Haures pasó tiempo tanto en el plano material como en el etéreo. Como un fantasma, cubriría el castillo en decadencia en el Material Plane en brillantes ilusiones para poder organizar lujosas fiestas para los viajeros atraídos por su cálido resplandor. Luego terminaría la fiesta De repente, dejando a sus invitados solos en las frías ruinas de su castillo y deleitándose con su terror. Con el paso de los años, menos gente se atrevió a entrar en su Y Haures comenzó a organizar fiestas ilusorias para sí mismo para aliviar su aburrimiento. A medida que su cordura se deterioraba, se volvió incapaz de distinguir entre el plano material y el etérico, e incluso entre sus ilusiones y sus propias experiencias imaginarias. En algún momento, Haures perdió todo sentido de la diferencia entre la realidad y los sueños, la ilusión y la imaginación, e incluso la vida y la no-muerte. Esta completa disolución de estas barreras lo impulsó a la existencia como un vestigio. Manifestación: Haures initially manifests as a ghostly tiger stalking out of thin air, but his appearance rapidly changes to that of a handsome and well-dressed middle-aged man who appears alive and healthy. A moment later, that form decays before his summoner's eyes, rotting into a zombielike state, then fading into ghostly incorporeality and changing again, this time into a skeletal tiger wearing a shining crown and purple robe. This tiger form soon loses its crown and robe but gains ghostly flesh, becoming a ghostly tiger to begin the cycle of change all over again. Haures seems cognizant of his summoner only while he is in living human form, and he speaks only in those brief moments. Firmar: 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. Influencia: 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. Habilidades otorgadas: 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. Mente inaccesible: 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. Movimiento Incorpóreo: 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. Imagen principal: 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. Asesino fantasmal: 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 you have used this ability, you cannot do so again for 5 rounds. IPOS, PRÍNCIPE DE LOS TONTOS![]() Nivel de vestigio: 6th Enlace DC: 26 Requisito especial: Yes Los encuadernadores llaman a Ipos el Príncipe de los Locos por la corona que lleva y la triste leyenda de su transformación en un vestigio. Concede su Invoca frías garras de hierro con las que desgarrar a los enemigos, el poder de ver a las criaturas y los objetos tal y como son, y una fracción de su carisma. Leyenda: As a mortal scholar of deities and the planes, Ipos discovered vestiges and the process of binding long before their rediscovery in the current age. Although binder lore gives conflicting accounts of Ipos's race and nation of origin, the legends agree that he was a mighty spellcaster with the power to travel the planes in his pursuit of knowledge. Aunque estaba interesado en todos los temas, Ipos tenía una pasión particular por descubrir la naturaleza de los planos, la magia y los dioses. A través de Con su estudio de estos temas, Ipos buscó descubrir el orden plano, el conjunto de leyes fundamentales dentro de las cuales operaba el multiverso. Ipos hizo un magnífico trabajo con sus investigaciones, y sus descubrimientos se han transmitido de generación en generación. Sin embargo, dejó un visión de la realidad que los estudiosos y exploradores posteriores tuvieron que ampliar sobre su obra. En medio de sus investigaciones, Ipos se topó con vestigios y ahogados en la profundidad de este conocimiento. No podía concebir seres que no existieran en algún lugar, o que no pudieran ser alcanzados a través de los aviones o por las deidades. Se obsesionó con encontrar el plano en el que residían los vestigios. Abandonó el estudio de todos los demás temas y se lanzó a la tarea de encontrar un camino hacia el reino de los vestigios. Nadie sabe lo que sucedió después de que hizo de esta misión su enfoque, pero el El hecho de que ahora exista como un vestigio da credibilidad a la idea de que descubrió lo que buscaba. Requisito especial: Ipos refuses to answer the call of any summoner who, in his judgment, has not taken a serious enough interest in occult studies. Anyone wishing to bind Ipos must have at least 5 ranks in Knowledge (arcana) and 5 ranks in either Knowledge (religion) or Knowledge (the planes). Manifestación: Ipos steps forward onto his seal as though reappearing from invisibility. Some pact magic texts say that he has the head of a vulture or a goose, but those writers must have been unfamiliar with the bald ibis. Ipos clearly has that bird's long, downward-curving beak and mottled, featherless head. Atop his warty scalp, he wears a crown of black iron, and a many-layered gray cloak hides most of his form. Ipos's overly long arms end in gray-furred and clawed members that are more like the paws of a lion than the hands of a man. In one paw, he holds a gnarled iron cane that he uses more often to strike the ground in emphasis than as an aid in walking. He keeps his other paw hidden in one of the long sleeves of his robes, but from time to time, an observer can see him extending its long, black claws. Despite his rusting crown and tattered cloak, Ipos presents an imposing figure, and his hissing voice and baleful glare add considerably to his menace. Firmar: You grow long, black, clawlike nails. Influencia: You think highly of your intellect and show contempt toward those who question your assumptions or conclusions. If you encounter a creature that shows interest in a topic about which you have knowledge, Ipos requires that you truthfully edify that individual. Poderes otorgados: Ipos grants you his discerning sight and commanding presence, as well as claws of cold iron with which to rend the veil of ignorance. Garras de hierro frías: Your fingernails harden into cold iron, granting you one claw attack per hand. You can strike with each hand at your full attack bonus and add your full Strength bonus to the damage you deal. The base damage for each claw attack is as given on the following table.
Si ya tuviste ataques de garra con las manos, usa el daño de garra en la mesa solo si es mejor que tu daño base normal. Tu garra Los ataques se consideran armas de hierro frío con el fin de superar la reducción de daño. No puedes usar esta habilidad si no muestras la propiedad de Ipos firmar. Destello de perspicacia: As a swift action, you gain a true seeing effect (as the spell) for a duration of 1 round. Once you have used this ability, you cannot do so again for 5 rounds. Influencia de Ipos: Your affiliation with Ipos allows you to draw more power from the vestiges to which you are bound. The saving throw DC (if any) of each special ability granted by your vestiges increases by 1. Treat your effective binder level as one higher than normal for the purpose of determining the effects of vestige special abilities. Atenuación plana: You gain protection from the natural effects of a specific plane. These effects include extremes in temperature, lack of air, poisonous fumes, emanations of positive or negative energy, or other attributes of the plane itself. You can change the plane to which you are attuned as a standard action. Rasgar: When you hit one foe with all your claw attacks, you automatically deal double the damage of a normal claw attack (including your Strength modifier) in addition to your normal damage. KARSUS, ARROGANCIA EN LA SANGRE![]() Nivel de vestigio: 3rd Enlace DC: 25 Requisito especial: Yes Karsus vivió y murió por arte de magia, por lo que otorga a los aglutinadores poder sobre esa fuerza. Leyenda: Binders know Karsus as a potent mortal spellcaster who attempted to steal the powers of a deity that had jurisdiction over magic. He succeeded, but realized too late that his mortal frame and soul could not contain the power. He died, and his soul remained tied to the Material Plane for ages, never becoming a petitioner. Some claim that part of it somehow still lingers there. With no planar home and no deity who would claim him, Karsus became a vestige. Requisito especial: Karsus se niega a responder a la llamada de un aglutinante que intenta invocarlo dentro del área de un hechizo activo. Además, solo aparece a un invocador que tenga al menos 5 rangos en Conocimiento (arcanos) o Hechicería. También odia a Amon por alguna razón desconocida y lo hará. no respondas a tu llamada si ya estás atado a ese vestigio. Manifestación: Karsus appears silently and suddenly in the form of a great red boulder. Blood burbles up from the top of the stone and flows in a rivulet down the side facing his summoner, then pools at the base. When Karsus speaks, the blood fountains upward, its height varying based on the volume of his voice. Firmar: You bleed more than normal from wounds. Even a small scratch releases a sanguine flood. This effect does not deal extra damage. Influencia: You take on some of the arrogance for which Karsus was famous in his mortal life. He requires that you make Bluff or Intimidate checks rather than Diplomacy checks to influence others. Habilidades otorgadas: In life, Karsus was obsessed with magic, and his obsession continues unabated in his current state. He grants you the ability to see magic, destroy it with a touch, and use any magic item with ease. He even provides increased spellcasting power. Magia pesada: The save DC for each effect of every magic item you use increases by 2. Sentidos de Karsus: You can sense magic auras as easily as others can detect odors, and concentrating on them reveals them to your sight. When you concentrate (a standard action), you automatically detect the number of different magical auras within 30 feet, and the power of the most potent aura within 30 feet, as though you had cast detect magic on the area and concentrated for 2 rounds. You do not need to concentrate to maintain this effect, but concentrating for 1 additional round reveals the location and strength of the auras in the area. A third round of concentration allows you to determine the school of a particular aura automatically. Additional rounds of concentration reveal the schools of other auras. No puedes usar esta habilidad si estás cegado, pero de lo contrario funciona como magia de detección con el propósito de ocultarte y los materiales agujereado. Sin embargo, si te encuentras con un aura de fuerza abrumadora, quedarás deslumbrado siempre y cuando permanezca dentro del alcance de los sentidos de Karsus. Toque de Karsus: You can produce a dispel magic effect with a touch. To do so, you must make a successful melee touch attack against a creature or an object as a standard action that does not provoke attacks of opportunity. You can then make a dispel check (1d20 + your effective binder level, maximum +20) against each ongoing spell currently in effect on the object or creature. The DC for this check is 11 + the spell's caster level. If you succeed on a particular check, that spell is dispelled; if you fail, it remains in effect. Si seleccionas un objeto o criatura que es el efecto de un hechizo en curso (como un monstruo invocado o un objeto conjurado), debes tocar el Objetivo y haz una prueba de disipación para finalizar el hechizo que lo trajo a la existencia. Seleccionar un efecto de hechizo que no sea un objeto o criatura (como el llamas de un muro de fuego) no tiene ningún efecto. Si el objeto tocado es un objeto mágico, debes hacer una prueba de disipación (la CD es el nivel de lanzador del objeto). Si lo consigues, todos los Las propiedades mágicas del objeto se suprimen durante 1d4 rondas, después de lo cual el objeto se recupera por sí solo. Una interfaz interdimensional (como una bolsa de la explotación) se cierra temporalmente por este efecto. Un objeto suprimido se convierte en no mágico mientras dura, pero sus propiedades físicas no cambian. Por lo tanto, una espada mágica suprimida sigue siendo una espada maestra. Puedes usar el toque de Karsus un número de veces al día igual a tu nivel efectivo de carpeta. Una vez que hayas usado esta habilidad, no podrás hacerlo de nuevo durante 5 rondas. Testamento de Karsus: You can use spell trigger items, such as wands and staves, as if you were a wizard of your effective binder level. KAS, LA MANO ENSANGRENTADANivel de vestigio: 4th Enlace DC: 25 Requisito especial: No Una vez lugarteniente del lich - ahora dios - Vecna, Kas traicionado su amo, instigando una batalla que se creía que había resultado en sus dos destrucciones. De alguna manera, incluso después de esto conflicto legendario, Kas y Vecna continuaron su batalla, pero sólo Vecna volvió a existir. Como vestigio, Kas sigue despreciando a Vecna y a todos los demás muertos vivientes. Leyenda: That Vecna, Master of All that is Secret and Hidden, once existed as a cruel-minded lich is no mystery. Yet, few know of the figure lurking in the god's past, the betrayer who crippled the Maimed Lord and bears responsibility for some of the most infamous artifacts known to the multiverse: Kas the Bloody Handed. A medida que Vecna ascendía al poder en el mundo de Oerth, ejércitos de Los muertos se levantaron bajo su estandarte negro. Entre estas legiones de muertos vivientes emergió el vampiro Kas, una sombra de la muerte vestida de hierro. Un maestro de innumerables campos de batalla oscuros, donde Kas sacó su espada y le siguió la victoria para el señor exánime. Aunque no era el más grande de los guerreros de Vecna, Kas demostró ser astuto y despiadado, y no mostró miedo de su señor, una cualidad que Vecna respetaba. A medida que aumentaban los éxitos de Kas en una campaña tras otra, Vecna recompensaba a su Campeón con un rango cada vez mayor y tesoros profanos. Por fin, Vecna convirtió a Kas en su segundo al mando, regalando al vampiro una espada que había forjado personalmente con metal negro caído de la Estrellas. Kas y su infame muchacho espada Vecna durante años, reclamando innumerables almas en nombre del exánime, Forjar una leyenda tan sangrienta como la de su señor fue cruel. A medida que libraba la guerra, Kas aumentaba su poder y crecía en ambición. Finalmente llegó el día en que los ejércitos de Vecna flaquearon. Después de una pérdida significativa en el campo de batalla, un Debilitado, Vecna regresó a su trono para encontrar a Kas esperando. Armado con su espada negra, el traidor Kas y se produjo una batalla titánica. Nadie sabe cuánto tiempo se enfrentaron los incansables e inmortales demonios, algunos afirman meses, incluso años. Durante la refriega, a pesar de los poderes oscuros de Vecna, Kas cortó la mano izquierda del lich de la suya cuerpo y le cortó un ojo de la cara. Temiendo su destrucción, Vecna empleó una magia frenética y peligrosa que se aniquiló a sí mismo y a Kas, o eso parecía. Pasaron los siglos. Surgió un culto a Vecna y la mano y el ojo cortados del exánime se convirtieron en leyendas, mientras que el de Kas nombre que se le pasó de memoria, excepto en relación con su espada negra. Lo que pocos sabían, sin embargo, lo que en un reino brumoso que incluso las deidades evitan Vecna y Kas de alguna manera continuaron existiendo, encerrados en un Batalla de otro mundo. Durante años desconocidos, los archirrivales se enfurecieron impotentes. Eventualmente, a través de la planificación paciente, genio casi inmortal y magia primordial, Vecna destrozó su prisión y escapó, ascendiendo a la divinidad y dejando a su rival perdido en el éter. Lo que fue de Kas, nadie -ni siquiera los encuadernadores que tratan con él ahora- lo sabe realmente. Atrapado dentro de un vorágine de planos destrozados y magias divinas, Kas fue desviado a una nueva existencia, una eterna Le echa la culpa a Vecna de haberlo aprisionado. Sin embargo, como un vestigio -o un ser muy parecido a uno- su Reach Again se extiende hacia el mundo de los mortales, sembrando la destrucción y trabajando en contra de su rival convertido en dios. aspiraciones inmortales. Manifestación: Kas manifests as a sword being drawn from his sign. The hilt appears first, wrapped in red leather with flecks of gold and with unicorn horns forming its quillons. A knuckle-guard basket made of gold and shaped like a leering bearded face stretches from the quillons to the pommel, grimacing and groaning as if in pain as the blade arises from the ground. Casting sparks as it screeches up from the sign, a wavy blade as black as night with opalescent edges appears. With a jerk the whole of the sword suddenly comes free, revealing not a point but the back of a blackened and desiccated hand attached to the end of the blade. The sword then flips upright and turns around, showing a moist, cat-like eye glaring from the palm of the bony hand. When Kas speaks, his deep and angry voice comes from the basket guard, but it is the eye in the palm that regards his summoner. Firmar: When a binder makes a pact with Kas, an angry catlike eye opens in the palm of each of his hands. These eyes don't provide the binder with any extraordinary sight, nor do they inhibit the use of the binder's hands. When the binder uses any power granted by Kas, the eyes weep small amounts of blood for 10 rounds. Influencia: Kas's influence makes a binder act warm and affectionate toward those with whom she speaks. Kas further requires has host to kill any follower of Vecna or undead creature encountered. In addition, Kas requires that the binder betray some friend or ally in some manner during the first hour after being summoned and bound. This betrayal might be as small as breaking a promise to meet at a specific time or as great as murder, but it must be unexpected, and the ally or friend must realize that a deliberate betrayal occurred. Habilidades otorgadas: Kas grants binders the ability to deceive friends and blind enemies. In addition, Kas protect binders from their enemies' worst blows. Golpe cegador: When you score a critical hit, the creature struck must make a Will save (DC 10 + half your binder level + Charisma bonus) or be permanently blinded. In addition, when you attack undead creatures, you can affect them with critical hits and the blinding effect of this ability. Bono de farol: You gain +4 competence bonus on Bluff checks. Protección de Kas: While bound to Kas, there is a 25% chance that any critical hit or sneak attack scored against you is negated and damage is rolled normally. Sneak attacks and critical hits scored on you by undead are always negated. Segador de muertos vivientes: When you hit an undead creature with a melee or ranged attack, you ignore any damage reduction it might have. Dominio de armas: You are proficient with the bastard sword, longsword, and short sword. LERAJE, EL HERALDO VERDE![]() Nivel de vestigio: 1st Enlace DC: 15 Requisito especial: Yes Una vez que fue una sirvienta favorita de la deidad principal de los elfos, Leraje permitió que su orgullo se convirtiera en su perdición. Leraje le da a sus invocadores la habilidad Llevar un arco a la mano a voluntad, dispararlo con precisión y dañar el sentido de sí mismo de un enemigo con él. Además, da a sus anfitriones Visión en la oscuridad y habilidad para esconderse. Leyenda: Tales of Leraje's prowess with a bow exist to this day, although her feats are now ascribed to deities and other great heroes, and most elves think her legend is heresy. Pact magic treatises maintain that Corellon Larethian called upon Leraje to be his first herald among mortals. She taught the elves how to make and use bows, though none could ever come close to matching her prowess. Legend holds that she killed Thessala, goddess of hydras, by shooting a single arrow through all one thousand of her heads, thereby causing her children, the hydras, to be dull and crude throughout eternity. Un día, Leraje ayudó a Corellon a salvar a Lolth, que aún no había caído en desgracia, de una emboscada tendida por Gruumsh. Lolth elogió a Leraje por sus habilidades, alegando que ni siquiera Corellon podía disparar una flecha tan rápido o tan preciso como su heraldo. Leraje sonrió bajo el cumplido, y un desconcertado Corellon la desafió a un duelo de tiro con arco para resolver el asunto. Cuando Leraje aceptó, Corellón declaró su objetivo: su corazón. Corellón esperaba que su sirvienta se diera cuenta del error de su orgullo y abandonara la contienda, pero Leraje sacó su arco y apuntó una flecha Corellon, y tiró de la cuerda. Sorprendido, levantó su propio arco y le disparó. Leraje soltó la cuerda de su arco en ese mismo momento, apuntando no al dios, sino a la flecha que se precipitó hacia su corazón. La flecha de Leraje se encontró con la de su deidad en el aire y rebotó hacia atrás, atravesándola corazón antes de que la punta de flecha de Corellon tocara su pecho. Como castigo por desperdiciar su vida en aras de su obstinado orgullo, Corellon Larethian arrojó el alma de Leraje del cielo y de la tierra. Requisito especial: To summon Leraje, you must break an arrow crafted by an elf while calling out Leraje's name and title. In addition, Leraje hates Amon for some unknown reason and will not answer your call if you are already bound to him. Manifestación: Leraje appears before her summoner as though she had always been there, but camouflaged so well that she could not be seen. First her dull eyes open, then her yellowed teeth come into view out of seeming nothingness, revealed in a sly smile. As Leraje moves, her body takes shape against the background, and her clothes and skin change color to reveal her as an elf archer dressed in beautifully decorated green leather armor. Although she was clearly beautiful at some point, the ravages of some toxin or disease have made her hair limp, yellowed her eyes and teeth, and made her skin pockmarked and sallow. Firmar: You look sickly and diseased, and your skin becomes sallow and pockmarked. Influencia: While influenced by Leraje, you become quiet and unassuming. Leraje still feels considerable guilt about the actions that led her to become a vestige, so she requires that you not attack any elf or creature of elven blood, including half-elves and members of the various elf subraces, such as drow. Habilidades otorgadas: You gain supernatural powers related to Leraje's skills in life, as well as the ability to fire arrows that literally wound your target's pride. Ocultar bonificación: You gain a +4 competence bonus on Hide checks. Visión con poca luz: You gain low-light vision. If you already have it naturally, you gain superior low-light vision and can see three times as far as your light source would normally illuminate. Thus, a torch that illuminates a 20-foot radius would allow you to see clearly up to 60 feet and provide you with shadowy illumination to a distance of 120 feet. Disparo preciso: You gain the benefit of the Precise Shot feat. Rebote: As a standard action, you can make a single ranged attack against two adjacent targets. Make a single attack roll and apply that result to the Armor Class of both targets. Any hit you score deals damage to the target normally. Extra damage from abilities such as sneak attack or sudden strike apply to only one target, which you must designate prior to making the attack roll. Dominio de armas: While bound to Leraje, you are proficient with the composite longbow, composite shortbow, longbow, and shortbow. If you were already proficient with any of these weapons, you instead gain a +1 competence bonus on attack rolls with them. MALPHAS, LA PLUMA DE TORNIQUETE![]() Nivel de vestigio: 2nd Enlace DC: 15 Requisito especial: No Malphas permite a sus invocadores ver sin ser vistos, pasar por los alrededores sin dejar ninguna señal, desaparecer de la vista y envenenar sus enemigos. Leyenda: Only elves who know their history well are familiar with the story of Malphas, a lesser scion of an ancient elven kingdom's ruling family. Malphas joined a druidic order under pressure from his elders, who hoped that enforced dedication to nature would teach him greater respect for their traditions and the elven way of life. After a contentious start, the plan seemed to work. Malphas, always the black sheep of the family, soon became a model member of the elven nobility. His trademark, a white dove's feather, could be found at sites where good deeds had been done, although no one ever saw him perform them. Esta impresión formaba parte del acto de Malphas. Mientras estudiaba las tradiciones druídicas, conoció a otro druida elfo, una mujer que ganó su corazón con astucia y promesas de poder. Juntos tramaron un plan para convertir a Malphas en heredero al trono. Mientras sus plumas blancas aparecían por todas partes Estaban ocurriendo buenos acontecimientos, comenzaron a aparecer plumas negras en los cadáveres asesinados de la realeza. Los adivinos elfos pronto descubrieron que Malphas estaba en el raíz de sus problemas, y el elfo traidor se vio obligado a huir. Malphas voló al escondite de su amante entre los árboles, con la intención de advertirle y huir con ella. Pero cuando escuchó su historia, voló a un rabia, burlándose de él por su estupidez y sus propuestas de afecto. Para herirlo aún más profundamente, reveló su verdadera forma: la de un drow. Cuando las autoridades elfas encontraron a Malphas, yacía en el suelo, muerto no por magia o daño físico, sino por la ruptura de su corazón y la pérdida de su alma. Manifestación: Malphas begins his manifestation with a furious fluttering of white doves. The creatures explode out of thin air, then fly away from each other and fade from view, revealing a handsome male elf clad in black. Malphas has pale skin, black eyes, and black feathers for hair. His smile reveals black teeth, and when he speaks, his black tongue licks the air like a snake's. Malphas wears a noble's finery in funerary black, and a cloak made of raven heads and feathers hangs from his shoulders. The heads start up a raucous cry whenever he moves too much, so he remains largely still, making only small gestures with his black-gloved hands. Malphas's hoarse voice croaks and cracks when he speaks, a quality that annoys him greatly. Firmar: Your teeth and tongue turn black. Influencia: While influenced by Malphas, you fall in love too easily. A kind word or a friendly gesture can cause you to devote yourself entirely to another person. Should that person reject your affection, your broken heart mends the moment another attractive person shows you some kindness. In addition, if you have access to poison, Malphas requires that you employ it against your foes at every opportunity. Habilidades otorgadas: Malphas grants you the ability to spy without detection, to disappear, to use poison safely, and to strike vicious blows against vulnerable foes. A vista de pájaro: At will, you can summon a dove or a raven to aid your powers of observation. (Use the statistics for a raven regardless of the creature's form.) The bird appears perched on your shoulder. You have complete control over its actions, and you can see what it sees and hear what it hears. Use the bird's skill checks to determine the results of its actions and observations (for example, Bluff, Search, Spot, Listen), but use your skill bonuses to derive information from its observations (for example, Knowledge, Sense Motive, or Spellcraft to identify a spell). If you have the trapfinding ability, you can use the bird to find traps so long as doing so doesn't require it to manipulate an object. The bird cannot talk. You can have only one bird summoned at a time. It remains until you summon another dove or raven, mentally dismiss it (a standard action), or stop binding with Malphas. Invisibilidad: As a full-round action, you can make yourself invisible (as with the invisibility spell). Making an attack ends the invisibility (as normal), but otherwise, the effect lasts a number of rounds equal to your effective binder level. You can invoke this ability as a standard action at 5th level, as a move action at 10th level, and as a swift action at 15th level. Once you return to visibility, you cannot use this ability again for 5 rounds. Poison Use: You are not at risk of poisoning yourself when handling poison or applying it to a weapon. Golpe repentino: With your melee attack, you deal an extra 1d6 points of damage plus 1d6 points per four effective binder levels anytime your target would be denied its Dexterity bonus to Armor Class. This extra damage applies to ranged attacks only if the opponent is within 30 feet. The extra damage from sudden strike stacks with that from sneak attack whenever both would apply to the same target. MARCHOSIAS, REY DE LOS ASESINOS![]() ![]() Nivel de vestigio: 7th Enlace DC: 30 Requisito especial: Yes Marchosias, un asesino legendario en vida, ahora otorga a sus invocadores su encanto sobrenatural, además de la capacidad de matar o paralizar con un sobresalto atacar y desaparecer en una nube de humo. Leyenda: Marchosias seems to have appeared as a vestige quite recently - in fact, only a short time before Dahlver-Nar did. In life, Marchosias was a human who brought death to others. His favorite targets were other assassins and murderers, but this choice of foes had nothing to do with morals. Despicably evil, Marchosias was obsessed with improving his skill as a killer, and ending the lives of other professional slayers seemed the best challenge he could undertake. Cuando por fin Marchosias encontró la muerte, su alma viajó a los Nueve Infiernos. Los demonios aceptaron alegremente su poderoso espíritu, pero otros allí presentes tomaron nota de su llegada y no quedaron contentos. Los espíritus de cientos de matones, matadores, verdugos y asesinos se unieron y se rebelaron contra sus diabólicos captores, con la intención de no escapar o tomar el control, sino atacar a Marchosias. Aunque los demonios eran reacios a Permitieron tal anarquía, dejaron que las almas de los condenados lucharan, pensando en intervenir y castigar a todos los espíritus cuando la batalla terminara. Marchosias luchó bien, pero no pudo prevalecer contra tantos enemigos a la vez, y cayó bajo el ataque. Cuando los demonios retiraron el atacantes, no quedaba nada: el alma de Marchosias había sido despedazada. Requisito especial: To summon Marchosias, you must at some point in your life have committed an evil act for which you have not apologized, atoned, or made reparations. Lying or breaking a confidence doesn't count, but other small acts of evil - such as theft, infidelity, or vandalism - do fulfill the requirement. Manifestación: Marchosias appears with a bloodcurdling scream in an explosion of fire and black smoke. Though much of the smoke curls away, some remains and slowly coalesces to form a human figure. Marchosias appears as a king with body and raiment composed of swirling smoke and cinders. He wears a crown of fire, beneath which gleam two glowing, hot coals where his eyes should be. Marchosias wields a scepter of flames, and a sword of hot ash is belted to his hip. For a moment, he seems exhausted by the rigors of his arrival, standing with his shoulders slumped and his head bowed. After a moment, he raises his gaze to his summoner and stands straight and tall, adopting an imperious posture. Firmar: While you are bound to Marchosias, the pupils of your eyes glow with a red-orange light. Anyone looking at your face can make a DC 12 Spot check each round to notice this effect. This light is not strong enough to illuminate the area, and it does not make you any easier to see in the dark, but it can be disturbing to look upon. Influencia: Marchosias's influence makes you debonair and sly, as though you have some trick up your sleeve and the knowledge of it makes you confident. In addition, Marchosias requires that you use the death attack he grants you against any foe you catch unawares. Habilidades otorgadas: Marchosias gives you an assassin's skill at killing, plus the ability to assume gaseous form and the power to charm foes. Ataque mortal: If you study a target for 3 rounds and then make a sneak attack with a melee weapon that successfully deals damage, the attack either paralyzes or kills the target (your choice) in addition to dealing normal sneak attack damage. While studying the victim, you can undertake other actions so long as your attention stays focused on the target and the target neither detects you nor recognizes you as an enemy. Si la víctima de un ataque de este tipo falla una salvación de Fortaleza contra el efecto de muerte, muere. Si falla contra el efecto de parálisis, es Queda indefenso e incapaz de actuar durante 1d6 rondas + 1 ronda por nivel de aglutinante efectivo. Si la tirada de salvación de la víctima tiene éxito, el ataque es solo un ataque furtivo normal. Una vez que hayas completado las 3 rondas de estudio, debes realizar el ataque mortal dentro de las siguientes 3 rondas. Si intentas un ataque mortal y fallas (la víctima hace que se salve), o si no lanzas el ataque dentro de las 3 rondas posteriores a completar el estudio, 3 Se requieren nuevas rondas de estudio antes de que puedas intentar otro ataque mortal. Reprensión ardiente: You deal an extra 3d6 points of fire damage when you strike an opponent who can deal extra damage through a sneak attack, sudden strike, or skirmish attack. This extra damage applies to ranged attacks only if the opponent is within 30 feet. Forma de humo: You can assume the form of a smoke cloud at will. This ability functions like the gaseous form spell, except that you can remain gaseous for as long as you wish. Although you lose your supernatural abilities while gaseous, you do not lose the ability to remain in gaseous form. Vestiges you have bound remain so for the normal duration. Since you lose your supernatural death attack ability, however, you cannot study an opponent for the purpose of making your death attack while in smoke form. You can suppress or activate this ability as a standard action. Once you have returned to your normal form from smoke form, you cannot do so again for 5 rounds. Silencioso y seguro: You gain a +16 competence bonus on Hide and Move Silently checks. NABERIUS, EL SABUESO SONRIENTE![]() Nivel de vestigio: 1st Enlace DC: 15 Requisito especial: Yes Un vestigio astuto y misterioso, Naberius puede hacer que sus invocadores sean expertos en todo tipo de artes y ciencias, disfrazarlos y hacerlos convincentes Altavoces. Leyenda: Though Naberius's origin remains mysterious, binder scholars know that his name and form have changed many times over the centuries. Ancient pact magic texts refer to a spirit matching Naberius's powers as Naberus, Kaberon, Cerbere, and Serberius. One of these spirits appeared as a noble, bird-headed man, another as a dog with a crane's head, another as a wolf with fifty heads and a tail of three entwined snakes, and the fourth as a heap of bodies surrounded by a cloud of fiies. A few fiendish sages have suggested that Naberius might be an aspect of the three-headed, doglike creature that guards the gates to the Underworld on the third layer of Hades, but that creature is thought to be simpleminded and has never been known to speak. Naberius never admits to having had older forms or names, and questions about his origin get only a sly smile in reply. Requisito especial: Naberius values knowledge, industry, and the willingness to deceive. He manifests only for a summoner with at least 4 ranks in Bluff or in any Knowledge or Profession skill. Manifestación: Naberius's manifestation begins with a great squawking and flutter of feathers. Moments later, a black crane flies in an agitated fashion over the seal, then crashes down atop it, apparently dead. Naberius then stalks forward out of invisibility as a three-headed hound to feast upon the crane. He speaks hoarsely from whichever dog head isn't eating at the moment. Despite his terrible appearance and raucous voice, Naberius somehow manages to seem amiable and eloquent. Firmar: Your voice deepens and acquires a gravelly, growling tone. Influencia: 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. Habilidades otorgadas: 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. Disfrazarse a sí mismo: You can alter the appearance of your form as a standard action. This effect works like the disguise self spell. Curación de habilidades más rápida: You heal 1 point in each damaged ability score every round, and 1 point in all drained ability scores every hour. Habilidades de Naberius: 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 modifier 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. Palabras persuasivas: 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. Lengua de plata: 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.) ORTHOS, SOBERANO DE LA OSCURIDAD AULLANTE![]() Nivel de vestigio: 8th Enlace DC: 35 Requisito especial: Yes Antiguo e incognoscible, Orthos da a sus invocadores el poder de sentir lo que no pueden ver, engañar a la vista de los demás y desviar su aliento en el viento que puede hablar o arrancar la carne de los huesos. Leyenda: Orthos might well be the original vestige - the first being to break the boundaries and see past the window of reality to the nothingness beyond. Pact magic texts always mention this entity, and persistent explorers can find its seal represented in art or architecture on most planes, as well as in the ruins of many ancient civilizations. Binder scholars have a thousand theories about Orthos's origins, but none is more than mere supposition. All agree that Orthos is inestimably old, and it has long since shed whatever form and persona it might once have had, becoming an alien and distant being. In deference to its great age and the hallmark of its appearance, binder scholars have dubbed Orthos the Sovereign of the Howling Dark. Requisito especial: You must summon Orthos within an area of bright illumination. Manifestación: When Orthos begins to manifest, a breeze seems to pass over the summoner, but it ruffies nothing except the summoner's hair and clothes. The breeze intensifies, becoming a cold wind, and a low whistle emanates from the vicinity of Orthos's seal. Directly over it appears a black speck - a mote of shadow like a blind spot in the observer's vision. The whistle becomes a moan that slowly rises in pitch and volume, eventually transforming into a howl as the darkness spirals outward, opening like the pupil of some great cat's eye with an explosive rush of wind. The howling grows so loud that it pains the ear while the seemingly nonexistent wind buffets the summoner. Then it stops. In the sudden silence, an unseen, unheard, yet palpable presence slides out of the black aperture and hovers heavily over the seal. Though not detectable by any sense, Orthos is eerily extant, and its presence can be felt by even the dumbest of beasts. The vestige says nothing; its summoner can only plead her case and hope that Orthos does not impose its influence. Firmar: You always seem to be buffeted by a breeze that no one else can feel, even when you're indoors. The eerie wind makes no noise, but it tousles your hair and belongings, frequently changing direction. Influencia: While influenced by Orthos, you are averse to darkened areas and loud noises. Although you can endure such conditions, they give you a sense of panic and make you short of breath. Orthos requires that you always carry an active light source with a brightness at least equal to that of a candle, and that you not cover it or allow it to be darkened for more than 1 round. Additionally, Orthos requires that you speak only in a whisper. Habilidades otorgadas: Orthos gives you blindsense, displacement, and a breath weapon that you can use either as a weapon or to deliver messages. Ceguera: You gain blindsight out to 30 feet. Desplazamiento: At will, you can surround yourself with a light-bending glamer that makes it difficult for others to surmise your true location. Any melee or ranged attack directed at you has a 50% miss chance unless the attacker can locate you by some means other than sight. A true seeing effect allows the user to determine your position, but see invisibility has no effect. You can suppress or activate this ability as a standard action. Aliento de torbellino: As a standard action, you can exhale a scouring blast of wind in a 60-foot cone. Your whirlwind breath deals 1d6 points of damage per binder level you possess. Every creature in the area can attempt a Reflex save to halve the damage, and must also succeed on a Fortitude save or be knocked prone and moved 1d4×10 feet away from you (or just outside the cone, whichever is a shorter distance). Once you have used this ability, you cannot do so again for 5 rounds. Viento susurrante: At will as a standard action, you can send a message on the wind as though using the whispering wind spell (caster level equals your effective binder level). OTIAX, LA LLAVE DE LA PUERTA![]() Nivel de vestigio: 5th Enlace DC: 25 Requisito especial: No El alienígena Otiax da a sus invocadores el poder de abrir lo que está cerrado, caminar entre las nubes y golpear a los enemigos con una niebla que aterriza como un martillo. Leyenda: Otiax is a bit of a conundrum because it seems to have originated outside the known cosmology of the planes. A few sources of pact magic lore refer to some plane or place called the Far Realm, but most offer no explanation of Otiax's past. Some even posit that Otiax is somehow the key to reaching the Far Realm, but that supposition has more to do with Otiax's appearance than with any real evidence of its nature. Because Otiax never speaks, it can shed no light on the issue. Binding with it is more a matter of instinct and will than of deliberation. Manifestación: When Otiax manifests, a locked golden gate appears within its seal. Blue fog curls out in wispy tendrils from between the bars, obscuring what lies beyond. After a moment of silence, some unseen force crashes against the barrier. Then the gate shakes and rattles loudly, as though some creature is desperate to open it. Ragged breathing becomes audible, and the fog swirls around some indistinct yet terrible form. At last the raging stops, and the azure vapor passes through the gate. The sound of the tumblers turning in the lock becomes audible, then the gate creaks open. Firmar: While bound to Otiax, you are surrounded by thin wisps of light blue fog even in the strongest wind. Influencia: Otiax's motives remain a mystery, but its influence is clear. When confronted with unopened doors or gates, you become agitated and nervous. This emotional state lasts until the door or gate is opened, or until you can no longer see it. Furthermore, Otiax cannot abide a lock remaining secured. Thus, whenever you see a key, Otiax requires that you use it to open the corresponding lock. Habilidades otorgadas: Otiax opens doors for you, lets you batter opponents with wind, and cloaks you in a protective fog that can actually lash out at foes. Ráfaga de aire: You can focus the air around you into a concentrated blast that batters opponents. You can use your air blast as a melee touch attack against an adjacent opponent or one that is up to 10 feet away (as though you were using a reach weapon). This attack deals 2d6 points of bludgeoning damage, but you do not add your Strength bonus to the damage roll. If your base attack bonus is high enough, you might be entitled to additional air blast attacks each round when you make a full attack. You can also make attacks of opportunity with your air blast. You cannot use this ability if you do not show Otiax's sign. Reflejos de combate: You gain the benefit of the Combat Reflexes feat. You cannot use this ability if you do not show Otiax's sign. Niebla oculta: You can whip the mist that constantly surrounds you into a concealing screen that grants you concealment (foes' melee and ranged attacks have a 20% miss chance). You cannot use this concealment to hide. You can suppress or activate this ability as a full-round action. A severe wind (either natural or magical, such as a gust of wind spell) suppresses your concealing mist. You cannot use this ability if you do not show Otiax's sign. Portal abierto: At will as a swift action, you can open (but not close) a door, chest, box, window, bag, pouch, bottle, barrel, or other container as though using the open/close spell. This ability has a range of 10 feet per effective binder level you possess. Abrir: As a full-round action, you can unlock a single lock that you can touch, provided that its Open Lock DC is less than or equal to twice your effective binder level. For example, a 10th-level binder can use this ability to open any lock with a DC of 20 or lower, and a 15th-level binder could open a lock with a DC of 30 or lower. This ability grants you no protection from any traps that might be associated with the lock. Once you have used this ability, you cannot do so again for 5 rounds. PAIMON, LA BAILARINA![]() Nivel de vestigio: 3rd Enlace DC: 20 Requisito especial: No Paimon se arremolina en la realidad con gracia y estilo. Les da a sus invocadores la capacidad de ver el combate como una danza y los convierte en maestros de sus pasos y medidor oculto. Leyenda: Most binders know the Dancer's tragic story, although none can be certain of its origin. An infamous lothario, Paimon delighted in seducing noblewomen with his dancing and besting their suitors with his swordplay. He eventually crossed paths and swords with a particularly jealous and cruel fellow, sometimes identifled as a human and other times as an elf. After Paimon had humiliated this nobleman in front of his peers on several occasions, the fellow enlisted some other aggrieved suitors to capture Paimon and cut off his sword hand. Paimon no fue derrotado tan fácilmente. Cuando se recuperó, regresó a la corte con una mano dorada enjoyada que podía reemplazar con un estoque hoja. Haciendo gala de un tremendo aplomo, Paimon volvió a poner a sus rivales en sus talones, e incluso luchó y derrotó al hombre que le había hecho daño. Paimón perdonó la vida a su adversario sólo porque fue interrumpido por una petición de bailar por parte del objeto de sus afectos. En respuesta a esto Para una mayor humillación, el enemigo de Paimon volvió a capturarlo, pero esta vez la sed de venganza del hombre era insaciable. Él y sus secuaces cortó todas las extremidades de Paimon y las reemplazó con hojas de espada, burlándose de él todo el tiempo y desafiándolo a regresar a la corte nuevamente. Entonces dejaron morir a Paimon mientras celebraban su victoria. En el siguiente baile real, el enemigo de Paimon y sus cómplices sonreían cada vez que mencionaban el nombre de su enemigo y se guiñaban el ojo el uno al otro cuando otros se preguntaban en voz alta dónde podría estar el encantador rastrillo. Entonces una figura oscura apareció entre los bailarines. Increíblemente alto y amortajado de pies a cabeza Vestida con una tela oscura y diáfana, la figura espectral comenzó a girar. Perturbados por su apariencia, los otros bailarines se alejaron. Cuando uno de ellos vio Desnudos de acero bajo la tela arremolinada, los nobles comenzaron a huir de la sala. Enfurecido porque su grupo había sido interrumpido, el enemigo de Paimon se acercó a la figura y le arrancó la tela. Por un momento, la figura torturada de Paimon se paró frente a ellos con cuchillas ensangrentadas por piernas y brazos. Alguien gritó al verlo, y Paimon se desvaneció en la nada. Pensando que habían visto el fantasma de Paimon, los hombres inmediatamente fueron a buscar el cuerpo de su enemigo y darle un entierro adecuado, pero ya no estaba. En su lugar, encontraron un rastro de sangre y las marcas de las estocadas de espada en el suelo. Al parecer, Paimon estaba vivo, pero se había ido, desterrado por el grito de una mujer. Manifestación: Paimon appears in a whirl, his form spinning like a top on an arm that ends in a metal blade instead of a forearm and hand. He turns counterclockwise so rapidly that his summoner can make little sense of what he sees. Paimon quickly switches the arm on which he spins with a hop, and then he switches to a leg, which also ends in a blade rather than an ankle and foot. With each switch, Paimon slows, until at last he stands on one leg before his summoner, balancing within the seal on its daggerlike point. Paimon's almost featureless gray body has a dancer's physique. His face is stretched to disfigurement around the right side of his head, and no ears are visible. Paimon speaks in a garbled voice from his twisted mouth while hopping from appendage to appendage, making small turns as though he is impatient to be whirling again. Firmar: One side of your mouth becomes wider than the other, as though it were being stretched or pulled. That side of your mouth has a tendency to remain slightly open, causing you to drool. Influencia: Paimon's influence makes you lascivious and bold. In addition, Paimon requires that you dance (moving at half speed) whenever you hear music. Habilidades otorgadas: Paimon gives you the ability to dance in and out of combat, and to make whirling attacks against multiple foes. Danza de la Muerte: When you use this ability, you can move up to your speed and make a single attack against any creature you move past, provoking attacks of opportunity normally. When you use your dance of death, you forfeit any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell), and you cannot attack any single creature more than once. Once you have used this ability, you cannot do so again for 5 rounds. Espadas de Paimon: You gain proficiency with the rapier and short sword, and the benefit of the Weapon Finesse feat when you wield such weapons. Destreza de Paimon: You gain a +4 bonus to Dexterity. Habilidades de Paimon: You can use the Tumble skill untrained. You gain a +4 bonus on Tumble checks and Perform (dance) checks. Esquivar inquietante: You retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. If you have uncanny dodge from another source, you gain improved uncanny dodge instead. See the rogue class features on page 50 of the Player's Handbook. Ataque de torbellino: You gain the benefit of the Whirlwind Attack feat. PRIMUS, EL UNO Y EL PRIMONivel de vestigio: 3rd Enlace DC: 24 Requisito especial: Yes Anteriormente un ser de poder divino, Primus buscó hacer La lógica y la ley gobiernan todo el multiverso y, al hacerlo, hizo ilógica su propia existencia. Primus ayuda a los aglutinantes en luchando contra el caos y les da el poder de hacer cumplir las órdenes dan a los demás. Leyenda: According to obscure planar lore, Primus was a being of law so ordered that none but it's race of servants - strange creatures know as modrons - could bear to worship it. Beings of pure order, dedicated to advancing precision and structure throughout the multiverse, the modrons obey Primus as their god and master. The one and the Prime represented the race's most absolute ideal of perfect logic, its every command trickling down through an impossibly complex chain of lieutenants, sub-chiefs, executors, and managers to reach the ears of every being in it's service. Thus, the modrons worked order upon the multiverse, and the word of Primus was that order. En los confines de Mechanus, en los sesenta y cuatro engranajes controlados por el modron conocidos como Regulus, había Existe una fortaleza mecánica fantásticamente compleja conocida como la Gran Catedral de Modron. Desde este trono Primus dictaba el camino de cada uno de sus seguidores. Para ayudar a su razonamiento, un gran conocimiento fluía constantemente en la catedral de Primus y poderosas creaciones mágicas, forjadas a partir de los engranajes perfectamente sintonizados del avión, ofrecía ventanas a todo el multiverso. Una de estas magias era el Gran Planetario, un insondablemente intrincado dispositivo que medía el cambio de poder, aviones y planetas, deduciendo su significados cósmicos y multiplanares. Un grupo de mayordomos informó directamente de la narración del Gran Orrario a Primus, así como los acontecimientos que les fueron transmitidos a su vez por redes de agentes que se extendían a lo largo y ancho del mundo. multiverso. Al mismo tiempo, Primus monitoreaba personalmente a sus secuaces empleando otro poderoso dispositivo conocida como la Red Infinita. A través de esta confluencia cerosa de cuerdas y hebras, la conciencia de Primus se extendía a través de sus modrones subordinados, presenciando acontecimientos a través de realidades infinitas. Por lo tanto, el Uno y el Primer Maestro observaba tanto como cualquier deidad y más. Era la información que giraba en espiral alrededor del trono de los modrones, las profecías y los informes del Gran Orrery y la Red del Infinito, que condujeron al fin de Primus. Sentado como estaba en el centro de la mayor red de información en el multiverso había quienes envidiaban el Conocimiento de Primus. Así, cuando el príncipe demonio Orcus, como su yo de la sombra Tenebrous, esculpió su sangriento camino a través del En su impía búsqueda de la divinidad, Primus se convirtió en una de las primeras víctimas. Buscando su vara perdida, Tenebroso se infiltró en el santuario del Único y del Primo y acabó con el incrédulo ser con una palabra asesina: adoptando su forma para doblegar su red de inteligencia y legiones de sirvientes a sus viles propósitos. Incontable Los modrones se perdieron obedeciendo a los crueles caprichos de Tenebrous, y cuando el aspirante a dios recogió todo lo que deseaba, Arrojó su fachada y dejó a la jerarquía de Modron en ruinas. Con la pérdida de su dios y líder, un miembro de los lugartenientes más inmediatos de Primus, los Secundus, tomó el manto del Modrón Supremo. Este nuevo Primus viendo a su gente lisiada, su catedral invadida, y su magia corrompida, dirigió la atención de su raza hacia adentro, llamando a todos los supervivientes de Modron de vuelta a Regulus y sellado de las fronteras. Desde entonces, se han visto pocos modrones en todo el multiverso Y sus acciones actuales siguen siendo un misterio. Sin embargo, a pesar de la aparente destrucción del antiguo Primus, un ser cuya conciencia se extiende a través de los planos no puede ser destruido tan fácilmente. De las mentes y los recuerdos de miles de atormentados modrones Al entrar en contacto con él en el momento de su destrucción, surgió un vestigio del viejo Primus. Mientras que la lógica, el derecho y la El multiverso estructurado una vez dictó cada una de sus acciones, una nueva directiva ahora inspira este fantasma metódico de orden: la destrucción de Tenebrous y de todos los seres similares del caos. Requisito especial: Primus refuses to appear before a binder already bound to Tenebrous. If the binder has bound to Tenebrous at any point in the past, Primus knows and requires that its sign be drawn in conditions of bright light. Manifestación: When Primus begins to appear, its seal seems to rise up as a floating platform and become a bronze gear with dozens of smaller cogs and mechanisms within, all whirring and clicking as they turn. A yellow glow shines up from the ground and through the gears, dimming slightly just before Primus appears in a burst of rainbow light. Primus mide 10 pies de altura sobre el engranaje flotante, la parte inferior de su cuerpo se funde con el resplandor que se eleva desde el suelo. De forma humanoide, el cuerpo sin género de Primus parece estar hecho de oro macizo. Primus permanece en silencio e impasible, sin decir nada, su rostro desprovisto de todos los rasgos. Cuando el aglutinante en finalmente decide decir algo, Primus habla de repente, su voz suena hueca y fría, "¿Quién convoca ¿Nosotros?" Una vez pronunciado, se abren dos agujeros en el rostro inexpresivo de Primus donde deberían estar los ojos, y cada vacío oscuro se derrama Un líquido negro por la cara de Primus. Donde fluye el líquido, el cuerpo dorado del vestigio chisporrotea en capas, como a través de las lágrimas de Primus queman su cuerpo. No importa cuán profundos crezcan los canales que crea esta oscuridad, Primus nunca se inmuta. Firmar: Dozens of small patches of skin on the binder's legs and arms become gold, silver, and bronze. These randomly placed metal plates take the shape of well-formed squares, equilateral triangles, hexagons, and other geometric shapes. These pieces of metal do not odder any bonus or inhibit the character in anyway. If removed, they revert to bloody flaps of flesh. Influencia: Primus shows its influence by making a binder ruthlessly practical. The binder evaluates all activities with an eye towards its ultimate goals, brooking no frivolity or distraction. Every action becomes a calculated move. In addition, Primus requires that the binder not knowingly break any law or disobey the direct order of any lawful authority. Habilidades otorgadas: Primus grants binders the ability to combat chaos, to gain benefit from orderly behavior, and to briefly access its ability to command all beings. Estructura Divina: If you perform the same actions on consecutive rounds in the same order, you gain a +1 competence bonus on all attacks, saves, and skill checks that round. For example, if you move and make a standard attack, and then in the following round move and make a standard attack, you would gain the bonus. If you move and make a standard attack and then in the next round 5-foot adjust and make a full attack, you would not get the bonus. Ataques legales: Your melee and ranged attacks are considered lawful for the purposes of overcoming damage reduction, and you deal +1d6 points of damage to any creature of chaotic alignment that you hit with a melee or ranged attack (included touch attacks, but not ranged touch attacks). Orden de Primus: You can order a creature within 100 feet to perform a specific action. The creature must be able to hear you, but it need not understand your language. Pick a command listed under the command spell when you use this ability. If the target fails a Will save, it performs the action. In addition, targets that fail their Will save cannot hear or see you for 1d4 rounds or until you attack it, treating you as though you are under the effect of invisibility and silence spells. Other creatures can perceive you normally. This ability is not language-based and can affect creatures even if they are immune to mind-affecting effects. Once you have used this ability, you cannot do so again for 5 rounds. RONOVE, LA DONCELLA DE HIERRO![]() Nivel de vestigio: 1st Enlace DC: 15 Requisito especial: Yes Ronove siguió siendo un misterio durante siglos, pero los eruditos ahora creen que fue una asceta humana que vivió hace más de dos mil años. Como vestigio, otorga a sus invocadores el poder de mover objetos a distancia, de golpear con la habilidad de un monje, de caer tan ligero como una pluma, y correr como el viento. Leyenda: Many binder scholars credit Ronove with laying the foundation for orders of monks, and indeed, her philosophies and abilities bear a strong resemblance to the training that monks now receive. In life, Ronove was a charismatic guru who taught that enlightenment comes from denial - first of the needs of the flesh, then of the perceived limits of reality, and lastly of the rules of reality. Her frequent demonstrations of power served to illustrate the validity of her ideas to others. She leapt from cliffs without harm, lifted boulders with her thoughts, and lived for months without eating or drinking. Aunque Ronove reunió muchos seguidores, ninguno de sus discípulos pudo lograr sus grandes hazañas. Algunos comenzaron a cuestionar sus métodos. Para probar la veracidad de sus enseñanzas, Ronove se recluyó en un ataúd de hierro, diciéndoles a sus estudiantes que la enterraran y la desenterraran solo cuando recibieran una señal de ella. Pasaron los años y no llegó ninguna señal. Uno a uno, sus seguidores perdieron la fe y la abandonaron. Al final solo quedaba uno. Desilusionado, desenterró el sarcófago oxidado, solo para encontrarlo vacío. Localizó a sus condiscípulos para contarles el milagro, pero nadie le creyó. Ronove y Su discípulo sin nombre se habría perdido en la oscuridad, pero su único y fiel seguidor inscribió su historia en las paredes de una caverna. El reciente El descubrimiento de esta inscripción explica los extraños poderes y la apariencia de Ronove. Requisito especial: Ronove's seal must be drawn in the soil under the sky. Manifestación: When Ronove manifests, the ground quakes, and a rusted iron sarcophagus erupts from the earth within her seal, shedding dirt and flakes of rust as it grates upward. The metal visage of a human woman is discernible on the lid. The metal bindings holding the lid closed burst in clouds of corroded metal, and the sarcophagus creaks open, releasing a tumble of human bones and noisome black liquid. Ronove does not speak to her summoner, but the visage on the lid smiles or frowns during the pact-making process. Firmar: The flesh of your face settles into a frown or a smile (a frown if you succeeded on your binding check, or a smile if you did not) and retains that general expression regardless of your actual feelings. This alteration to your visage does not affect your Charisma, Charisma-based skill checks, or others' ability to make Sense Motive checks against you. Influencia: Ronove's influence makes you think that others doubt your abilities and competence. Despite what anyone says, you feel the constant need to prove your worth. In addition, Ronove requires that you consume neither food nor beverages (including potions) for the entire time you remain bound to her. Habilidades otorgadas: Ronove gives you the power to fall any distance without harm, lift objects without touching them, and run like the wind. Hierro frío y ataques mágicos: Your melee attacks count as magic for the purpose of overcoming damage reduction. When you attain an effective binder level of 7th, your melee attacks also count as cold iron for the purpose of overcoming damage reduction. Mano lejana: As a swift action, you can lift and move an unattended object to which you have line of effect, as long as it is within 10 feet per effective binder level of your position. The force manipulating the object is considered Medium in size, and it has a Strength score equal to your effective binder level. During the swift action, you can move the object up to 5 feet per effective binder level. If the object weighs enough to constitute a medium or heavy load for an individual of the force's Strength, you can move it only half the normal distance. If the object to be moved would constitute a medium or heavy load for you, activating this ability is a move action. If the item could only be pushed or dragged by such a person (that is, it weighs up to five times the maximum load), you can move it just 5 feet per move action. The force cannot lift the object more than 5 feet off the ground. En cualquier ronda durante la cual no uses una acción rápida para manipular el objeto, pierdes el control del mismo. Nunca se puede mover un objeto fuera de la alcance de esta habilidad, y pierdes el control del objeto si te alejas demasiado de él o si una criatura lo toca. Solo se puede mover un objeto a la vez de esta manera. Alternativamente, puedes usar la fuerza telequinética para empujar a una criatura como una acción estándar. La fuerza inflige 1d6 puntos de daño al objetivo y inicia una embestida de toro, usando el modificador de Fuerza de la fuerza y agregando una bonificación de +2. Si la embestida alcista tiene éxito, el objetivo se mueve en el dirección que usted indique. Una vez que haya usado su mano lejana de esta manera, se disipa y no puede volver a usarla durante 5 rondas. Caída de plumas: You automatically fall as though under the influence of a feather fall spell. You can suppress or activate this ability as a standard action. Puños de Ronove: You gain the benefit of the Improved Unarmed Strike feat. Your unarmed strikes deal damage as those of a monk of a level equal to your effective binder level. This ability does not grant you any other abilities of a monk, such as flurry of blows. Carrera: You gain a +10-foot enhancement bonus to your base land speed. SAVNOK, EL INSTIGADOR![]() ![]() Nivel de vestigio: 2nd Enlace DC: 20 Requisito especial: Yes Savnok, que en su día fue un sirviente de los dioses, ahora otorga a sus invocadores la capacidad de usar armaduras pesadas, sacar flechas de la nada y ocupar el lugar de los aliados en combate, y causar heridas que no cicatrizan. Leyenda: Savnok lived before recorded history. His story contains about as much myth as it does fact, since the barrier between truth and fiction eroded long before the current age. According to the legend, Savnok served Hextor and Heironeous before the two half-brothers came to blows. The gods were charged with guarding their mother's arms and armor while she met with her lovers. Both Hextor and Heironeous were awed and tempted by their mother's implements of war, but neither son dared disobey his mother. Sin embargo, al ver sus deseos claramente escritos en sus rostros, Savnok ideó un medio para robar los artículos para sus amos. Confiar en su confianza en él, Savnok engañó a Hextor y Heironeous para que le permitieran proteger la armería de su madre. Pero una vez que su mirada se posó en la armadura de la diosa, Savnok no pudo resistirse a ponérselo. El solo hecho de tocar el metal lo embriagaba de poder. Después de ponérselo, supo que nunca podría quitárselo, así que huyó de los reinos divinos con la armadura divina. Hextor y Heironeous pronto se dieron cuenta de que su sirviente y la armadura habían desaparecido. Cuando buscaron Savnok, lo encontraron en guerra en el Plano Material. Dado que ninguna energía o arma mortal podía perforar la armadura de la diosa, Savnok había decidido se dedicó a labrarse un reino. Conmocionados por su traición y horrorizados por su propio fracaso en el cumplimiento de sus deberes, Hextor y Heironeous se presentó ante Savnok y le ordenó que renunciara a la armadura de su madre. Su antiguo sirviente respondió atacando, y aunque Él no podía hacerles daño, ni ellos podían hacerle daño a él. Heironeous voló hacia el cielo y arrancó rayos de las nubes para arrojarlos a Savnok, pero Hextor, dándose cuenta de que necesitaban armas deíficas para derrotó a la armadura, huyó de regreso a la armería de su madre. Allí, encontró un arco y agarró un puñado de flechas, luego regresó para encontrar a Heironeous sigue lanzando relámpagos con poco efecto. Hextor apenas tenía fuerzas para tensar el arco de su madre, pero lo hizo. Con cada flecha disparados, una docena de misiles cayeron para alcanzar Savnok. Aunque las flechas tenían poco poder detrás de ellas, atravesaron la armadura, y como Savnok Enfurecido por la injusticia que los dos dioses le habían hecho, murió desangrándose lentamente por docenas de pequeñas heridas. Cuando por fin Savnok yacía muerto, Hextor y Heironeous se quitó la armadura y debatió qué hacer a continuación. No solo no habían podido proteger la armería de su madre, sino que Hextor también había robado su arco y sus flechas. Fue Hextor quien sugirió que escondieran a Savnok y reemplazaran los objetos, dejando a su madre sin saberlo. A Heironeous no le gustó el pero quería proteger a su hermanastro. Al fin y al cabo, el robo de Hextor había resuelto un problema del que Heironeous era en parte responsable y evitó que Savnok causara aún más estragos en las tierras mortales. Juntos, los dos dioses escondieron la esencia de Savnok en un lugar que ni siquiera ellos podían alcanzar. Heironeous se ha arrepentido de esta decisión desde entonces. Requisito especial: To summon Savnok, you must have stolen something and made neither reparations nor apology for that act. Manifestación: The first sign of Savnok's manifestation is an arrow streaking out of thin air to strike something unseen above his seal. Then a dozen more arrows whistle into the seal, each one landing with a metallic ping. Trickles of blood spout into the air where the arrows hang, and as more strike home, the blood gradually outlines a heavily armored form that seems too broad and powerfully built to be human. Savnok's features are obscured by his plate armor and helm, as well as the rivulets of blood and the many arrows that pepper his body. When Savnok speaks, he spits out bitter words with a gravelly voice that seems heavy with resentment. Firmar: A piece of an arrow appears under your skin somewhere on your body. It looks as though your skin has healed over a broken-off arrow that had previously wounded you. The arrow deals no damage, but at times it causes you some discomfort. If removed, it disintegrates immediately, and another appears somewhere else on your body. Influencia: Savnok's influence makes you headstrong and recalcitrant. Once you make up your mind about a particular issue, very little can change your thoughts on the matter. In addition, whenever you don armor, employ a shield, or wear any other item that improves your AC, Savnok requires that you not remove that protection for any reason. Habilidades otorgadas: Savnok grants you abilities associated with his death and the command of allies' positions. Llamar armadura: At will as a full-round action, you can summon a suit of full plate armor, which appears about your body. As you attain higher effective binder levels, the armor's quality improves, as given on the following table.
Puedes despedir la armadura con otra acción de ronda completa. Dominio de la armadura pesada: You are proficient with heavy armor. Mover aliado: You can instantly swap positions with any visible willing ally within 5 feet per two effective binder levels of your position. Objects carried by you or your ally (up to the maximum load for each) go along, but creatures do not. The movement is instantaneous and does not provoke attacks of opportunity. Using this ability is a standard action at first, though at 7th level you can use it as a move action, and at 13th level you can use it as a swift action. Once you have used this ability, you cannot do so again for 5 rounds. Armadura de Savnok: While wearing your called armor, you can ignore some of the damage from attacks by nonpiercing weapons. When you first gain the ability to summon Savnok, this ability gives you damage reduction 1/piercing, and the value improves by +1 for every four effective binder levels you possess. Thus, you have damage reduction 2/piercing as a 4th-level binder, damage reduction 3/piercing as an 8thlevel binder, and so forth. When your effective binder level reaches 13th, your damage reduction can be overcome only by attacks that are both magic and piercing. SHAX, HERMANA DEL MAR![]() Nivel de vestigio: 6th Enlace DC: 26 Requisito especial: Yes Otro gigante entre los vestigios, Shax da a sus invocadores la capacidad de nadar como peces, de reírse de los rayos, de escabullirse de cualquier atadura, y para golpear a los enemigos como un rayo. Leyenda: Shax once ruled over storm giants as a goddess of the sea. She was born to Annam, the greatest of all giant gods, without his knowledge. Because he was prone to blind spots in his omniscience, Annam could not hear the giants' prayers when they mentioned Shax, nor could he see her many cruelties to them. He realized that some problem might exist only when the storm giants started battling the other giant kinds, claiming their caves, clouds, hills, frosty mountains, and volcanic peaks as storm giant territory. When Annam asked them why they had attacked their fellow giants, the storm giants pointed to the sea. Annam's blind spot still prevented him from perceiving Shax, so he sent his son Thrym to take care of the problem. Thrym, dios de los gigantes de hielo, estaba ansioso por detener las incursiones de los gigantes de la tormenta en las tierras de sus seguidores, por lo que tomó su hacha y saltó a la tierra. el mar. Allí conoció a su hermana Shax por primera vez. Thrym la encontró a la vez hermosa y terrible. Le ofreció casarse con ella si ella llamaba al gigantes de la tormenta para volver al mar. Sin embargo, Shax no quería saber nada de eso, así que los dos pelearon. Al final, Thrym ganó, decapitando a Shax con un golpe limpio de su hacha, pero no antes de que ella hubiera arañado algunos trozos de su carne con sus uñas. La fuerza del espíritu de Shax le dio el poder de resistir la atracción del Plano Astral, ese cementerio de los dioses, por lo que se convirtió en un vestigio. En cuanto a Thrym, aún vive, pero los pedazos de su cuerpo frío que su hermana le quitó se han convertido en icebergs que flotan en el mar como recordatorios constantes de la deuda de los Gigantes de la Tormenta con él. Requisito especial: Debes dibujar el sello de Shax a la vista de un estanque, arroyo o cuerpo más grande de Agua. Manifestación: Shax first appears as a semitransparent female storm giant standing 20 feet tall. Her drenched, violet-skinned body is clad in a gold breastplate and black tunic, both of which drip seawater on the ground. After she manifests, Shax smiles, and her head inclines as though acknowledging her summoner, but it continues to dip until it tumbles off her neck. The body vanishes even as the falling head becomes more solid. It strikes the ground upside down with a wet thump, its face turned away from her summoner. For a moment the head just sits there, but then the wet black hair coalesces into thick cords that press against the earth, lifting it up. Walking on her hair tentacles in a spiderlike manner, Shax turns around to face her summoner, glaring balefully with her yellow eyes. In a shrill voice, Shax demands to know who has summoned her. Firmar: A scar appears around the circumference of your neck, as though your head had been lopped off and then returned to your body to heal. Influencia: While under Shax's influence, you become possessive and stingy, particularly about territory - be it actual land or simply a room in an inn. In addition, her influence requires you to demand compensation for any service rendered and to tax any use of your territory. However, you can accept nearly any item of value - be it material goods or a service - as payment. Habilidades otorgadas: Shax grants you the swimming skill of a fish and the ability to strike foes with sonic force and electricity. She also gives you immunity to electricity and allows you to move freely despite restraints. Libertad de movimiento: As a swift action, you can give yourself the ability to ignore restraints. This effect functions like the freedom of movement spell, except that it lasts only 1 round. Once you have used this ability, you cannot do so again for 5 rounds. Inmunidad a la electricidad: You gain immunity to electricity damage. Golpe de tormenta: As a swift action, you can charge a melee attack or melee touch attack with electricity and sonic power. Your next melee attack deals an extra 1d6 points of electricity damage and 1d6 points of sonic damage. If the attack misses, that use of storm strike is wasted. Velocidad de nado: You gain a swim speed equal to your land speed. You can move through water at your swim speed without making Swim checks, and you gain a +8 racial bonus on any Swim check made to perform some special action or avoid a hazard. You can always choose to take 10 on a Swim check, even if distracted or endangered. You can also use the run action while swimming, provided you swim in a straight line. TENEBROSO, LA SOMBRA QUE FUE![]() Nivel de vestigio: 4th Enlace DC: 21 Requisito especial: Yes Tenebrous, una vez un poderoso príncipe demonio, ofrece dominio sobre la oscuridad y la muerte. Leyenda: The great demon lord Orcus has long sought divinity. Some years ago, for a brief period, he actually attained it. Slain and resurrected by a surge of negative energy, the corpulent demon arose as the gaunt Tenebrous, a god of darkness and undeath. For a time he traveled the planes in this form, slaying other gods in his quest to gain more power. His ultimate goal was to reincarnate himself yet again because he wished to be a god as Orcus, not Tenebrous. Some say he was thwarted by a band of mortal heroes, but whatever the cause, his grand plan failed. Orcus did indeed rise again, but as the demon prince he once was, not as a god. La verdadera divinidad nunca puede desvanecerse por completo. Los jirones del poder divino que Orcus derramó permanecieron intactos. Menos que un dios, pero aún así divino, este pedazo de La esencia flotaba en el vacío entre los planos hasta que una vez más se fusionó en una amarga sensibilidad. Por lo tanto, Tenebroso existe como un pálido reflejo de Lo que una vez fue, una sombra de sombra. Requisito especial: You must draw Tenebrous's seal at night or in an area of deep shadow with little or no daylight exposure. Manifestación: Upon completion of the rite to summon Tenebrous, the summoner's shadow shifts to fall across the seal. Even if the rite occurs in complete darkness, the shadow is visible as a darker spot in the blackness. Once the shadow crosses into the seal, an inky humanoid form - impossibly gaunt, holding its limbs at disjointed angles - rises from it. The voice of Tenebrous is a whisper in the wind, almost impossible to hear, yet laden with unmistakable meaning. Firmar: You seem to be standing in shadow even on the brightest day. Furthermore, your own shadow never extends more than a few feet from your body, even if the ambient light suggests that it should be much longer. This effect does not grant you concealment. Influencia: While influenced by Tenebrous, you are filled with a sense of detachment and an aching feeling of loss and abandonment. Tenebrous requires that you never be the first to act in combat. If your initiative check result is the highest, you must delay until someone else takes a turn. Habilidades otorgadas: Tenebrous grants you power over undead and shadows. He gives you the ability to chill your foes. Oscuridad más profunda: You can cloak an area in shadows as though using the deeper darkness spell (caster level equals your effective binder level), with the following exceptions. The effect is always centered on you, it has an unlimited duration, and you can shift the range of the emanation (within the normal range) up or down 10 feet as a move action. You can suppress or activate this ability as a standard action. Ver en la oscuridad: You can see perfectly through darkness of any kind, even that created by a deeper darkness spell (or your deeper darkness ability). Toque del vacío: As a swift action, you can charge a melee attack or melee touch attack with cold energy. Your next melee attack deals an extra 1d8 points of cold damage, plus 1d8 points of cold damage for every four effective binder levels beyond 7th that you possess. When you attain an effective binder level of 11th, you can charge your weapon for an entire round. Once you have used this ability, you cannot do so again for 5 rounds. Turnar/Reprender a los muertos vivientes: You can turn or rebuke undead as a cleric of your effective binder level. As with a cleric, you turn if you are good and rebuke if you are evil. If you are neutral, you choose whether to turn or rebuke upon binding with Tenebrous and cannot later change your mind. If you have the ability to turn or rebuke undead from other classes, your levels in those classes stack with your effective binder level for the purpose of determining your turning ability. Once you have used this ability, you cannot do so again for 5 rounds. Vaso de la vacuidad: You can use the flicker shadow magic mystery as a supernatural ability once per day. At 13th level, you can use this ability two times per day, and at 19th level, you can use it three times per day. TKHALUULJIN, EL CEFALOPOCALIPSISNivel de vestigio: Epic Enlace DC: — Requisito especial: No Tkhaluuljin, una gigantesca entidad alienígena parecida a un calamar, viajó por los planos, devorando todo lo que bloqueaba su camino. Eso no era malévolo; más bien, era la encarnación del hambre pura, la necesidad insaciable de consumirlo todo. Cuando atas a Tkhaluuljin, proyectas un aura de locura, obtienes habilidades excepcionales de vuelo, puedes aturdir enemigos, y puede invocar una esfera de aniquilación. Leyenda: No one knows where Tkhaluuljin came from. In the language of the gith, its name roughly translates as "living armageddon." Scholars of planar lore believe that it may have emerged from some sort of rift or black hole and that it is a being of pure nihilism that serves no purpose beyond indiscriminate destruction. Cuando Tkhaluuljin intentó devorar la tierra conocida como Gaia, no esperaba que esta tierra fuera diferente a los demás. Nunca pensó realmente en lo que estaba comiendo. Luego, mientras devoraba esa tierra, Ya no podía controlar su vuelo, por lo que se desplomó en el océano, donde fue destrozado desde adentro. Cuando Finalmente explotó en una supernova, destruyó todo en un radio de cientos de kilómetros. Manifestación: When Tkhaluuljin manifests, a black rift opens in the air, absorbing all light in the area. All the matter in the area - trees, rocks, plants, animals, and even people - appears to get sucked into the portal. A strange slurping sound begins, followed by a flash of dark magenta light. When the light dissipates, the tentacle-mawed head of an enormous squidlike creature emerges, followed by a bulbous translucent body. As the rear half of the creature emerges from the rift, dark magenta light flashes again. When the light dissipates, you see the rift hurtling toward you, imbuing you with the essence of destruction. Firmar: Your veins appear spidery and more pronounced, emitting a pulsing magenta light. Influencia: You can never pass up the opportunity to eat. This does not require you to eat food that you would normally consider inedible, but you must consume 5 times the amount of food you would normally eat when not bound to Tkhaluuljin. Habilidades otorgadas: While bound to Tkhaluuljin, you can project an aura of madness, fly with incredible speed and accuracy, release a blast of stunning energy, and summon a dreaded sphere of annihilation. Aura de locura: As a standard action, you can project a 10-foot aura that drives others mad. All living creatures who pass within the aura must make a Will save or become confused for 1 round per 5 caster levels you possess. A creature that makes its saving throw cannot be affected by this power for 24 hours (though that creature can still be affected by another binder's use of this power or by other forms of confusion). This is a mind-affecting effect. You can suppress this ability as a standard action. If you suppress this ability, you must wait 5 rounds before you reactivate it. Vuelo del alienígena: You can fly extremely fast and with perfect accuracy, gaining a fly speed of 150 feet with perfect maneuverability. You also gain the Flyby Attack, Hover, and Wingover bonus feats. Your flight is graceful, but alien since it consists of a series of bizarre angles and undulating arcs. Explosión mental: You can release a 120-foot-cone mind blast effect. Anyone caught in the cone must succeed on a Will save or be stunned for 12 rounds. You must wait 5 rounds between uses of this ability. Esfera de aniquilación: You can summon a sphere of annihilation as a full-round action. You can use it for a total number of rounds per day equal to your effective binder level, though these need not be consecutive. You can use your Charisma modifier on your control check in place of your Intelligence modifier if you wish. You can use a talisman of the sphere to augment your abilities as normal (and the sphere doubles your Charisma modifier instead of your Intelligence modifier should you choose to use Charisma for control checks). You must still make control checks to control the sphere as normal though you are immune to the effects of a sphere you summon. This does not protect you from spheres summoned by others. If you summon the sphere, you cannot summon it again for 5 rounds (regardless of the number of rounds you used it). LA TRÍADANivel de vestigio: 6th Enlace DC: 26 Requisito especial: Yes La Tríada es una gestalt de tres dioses olvidados de una civilización perdida de los místicos. Dan a los aglutinantes acceso tanto a habilidades marciales como a Rasgos de búsqueda de la historia. Leyenda: Once long ago, a civilization of psionic mystics may have been the genesis of much of the known psionic knowledge. Their legacy spanned multiple worlds and planes due to their "glittering portals" that allowed instantaneous travel from city to city and plane to plane. Unfortunately, the very gates that allowed them to rise to greatness also doomed them to darkness. The gates functioned by passing through the Plane of Shadow and, over time, the shadows leaked into the gate and then into the travelers. Eventually, darkness consumed the mystics' cities one by one, and many of the mystics themselves became shades. Even the gods of the mystics started to be consumed by shadow. Gorn, el dios del conocimiento; Rujsha, la diosa de la justicia; y Mintar, el dios de la batalla, fueron los tres últimos dioses de los místicos, y se encontraron perdiendo a todos sus adoradores en las sombras. Cuando las sombras comenzaron a tirar de ellos, decidieron que solo tenían una forma de salvarse. Combinaron sus esencia en un solo ser, y mientras los salvaba de las sombras, los condenaba a la existencia como un vestigio. Requisito especial: The Triad will not bind with someone with any connection to the Plane of Shadow, whether that's by feat, class abilities, or any other association. Manifestación: A glowing purple jade statue rises from the seal. As it rotates, it changes form from a young man with spectacles reading a book (Gorn), to a motherly woman with her eyes covered by bandages (Rujsha), to a man in armor holding his sword in a salute (Mintar). They continue each other's sentences, but the style of their speech does change with who is speaking (see Influence). Firmar: Your facial features alter slightly each hour you are bound to the Triad; they shift from a young man's inquisitive face to a woman's concerned features to a bearded masculine face and back again. Influencia: Your mental aspect shifts to match the face that is currently your sign. As Gorn, you are inquisitive and use many words - some would say too many. As Rujsha, you are caring and motherly, speaking to others as if they were children. As Mintar, you are honor-bound and slightly combative in manner. When your path crosses that of one influenced by shadow, the gestalt insists that you either face that being first when in combat or avoid that being (and any effects or assistance the being may wish to provide) outside of combat. Habilidades otorgadas: While bound to the Triad, you gain a range of abilities that represents the essence of their former separate beings. Bendición psiónica: You gain 15 power points when you bind to the Triad. These are added to your pool of power if you already possess psionic power, or they create a pool and you become a psionic creature for the duration of this binding. Conocimiento de Gorn: Llamar a la mente: Obtienes acceso al poder psiónico que te trae a la mente mientras dure la vinculación. Es posible que Manifiesta el poder como lo haría un psion y como si fuera un poder conocido por ti. Puedes aumentarlo como un psion Normalmente podría, sustituyendo su nivel de aglutinante efectivo en lugar del nivel de manifestador. Bonificación de Psicraft: Obtienes una bonificación de +5 en las pruebas de Psicraft, y puedes hacer pruebas de Psicraft como si fueras entrenado, incluso si no tienes rangos en esa habilidad. Conocimiento bárdico: Puedes usar el conocimiento bárdico como si fueras un bardo, pero para determinar tu bonificación, usa tu nivel de carpeta efectivo en lugar de tu nivel de bardo. Cualquier bonificación basada en el nivel para los bardos que sepan que sea Lo que se obtiene de otras fuentes se acumula con la bonificación obtenida del nivel de carpeta efectivo. La justicia de Rujsha: Empatía: Obtienes acceso al poder psiónico de la empatía durante la duración de la vinculación. Ustedes pueden manifestar el poder como lo haría un psion y como si fuera un poder conocido por ti. Puedes aumentarlo como un psion normalmente podría, sustituyendo su nivel de aglutinante efectivo en lugar del nivel de manifestador. Bonificación de Diplomacia: Obtienes una bonificación de +5 en las pruebas de Diplomacia. Golpear el mal: Tres veces al día, puedes intentar golpear a una criatura malvada con un solo ataque cuerpo a cuerpo. Tú añade tu bonificación de Carisma (si la hubiera) a la tirada de ataque e inflige 1 punto extra de daño por cada aglutinante efectivo nivel. Si accidentalmente golpeas a una criatura que no es malvada, el intento no tiene ningún efecto. Una vez que haya utilizado este habilidad, no puedes volver a hacerlo durante 5 rondas. Honor de Mintar: Detectar intención hostil: Obtienes acceso al poder psiónico para detectar intención hostil durante la duración de la encuadernación. Pueden manifestar el poder como lo haría un psion y como si fuera un poder conocido por ustedes. Es posible que Aumentarlo como lo haría normalmente un psión, sustituyendo su nivel de Carpeta efectiva en lugar del nivel de Manifestador. Bonificación de Motivo de Sentido: Obtienes una bonificación de +5 en las pruebas de Motivo de Sentido. Dominio de armas: Obtienes competencia en todas las armas simples, marciales y exóticas. VANUS, EL VILIPENDIADONivel de vestigio: 6th Enlace DC: 29 Requisito especial: Yes Odiado desmesuradamente por sus pecados, el sonriente Vanus sigue siendo un enigma para los aglutinantes. Vanus proporciona a los aglutinantes la capacidad de asustar y castigar a los enemigos más débiles, escuchar el mal con una percepción extraña y liberar a los aliados de Restricciones. Leyenda: Legend remembers Vanus by many epithets: the Betrayer, the Craven One, the Foul Prince, the Maggot, the Fearmonger, and even the Hellbringer. Binders simply call him the Reviled One. The hatred traditionally heaped upon Vanus seems out of proportion to his faults, a mystery that binders have yet to unravel. La historia de Vanus comienza en un gran reino, un imperio pacífico que existió mucho antes de la era actual. La leyenda humana atribuye el reino a los enanos, mientras que la historia de los enanos de Vanus afirma que los elfos son eso gobernantes del reino. La mitología élfica no reclama a Vanus, sino que relata que el reino pertenecía a un pueblo alambique. La raza más antigua ahora ha desaparecido en gran medida del mundo, similar a los titanes. A pesar de esta diferencia y de otras variaciones, los fundamentos de la historia siguen siendo los mismos. El antiguo reino prosperó en paz durante años debido al mal que mantenía atrapado en su corazón. Antes de que el Los fundadores de esa gran nación libraron una terrible batalla contra un poderoso demonio (como un balor o demonio del foso). Aunque no pudieron matar a su enemigo, lograron atraparlo bajo la tierra. Para Para estar seguros de que podían mantener a raya a su enemigo, construyeron un castillo en ese terreno impío. Ese castillo se convirtió en la capital de su reino. Mientras la bondad fluía de aquella fortaleza, el mal permanecía allí, siempre vigilante, siempre esperando. Los líderes de El país colocó una guardia continua en la mazmorra en la que el demonio permanecía atrapado, receloso de cualquier intento para escapar. Durante siglos permaneció así, hasta la fatídica noche en que Vanus asumió el cargo de guardián. Vanus era un príncipe vanidoso del reino, egoísta y obsesionado con la frivolidad. Castigar al príncipe por una Ante la vergüenza que le causaba su petulancia, el rey ordenó a Vanus que sirviera con los guardias de la mazmorra durante la fiesta para celebrar el cumpleaños de la monarca. En lo profundo de los pasillos oscuros y húmedos, Vanus decidió ignorar el parloteo de los guardias y esforzarse por escuchar el ruido de la celebración de arriba. Podía oír poco, solo los tonos distantes de la música puntuada por la risa. Mientras escuchaba, el sonido de una voz se convirtió en Claro. Un orador profundo e imponente estaba diciendo algo que Vanus no podía discernir del todo. Como Vanus Al acercarse a la puerta de la prisión del demonio, la voz se hizo aún más clara, y Vanus se movió así más allá de la guardias y acortó la distancia hasta el antiguo portal. Cuando Vanus acercó el oído a la puerta, oyó una voz como ninguna otra, y lo que le decía le aterrorizaba. Vanus salió corriendo de la mazmorra gritando que el demonio estaba escapando. Los guardias, sabiendo que no eran como Los héroes de antaño, y al ver al príncipe del reino en pánico, también huyeron. El príncipe corrió a través de la fiesta, despotricando sobre su inminente perdición, y pronto todo el castillo estaba siendo evacuado. El pánico se extendió por todo el campo, y la gente luchó entre sí en su prisa por escapar. Estallaron batallas entre familias y pueblos, y los ciudadanos de ese antiguo reino dejaron sus tierras devastadas por la guerra ruina. En los conflictos que siguieron, la gente olvidó la causa original de su partida y se centró en su Nueva enemistad. El reino se disolvió, el castillo cayó en ruinas y el demonio se rió en su prisión. Algunas leyendas dicen que el demonio se liberó, y los dioses maldijeron a Vanus por su credulidad y cobardía. Otros dicen que Vanus regresó y liberó al demonio, y los dioses lo maldijeron por este mal. Todavía otras leyendas afirman que Vanus se convirtió en el fomentador de guerras y criador de terror, asumiendo el lugar en el cosmos, quedando aprisionado por sus miedos incluso cuando la maldad del demonio se extendía más allá de los muros de la muerte. la mazmorra. Requisito especial: Vanus will not appear before a binder if his seal is drawn within sight of a doorway or window of any kind. If such apertures can be hidden from view, Vanus submits to being summoned, but the moment Vanus sees a door or window, he shrieks and vanishes in a gout of blue flame. Should the binding attempt be aborted in this manner, Vanus will not appear before the binder for three days. Manifestación: Vanus appears in his seal as though stepping down from a carriage not visible to the binder. He always takes the form of a handsome male member of the binder's race, dressed in fine clothing as a person of wealth and privilege. Vanus smiles and bows low to his summoner, but when he rises, his visage will have changed. Vanus then appears demonic, with six black horns growing from his face, and his skin covered in dark boils that swim with maggots. Blood wells up in his eyes like tears and pours down his smiling face to where he licks his lips. In this form, Vanus again bows. When he rises once more, he retains his demonic body and awaits his summoner's pleasure. Firmar: When a binder makes a pact with the Reviled One, a boil appears on his body. Within the ruddy fluid in this boil swims a maggot. Should the boil be broken, the maggot slides swiftly across the binder's body, eluding any attempt to catch it, and digs again beneath the skin. Before the original boil can scab over, another grows and the maggot appears within. Only by ending the pact with Vanus can the binder be rid of the foul insect and the disgusting homes it makes for itself. Influencia: Under the influence of Vanus, you take every opportunity to revel. Even small victories seem like cause for grand celebrations, and if you're happy, you want everyone around to share your joy. If you see others in the act of celebration, you must join in. If you achieve victory in combat, you must immediately spend a full-round action crowing about your triumph. Habilidades otorgadas: Vanus grants you tremendous hearing, the ability to foment fear by your presence alone, skill at fighting foes weaker than yourself, and the power to free allies from imprisonment. Aura de miedo: Enemies that you are aware of who come within 10 feet must succeed at a Will save (DC 10 + 1/2 effective binder level + Cha modifier). Those who fail are either shaken or frightened; you decide which for each. Foes remain shaken or frightened for a number of rounds equal to half your binder level. Creatures that fail the save must roll again if they again come within 10 feet after the duration expires, but not before. A creature that makes its save against this ability need not make another save for 24 hours. This is a mindaffecting fear effect. Aliado gratuito: You may designate any ally within 5 feet per binder level to gain the benefits of the freedom of movement spell or the gaseous form spell. The ally may also take an immediate move action that it can only use to move (and not to draw a weapon, etc.). The benefits the ally gains apply only during your turn. Thus, at the end of your turn, the ally reverts to its natural form. You can instead use this ability to free a creature from an imprisonment spell or Halphax's imprison ability if you witnessed its imprisonment. You cannot use this ability on yourself. Once you have used this ability you cannot do so again for 5 rounds. Noble desdén: When attacking a foe of fewer Hit Dice than yourself with a ranged or melee weapon, you deal +1d6 points of damage. Orejas de Vanus: Being bound to Vanus grants you a +5 bonus on Listen checks. This bonus increases to +10 if the creature making the noise is evil. ZAGAN, DUQUE DE LA DECEPCIÓN![]() Nivel de vestigio: 6th Enlace DC: 25 Requisito especial: Yes En la cúspide de la deificación, Zagan perdió todo por lo que había trabajado. Como vestigio, ofrece a sus invocadores el sentido del olfato de una serpiente, el poder de hacer que un enemigo huya de su presencia, la capacidad de inmovilizar a un oponente y habilidades de combate más efectivas contra serpientes y de su calaña. Leyenda: When dwarves had yet to tunnel into their mountains and elves first walked beneath the boughs of trees, Zagan ruled over thousands. A lord in a great yuan-ti empire, he had power over hundreds of his own kind, who in turn controlled the lives of thousands of humanoid slaves. Zagan built himself up as a god to these slaves, using the yuan-ti as his emissaries to communicate with the uneducated masses over which he held sway. Con el tiempo, el poder de Zagan se volvió tan grande que en realidad aspiraba a convertirse en un dios. Buscó y finalmente descubrió los medios para alcanzar su objetivo: un Gran ceremonia en la que él y su Yuan-ti reunían a todos sus adoradores y los mataban. A la hora señalada en la noche señalada, Zagan reunió a todo su pueblo para celebrar su gloria. Podía sentir que su adoración lo fortalecía, y con cada minuto que pasaba ganaba fuerza y sintió que su conciencia se ensanchaba. Entonces Zagan hizo sonar el gong que señalaba el ataque, y él y sus sirvientes yuan-ti cayeron sobre los esclavos, matándolos con salvaje abandono. Al principio, Zagan pensó que era glorioso, pero luego sintió que sus nuevos poderes comenzaban a disminuir. Con cada vida que aplastaba, se sentía un poco más mortal. Zagan intentó cancelar la ceremonia, pero en el caos de la masacre, el otro yuan-ti no pudo escucharlo. De repente, una espada atravesó El pecho de Zagan por detrás. Mientras miraba la espada ensangrentada, una voz sibilante le susurró al oído: "¡La Serpiente del Mundo te desea bueno". Un clérigo de su propio pueblo había engañado a Zagan para que arruinara sus posibilidades de convertirse en dios en la víspera de su apoteosis. En un momento dado En algún lugar entre la divinidad y la mortalidad, Zagan pasó al vacío. Requisito especial: You must kowtow before Zagan's seal, prostrating yourself and addressing him as a deity. Manifestación: When Zagan begins to manifest, several snakes appear in a heap in his seal. The snakes then slither apart and rise upright along the lines of the seal. Then the crown of a head appears, with baleful eyes glowering. An ogrelike head slowly reveals itself, and after another moment, shoulders and arms appear, to which the snakes are attached. Zagan then uses his powerful arms to pull the rest of his body from the ground, revealing a long, serpentine form instead of legs. He reaches toward his summoner hungrily, his mouth gaping open in a feral grin, but the snakes on his body turn toward him and hiss, causing him to flinch backward. The brooding Zagan then addresses his summoner while calming the snakes. Binder scholars say that the snakes on his body are his most loyal lieutenants, who were killed on the night of Zagan's murder and dragged with his soul into a vestige's existence. Firmar: You gain a lisp and can't help but speak in a sibilant manner. Influencia: While influenced by Zagan, you become domineering and aggressive. Zagan requires that you slay any snake or snakelike being you meet, and deface any representations of snakes or snakelike beings other than Zagan that you find. Habilidades otorgadas: Zagan grants you a snake's ability to detect creatures by scent, the ability to grapple and constrict as a snake, increased combat ability against snakes and their cousins, and the power to cause your foes to avoid your mere presence. Aversión: As a standard action, you can create a compulsion effect targeting any creature within 30 feet. The target must succeed on a Will save or gain an aversion to you, snakes, and yuan-ti for 5 rounds. An affected creature must stay at least 20 feet away from you or any snake or yuan-ti, alive or dead; if already within 20 feet, the target moves away. Any subject unable to move away or attacked by you, a snake, or a yuan-ti is overcome with revulsion. This revulsion reduces the creature's Dexterity score by 4 points until the effect wears off or the subject is no longer within 20 feet of you. This ability is otherwise similar to the antipathy spell, with a caster level equal to your effective binder level. Aversion is a mind-affecting compulsion ability. When you use this power, a ghostly image of Zagan manifests around your body and speaks your command with you before vanishing. After using this ability, you must wait 5 rounds before using it again. Garra mejorada: You gain the benefit of the Improved Grapple feat. In addition, you are considered to be of Large size for the purpose of making grapple checks, and damage you deal with a successful grapple check to a grappled foe is lethal damage. Olor: You gain the scent special quality. Estrechar: You gain a giant constrictor's ability to crush the life from its prey. You deal damage equal to 1d8 + 1-1/2 × your Str modifier with a successful grapple check, in addition to your normal unarmed damage (typically 1d3 + Str modifier for a Medium humanoid and 1d2 + Str modifier for a Small humanoid). Perdición de serpientes: Zagan's hatred for snakes, yuan-ti, and all snake-like creatures gives you improved combat prowess against their kind. You gain a +2 bonus on melee attacks against snakes, snakelike creatures (such as nagas or yuan-ti), or creatures with a natural poison attack, and you deal an extra 2d6 points of damage against such foes when making melee attacks. This damage also applies when you make a grapple check to deal damage against a snake or snakelike enemy, in addition to dealing your normal unarmed damage and your constrict damage. ZCERYLL, EL ENGENDRO ESTELARNivel de vestigio: 6th Enlace DC: 25 Requisito especial: No Zceryll era una hechicera mortal que se comunicaba con poderes alienígenas del reino lejano. Se obsesionó con la inmortalidad, buscando a los seres alienígenas con la esperanza de conocer sus secretos eternos. Cuando murió, se convirtió en un vestigio horriblemente retorcido, siempre buscando volver a entrar en los Reinos a través de numerosos artefactos que dispersos por todo el mundo. Zceryll te otorga la capacidad de transformar tu cuerpo y mente en una forma alienígena, otorgándote telepatía, resistencia a los efectos relacionados con la locura, la capacidad de invocar pseudonaturales criaturas, y el poder de desatar rayos de pura locura. Leyenda: Thousands of years ago, an alienist sorceress known as Zceryll learned bizarre powers in a fight to defend herself against oppression. She was promised untold power by strange, alien beings known as starspawn from beyond the world. All she had to do was to create portals to summon them. Zceryll creó los portales e invocó a los engendros estelares en su ayuda. Ella se defendió de ella opresores, encontrando un nuevo propósito en su vida. Viajó por el mundo, creando muchos portales para ella maestros y objetos de su propia invención. Zceryll no era consciente del lento efecto corruptor que el engendro estelar tenía en ella. Para cuando se dio cuenta Algo andaba mal, era demasiado tarde para cambiar. Eventualmente, su cuerpo se impregnó de poder alienígena que se convirtió en uno de ellos. Cuando su vida llegó a su fin, era una vieja bruja retorcida y amargada. Sintió No había logrado nada y se obsesionó con la juventud. Cuando se le acabó el tiempo, su alma se desvaneció en los reinos lejanos, y ella se convirtió en un vestigio. Como vestigio, Zceryll, ahora una entidad alienígena fantasma retorcida, busca ejercer la mayor influencia posible sobre los Reinos como sea posible. Ella ha susurrado pistas a aquellos que la atan en un esfuerzo por guiarlos a la ubicación de artefactos y objetos que creó, como el cetro de hueso de Zceryll (en el Pozo de los Dragones), el engendro estelar el cetro, las esferas aberrantes, el caleidoscopio de sangre negra y la vara de Taupanga. Manifestación: The area in and around the seal fills with thousands of tiny circular mirrors. A beautiful human woman is reflected in all of the mirrors, yet something is off about her features. After a few seconds, a scream is carried on the air and the image of the woman changes into a hideous mass of writhing tentacles. The mirrors then shatter, covering the floor with beautiful but alien patterns of glass that hurt the mind and cause the nose, mouth, eyes, and orifices to bleed black blood. Firmar: Your eyes appear as circular mirrors. In your peripheral vision, all other living creatures appear twisted, covered in tentacles, extra eyes, and vestigial organs. Influencia: 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. Habilidades otorgadas: 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. Forma alienígena: While bound to Zceryll, you gain the pseudonatural template. Mente alienígena: 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. Relámpagos de locura: 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. Invocar alienígena: 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. Telepatía: You gain the telepathy ability with a range of 100 feet and the Mindsight feat. ZURIEL, EL DIOS DE BRONCENivel de vestigio: Epic Enlace DC: — Requisito especial: Yes Zuriel fue una deidad justa de la guerra que sacrificó su vida y su divinidad en vano Cuando Githyanki invadió su tierra. Zuriel te otorga la capacidad de Aumenta tu destreza en la lucha, emplea poderosos efectos de fuerza con el velocidad de pensamiento, fortalece tus pactos y absorbe el daño sufrido por Aliados. Leyenda: Zuriel was the deity of just and reasoned war, a stalwart force that spoke for and defended the people of his land. When the githyanki invaded the land after reawakening long-dormant portals, Zuriel organized the defensive front. During the war, thousands of citizens and several gods perished under the assault of the elder evils, but it was not enough. Zuriel was the last defense between the innocent citizens and slavery to the Lich Queen. He sacrificed his divinity and his life to create a force field that would block the invaders, but during the ritual, he was overcome by the githyanki and the land was taken. It was too late to halt the ritual, and his life force dissipated into the ether. Since his death and dissolution, he has been a frustrated and resentful vestige, but he still possesses a basic sense of decency and kindness. This paradox carries to any who bind him. Requisito especial: You cannot bind Zuriel if you are evil-aligned. Manifestación: When Zuriel manifests, a 10-foot-tall, bronze-skinned, male figure with a perfect, athletic body stands before you. He wears an expression of proud dignity, as if he is ready for some momentous occasion. Suddenly, he looks up, seeing images of githyanki riding yrthaks, and screams. The bronze covering his body shatters, revealing an athletic mortal, his heart pierced by a githyanki arrow. He leans forward and whispers in your ear, "Do not let the city fall," then topples over dead. Firmar: Your skin takes on a bronze sheen, your muscles expand and tighten, you appear more athletic overall, and your posture changes as you hold your carriage proud and upright. Influencia: You must always intercede on the behalf of innocents when their lives are threatened. You also must slay githyanki on sight and hunt them down whenever the opportunity presents itself. You never retreat from a fight if you feel that leaving it would endanger innocents. Habilidades otorgadas: When you bind Zuriel, you can become a skilled warrior, employ powerful force effects, enhance your existing pacts, and absorb the wounds of your allies. Cuerpo de bronce: You can employ a Tenser's transformation effect for a number of rounds per day equal to your effective binder level. Activating this ability requires a swift action that can be spent only at the beginning of your turn before you do anything else. You can split the duration into multiple uses, however you desire. You can end the effect as a swift action that must be spent at the beginning of your turn before you do anything else. If you end this effect, you must wait 5 rounds before beginning it again. Velocidad de pensamiento contundente: You can create several powerful force effects with the speed of thought. You can use a quickened empowered maximized magic missile, quickened wall of force, or quickened force cage as the spells of the same names. If you use this ability, you must wait 5 rounds before using it again. You can only have one of these effects in place at a time. For example, if you have employed a wall of force, you can't use the other two abilities until the spell's duration elapses or you have dismissed its effect. You cannot use this ability while under the effects of the bronze body ability. Fortificación del Pacto: Zuriel intensifies the bonds you've forged when making pacts. All benefits you receive from pact augmentation abilities are doubled. Thus, if you have selected +5 hit points three times, you receive +30 extra hit points. If you have taken DR 5/- (by selecting DR 1/- five times), you receive DR 10/-. Sacrificio definitivo: You can absorb the wounds suffered by an ally. As an immediate action, you can take all damage suffered by a single willing creature from one attack, spell, power, or ability. You suffer all the damage and your ally is unharmed. You must be able to see the ally, but gain no special information about the nature of the attack or how much damage it has caused. You can employ this power even if the attack would kill you. |