Aberration 1.1
theonewhowas
Verified SI [aka themanwhowas]
Table of Contents:
Omake:
Destined to be Together (courtesy of Ziel)
Reactions
You All Meet in a Tavern (courtesy of Ziel)
Skidmark's Evolution (courtesy of Kevin Vacit)
Panacea's Thoughts (courtesy of Quantumsheepery)
Coil's Kidnapping Attempts After-Action Reports
Saint
Like Tears in Rain
Cauldron Days
Another OC
Freakshow's Diary - Day 20 (courtesy of Ziel)
Heartwarming and Horrifying (courtesy of Ziel)
Reflections
The Six Hundred and Fifty-First Path
Kitty!
Panacea (courtesy of Gentle Jovian)
Broadcast
A Fresh Start [between 6.3 and 6.4]
Lung [during 6.9]
Terror Machine 03 [after 7.7]
Not the Full Quid [after 7.8.1] (courtesy of Certus)
Alexandria Makes a Speech [after 7.8.1] (courtesy of BrambleThorn)
Direct Answers [after 7.7]
Revealed Identity [after 7.7] (courtesy of Husr)
The Morning After [after 7.9]
The Creative Process [after Revealed Identity]
Valentine's Day [after 7.9]
Broken
Regrets [after 9.6]
Butcher XVI [after 9.9]
In Name Only
Title Drop
Reunion [after 11.3]
Tinkertalk [during 11.3]
Alternative Paths:
Fanart:
Freakshow (drawn by Storn Cook and commissioned by Cheiromancer)
-----
Chosen of the Star Spawn Intermediate Bloodline
2: _+2 on Knowledge (the Planes) checks
4: _Resistance to Acid 5
6: _Charisma +1
8: _Alternate Form 1/day (Sp) [As Pseudonatural template's at will, for 1 min/level]
10: Pseudonatural Affinity +2 [bonus on Bluff/Diplomacy/Gather Information/Intimidate/Perform vs. this type]
12: Resistance to Electricity 5
14: +2 on Knowledge (Dungeoneering) checks
16: Iron Will feat
18: Charisma +1
20: Deepspawn feat
Thanks to Valint for the Bloodline loadout.
-----
Aberration 1.1
I sat in my new study, reclining in an overstuffed armchair and sipping a rather nice port.
The floors and walls were made of rich marble, and the wainscoting and bookshelves were a rich, dark mahogany. The shelves were still somewhat sparse, but already contained such treasures as the Brockton Bay Metro Guide, half a dozen PRT and Protectorate flyers, ten assorted volumes of an outdated encyclopedia set scavenged from a dumpster, and several notebooks of densely scrawled notes and drawings I'd taken since I'd arrived.
Through the high windows, a sickly sweet, floral smoke wafted in. The stone walls muted the sounds of the city, disguised further by a repetitive bass beat reverberating through the floor.
I was halfway through a thick, dusty tome - eagerly reading the origins and types of Cars in this world - when a forceful banging sound interrupted my reverie. It was immediately followed by the heavy oak door opening, revealing a dirty, uncoordinated, and somewhat disoriented man with matted hair and glazed-over eyes. He was followed by a slow cloud of thick smoke and a sudden increase in volume of what I was told was 'music', blasting in from the lab next door.
"Yo, Freakshow," he slurred, trying to focus his eyes on me and only somewhat succeeding. "The boss, ah, wants to..." His eyes closed, and he leaned against the doorway, lost in the moment.
I cleared my throat, and his eyes slowly opened again, a grin sliding across his face. "Hey, Freakshow," he began again. "Big man wants you."
I paused, waiting to see if there was more to the message; when none was forthcoming, I nodded, and the messenger retreated with uncoordinated lethargy.
Placing a bookmark carefully to mark my place, I set aside the encyclopedia and rise. A quick glance at the mirror showed my latest attempt at fashion - a high-collared black dress with a cowl, elbow-length gloves and tall dark boots - designed to conceal the aberrations that accompanied my pact. Two perfectly circular mirrors stared back out at me from beneath the hood, the most visible sign of my favored patron. Confirming everything was in order, I left the peaceful sanctum of my study and stepped into a hazy, disorganized mess that was my compatriot's laboratory.
It took a few minutes to navigate past the tables lined with indecipherable alchemical apparatuses, where men and women in various states of intoxication and disarray worked with surprising coordination, moving quickly and purposefully despite their condition. I had questioned the safety of working with dangerous chemicals while not in a clear state of mind, but apparently my comrades were long practiced with the process, my gifts only serving to increase the scale and effectiveness of their labors. I followed the boss's presence in my mindsight, unerringly homing through the haze.
Soon I found myself in the leader's lounge, a repurposed office that hosted several new chaise lounges and a rather large screen I'd learned was called a 'television', currently displaying a mish-mash of lewd, gyrating bodies and flashing lights. Sitting before it were my hosts and - I dare say, friends - reclining luxuriously together in repose. When he saw me, the man smiled, revealing pearly white teeth and a canny expression. "Yo, Freakshow! Want anything? We've got all sorts of bomb-ass shit up in dis bitch."
His companion, her head resting on his chest, stirred as he spoke, grinding up against his body with slow motions. He grinned further, his hands wandering over her form.
I smiled politely and shook my head.
"Suit yourself," he replied, and reached for a smoking apparatus on the table near him, eyes turning once more to the television.
"You wanted to see me?" I said, still adjusting to his short attention span.
"Right!" he said, fumbling around for a lighter. "Two things. One, need another batch of your sweet-ass poppy for the labs. Go call up one of those fucked up genies or whatever and do your, you know, do your thing."
I nodded, and made a mental note. "And the other?" I asked as he lit the pipe and deeply inhaled the sickly-sweet vapors.
Smoke curled out through his grinning teeth as he exhaled, his body relaxing even further. "I'm glad you're settling in, making your ass at home, but I'm sure you wanted to do more than just sit and read books 'n shit." His grease-streaked partner's hands wandered and began to grab at him, eliciting a pleased noise from him. He continued, "Got word that those racist fucks are trying to get in on our turf again. Wanna come along and fuck up some ass-licking Nazi bastards?"
I hesitated for only a moment. I didn't have much experience actually fighting - that was mostly what my older brothers and sister were good at - but I had a mission, after all. The deity that sent me here asked me to find His agent for Him, and I had no doubt it would be one of those 'parahumans' that were so common in this world. I was still adjusting to this new plane and all its strangeness, but my hosts were kind enough to take me in and make me welcome; the least I could do was help pitch in, and if I got to meet more parahumans in the process, all the better.
I smiled, revealing a too-wide mouth full of mismatched teeth and fangs. "I'd be delighted."
Skidmark grinned in return. "Kickass."
-----
Author's Notes:
One of my favorite characters to play in D&D 3.5 was a Binder of Zceryll. In short, a summoner of eldritch abominations, who is something of an eldritch abomination herself, and whose summons (along with being terrifyingly weird and distorted monsters) have their own rather useful spells (like walls of stone/ice/wind, fly, wind walk, true seeing, obscuring mist, major creation, etc), all day, forever. Up to four summons at a time, each lasting 84 seconds, summoned every 24 seconds. A constantly rotating menagerie of Trump-rated aberrations.
As a huge fan of Worm, I wondered what it would be like to cross the streams, so to speak.
It's a rough story, and will likely be presented out of order. But if I didn't start putting words down, it would never leave the idea phase, so I'm posting this first chapter here for motivation.
C&C welcome. Some limitations apply.
Thanks to /u/Husr for generously serving as beta.
EDIT: Now with a TVTropes page!
1.1 (below) - introduction, hello Skidmark
1.2 - successful fight against Empire
1.3 - shopping on Boardwalk, hello Protectorate
1.4 - goodbye Protectorate
1.5 - Armsmaster
1.6 - Somer’s Rock
1.7 - preparing for raid on ABB storehouse
1.8 - raid begins, hello Lung
1.9 - goodbye Lung
1.10 - Tattletale
2.1 - welcome to gala, hello Travelers
2.2 - Krouse showboats, hello Zceryll
2.3 - goodbye Travelers
2.4 - some downtime with Claire and Buzz
2.5 - Victor
2.6 - keeping busy with the Merchants, hello Coil
2.7 - Coil and Skidmark negotiate
2.8 - chase scene! also, BEES
2.9 - confrontation at Protectorate
2.10 - Miss Militia
3.1 - Freakshow returns, Coil makes suggestions
3.2 - hello Empire
3.3 - goodbye Empire
3.4 - good times for the Merchants, hello Leviathan
3.5 - Panacea
3.6 - goodbye Squealer, hello Squealer, hello Alexandria
3.7 - Alexandria is persistent
3.8 - night of the living dead, Alexandria is a bro
3.9 - hello Jack
3.10 - Jack Slash
4.1 - goodbye Burnscar
4.2 - talking to Coil
4.3 - hello Crawler
4.4 - goodbye Crawler
4.5 - William
4.6 - post-Crawler discussion with Coil
4.7 - the truce meeting
4.8 - hello Bonesaw, hello Siberian
4.9 - in which Freakshow dies
4.10 - the Saga of Steve
5.1 - Freakshow flashbacks
5.2 - repercussions
5.3 - hello Cherish
5.4 - goodbye Cherish, preparing to ambush the Nine
5.5 - I don't remember
5.6 - it’s a trap! hello Crawler
5.7 - goodbye Crawler, hello Nine
5.8 - hello Shatterbird, goodbye Shatterbird
5.9 - aftermath
5.10 - Bonesaw
6.1 - offer, counteroffer, counter-counteroffer
6.2 - The Middle Way
6.3 - Coil
6.3½ - facing the music
6.4 - meet the Knights
6.5 - reincarnation talk
6.6 - hello Butcher, hello Accord, goodbye Butcher
6.7 - Butcher aftermath, hello Mush
6.8 - hello Lung
6.9 - goodbye Lung, hello Butcher
6.10 - Assorted Interludes
7.1 - the great white cockblock
7.2 - hello Simurgh
7.3 - hello Slaughterhouse Nine
7.4 - hello Artificer
7.5 - Eric
7.6 - giving a whole new meaning to Ziz bomb
7.7 - goodbye Crawler, goodbye Simurgh
7.8 - the truth revealed
7.9 - the aftermath
7.10 - PHO Interlude
8.1 - crafting, Noelle, Acolyte
8.2 - nothing exciting happens
8.3 - Henry
8.4 - Imp
8.5 - Acolyte
8.6 - Acolyte
8.7 - later, Lung
8.8 - the next level
8.9 - hello Cauldron
8.10 - goodbye Travelers
9.1 - hello Nilbog, goodbye Nilbog
9.2 - grinding
9.2½ - Manzaneres
9.3 - hello Saint, goodbye Saint
9.4 - the First Temple of the Star Spawn
9.5 - Ryan
9.6 - wtf Jack? also, level 20!
9.7 - hello Khonsu
9.8 - in which Star Spawn dies
9.9 - in which Star Spawn is an elf
9.10 - homecoming, and presents!
10.1 - talk show and wtf Jack?
10.2 - Assorted Interludes
10.3 - once upon a time in Russia
10.4 - Leviathan and Artificer
10.4½ - Case 53s and gear testing
10.5 - Taylor
10.6 - the beginning of the end
10.7 - apotheosis
10.8 - battle on the flying temple
10.9 - Contessa
10.10 - Bonesaw
10.11 - catching up
10.12 - hello Jack, goodbye Jack, hello Scion
11.1 - the end of the world
11.2 - goodbye Brockton Bay
11.3 - Lung
11.3½ - Hero
11.4 - the final battle begins
11.5 - Scion's rebuttal
11.6 - John
11.7 - Star Spawn takes five
11.8 - Assorted Interludes
11.9 - Assorted Interludes
11.10 - Entity
1.2 - successful fight against Empire
1.3 - shopping on Boardwalk, hello Protectorate
1.4 - goodbye Protectorate
1.5 - Armsmaster
1.6 - Somer’s Rock
1.7 - preparing for raid on ABB storehouse
1.8 - raid begins, hello Lung
1.9 - goodbye Lung
1.10 - Tattletale
2.1 - welcome to gala, hello Travelers
2.2 - Krouse showboats, hello Zceryll
2.3 - goodbye Travelers
2.4 - some downtime with Claire and Buzz
2.5 - Victor
2.6 - keeping busy with the Merchants, hello Coil
2.7 - Coil and Skidmark negotiate
2.8 - chase scene! also, BEES
2.9 - confrontation at Protectorate
2.10 - Miss Militia
3.1 - Freakshow returns, Coil makes suggestions
3.2 - hello Empire
3.3 - goodbye Empire
3.4 - good times for the Merchants, hello Leviathan
3.5 - Panacea
3.6 - goodbye Squealer, hello Squealer, hello Alexandria
3.7 - Alexandria is persistent
3.8 - night of the living dead, Alexandria is a bro
3.9 - hello Jack
3.10 - Jack Slash
4.1 - goodbye Burnscar
4.2 - talking to Coil
4.3 - hello Crawler
4.4 - goodbye Crawler
4.5 - William
4.6 - post-Crawler discussion with Coil
4.7 - the truce meeting
4.8 - hello Bonesaw, hello Siberian
4.9 - in which Freakshow dies
4.10 - the Saga of Steve
5.1 - Freakshow flashbacks
5.2 - repercussions
5.3 - hello Cherish
5.4 - goodbye Cherish, preparing to ambush the Nine
5.5 - I don't remember
5.6 - it’s a trap! hello Crawler
5.7 - goodbye Crawler, hello Nine
5.8 - hello Shatterbird, goodbye Shatterbird
5.9 - aftermath
5.10 - Bonesaw
6.1 - offer, counteroffer, counter-counteroffer
6.2 - The Middle Way
6.3 - Coil
6.3½ - facing the music
6.4 - meet the Knights
6.5 - reincarnation talk
6.6 - hello Butcher, hello Accord, goodbye Butcher
6.7 - Butcher aftermath, hello Mush
6.8 - hello Lung
6.9 - goodbye Lung, hello Butcher
6.10 - Assorted Interludes
7.1 - the great white cockblock
7.2 - hello Simurgh
7.3 - hello Slaughterhouse Nine
7.4 - hello Artificer
7.5 - Eric
7.6 - giving a whole new meaning to Ziz bomb
7.7 - goodbye Crawler, goodbye Simurgh
7.8 - the truth revealed
7.9 - the aftermath
7.10 - PHO Interlude
8.1 - crafting, Noelle, Acolyte
8.2 - nothing exciting happens
8.3 - Henry
8.4 - Imp
8.5 - Acolyte
8.6 - Acolyte
8.7 - later, Lung
8.8 - the next level
8.9 - hello Cauldron
8.10 - goodbye Travelers
9.1 - hello Nilbog, goodbye Nilbog
9.2 - grinding
9.2½ - Manzaneres
9.3 - hello Saint, goodbye Saint
9.4 - the First Temple of the Star Spawn
9.5 - Ryan
9.6 - wtf Jack? also, level 20!
9.7 - hello Khonsu
9.8 - in which Star Spawn dies
9.9 - in which Star Spawn is an elf
9.10 - homecoming, and presents!
10.1 - talk show and wtf Jack?
10.2 - Assorted Interludes
10.3 - once upon a time in Russia
10.4 - Leviathan and Artificer
10.4½ - Case 53s and gear testing
10.5 - Taylor
10.6 - the beginning of the end
10.7 - apotheosis
10.8 - battle on the flying temple
10.9 - Contessa
10.10 - Bonesaw
10.11 - catching up
10.12 - hello Jack, goodbye Jack, hello Scion
11.1 - the end of the world
11.2 - goodbye Brockton Bay
11.3 - Lung
11.3½ - Hero
11.4 - the final battle begins
11.5 - Scion's rebuttal
11.6 - John
11.7 - Star Spawn takes five
11.8 - Assorted Interludes
11.9 - Assorted Interludes
11.10 - Entity
Omake:
Destined to be Together (courtesy of Ziel)
Reactions
You All Meet in a Tavern (courtesy of Ziel)
Skidmark's Evolution (courtesy of Kevin Vacit)
Panacea's Thoughts (courtesy of Quantumsheepery)
Coil's Kidnapping Attempts After-Action Reports
Saint
Like Tears in Rain
Cauldron Days
Another OC
Freakshow's Diary - Day 20 (courtesy of Ziel)
Heartwarming and Horrifying (courtesy of Ziel)
Reflections
The Six Hundred and Fifty-First Path
Kitty!
Panacea (courtesy of Gentle Jovian)
Broadcast
A Fresh Start [between 6.3 and 6.4]
Lung [during 6.9]
Terror Machine 03 [after 7.7]
Not the Full Quid [after 7.8.1] (courtesy of Certus)
Alexandria Makes a Speech [after 7.8.1] (courtesy of BrambleThorn)
Direct Answers [after 7.7]
Revealed Identity [after 7.7] (courtesy of Husr)
The Morning After [after 7.9]
The Creative Process [after Revealed Identity]
Valentine's Day [after 7.9]
Broken
Regrets [after 9.6]
Butcher XVI [after 9.9]
In Name Only
Title Drop
Reunion [after 11.3]
Tinkertalk [during 11.3]
Alternative Paths:
---Realities Diverge---
Chaotic Evil Path - Join the Nine
6.2 CE - Alexandria gives zero fucks
6.3 CE - diary with the Nine
Neutral Good Path - Kill the Nine
6.2 NG - The Road Not Taken
6.3 NG - Zceryll's Chosen
Yet Another Possibility
6.2 - A Fourth Path (courtesy of Husr)
A Later Divergence
7.8.1 - Goddamnit Taylor
Chaotic Evil Path - Join the Nine
6.2 CE - Alexandria gives zero fucks
6.3 CE - diary with the Nine
Neutral Good Path - Kill the Nine
6.2 NG - The Road Not Taken
6.3 NG - Zceryll's Chosen
Yet Another Possibility
6.2 - A Fourth Path (courtesy of Husr)
A Later Divergence
7.8.1 - Goddamnit Taylor
Fanart:
Freakshow (drawn by Storn Cook and commissioned by Cheiromancer)
-----
Freakshow has a wide variety of summons, all at her beck and call. But some are called more often than others. Here are the most common. Pictures are scraped off the internet and unattributed with my apologies, and should only be used for general concept. Also note that these are effectively the before pictures, as everything she summons is run through the Pseudonatural template. See the next spoiler for clarification on that, and on Freakshow's appearance.
Archons: a variety of divine-ish creatures. The smallest is usually summoned to cast continual flame on something for a permanent, free light source. Good for dramatic lighting.
Arrow Demon: exactly what it says on the tin. 4 arms, 2 bows, a whole lot of arrows all at once.
Asura: a fire-winged, bird-legged angel-thing. Not terrible in combat, and can shapeshift, but mostly summoned for its useful spells, including true seeing and discern lies.
Avoral: a bird-like humanoid, 7 feet tall, weighs surprisingly little. Has great vision. Like, read a newspaper from ten miles away good. Usually summoned for gust of wind, lightning bolt, and magic missile.
Blue Abishai: a blue gargoyle-like creature, one of a multi-colored set, it's mostly used for its variety of useful abilities, including charm person, command, disguise self, scare, suggestion, and wrack.
Bralani: descriptions vary, but some sort of wind creature. Can charm, cure serious wounds (best healing Freakshow has access to at the moment), blur, gust of wind, mirror image, wind wall, and lightning bolt.
Centipede, Monstrous: exactly what it says on the tin. Comes in various sizes.
Cervidal: a goat-like creature with a variety of useful effects from its horn, including remove disease, neutralize poison, dispel illusion, hold person, magic missile, command, dismissal... very handy.
Clockwork Mender: a 6 inch long mechanical bee, more or less. Its only purpose for summoning is its once-per-summon repairing touch.
Coure: a small, fairy-like creature about 6 inches tall. Is capable of becoming intangible; good for scouting. It can also cast magic missile.
Dire Badger: like a badger, but dire. Which generally translates to "the size of a bear and with spikes".
Dire Tiger: exactly what it says on the tin.
Djinni: the archetypal genie, complete with smokey legs. Can turn into a whirlwind, but mostly employed for its long-lasting spells. It can grant wind walk for 20 hours, letting someone turn into a fast-moving cloud at will and back for the duration. It can also cast complex and large illusions, summon food and water, summon wine by the gallons, and - most importantly for the Merchants - can use major creation to create a large amount of material, which is normally temporary... except for vegetable matter, in this case. Handy for making furniture, drugs, and solving fashion emergencies.
Equinal: a horse-like creature with a terrible death whinny. No, really. Has a grab-bag of useful spells, but is mostly summoned for the once-per-summon ability to conjure a large, permanent, shape-able wall of stone.
Gadacro: the eyethief. About the size of a large chicken, but as scary as chickens in Legend of Zelda. Can blind people temporarily if it gets the drop on you, and once per summon can cast earthbind, which grounds flying creatures.
Giant Fire Beetle: not exactly all that giant. A hand-sized bug with built-in light source.
Giant Praying Mantis: exactly what it says on the tin.
Hammer Archon: the Thing with a huge hammer. Good for building walls faster than an Equinal, and can shape stone, too. A few other minor abilities as well.
Hollyphant: acquired at level 12. Either a tiny cute elephant fairy or a giant bat-winged elephant creature, but almost exclusively called for its [ability to raise dead].
Elementals: a variety of sizes and elemental flavors, but are generally vaguely human-shaped masses of a chosen element with a ton of strength and toughness, and maybe a trick or two.
Huge Viper: exactly what it says on the tin.
Inferno Spider: a ten foot long fire spider. Casts flaming webs, reacts to damage with even more fire.
Kyton: also known as a Chain Devil. Can attack with animated chains, also has an unnerving gaze that makes the target see a familiar face - loved, or hated - to distract them.
Leskylor (Three-Headed): a blue, winged tiger with three heads and frost breath. Can also cast cure moderate wounds, obscuring mist, cause fear, hold person, and other things. Also a bitchin' mount.
Maelephant: [a forbidden, Fiend Folio version of the Hollyphant. Called for a wide variety of unique and useful abilities, including amnesia gas and the ever-useful baleful polymorph.]
Mephit: 4 feet tall and imp-like, composed of their element, these summons come in a variety of elemental flavors and have a breath attack and some related spells. Includes the never-before-seen Mirror Mephit.
Movanic Deva: a banned creature from the Fiend Folio. [Maybe not as banned as Freakshow thought. Summoned one while mind-scrambled by Bonesaw. Has a huge list of incredibly useful spell-like abilities, including raise dead.]
Monadic Deva: the one on the right. A banned creature from the Fiend Folio. Everything the Movanic Deva does, plus a whole lot more.
Musteval: a vaguely ferret-like creature about 2 feet tall. Can disguise itself, see invisible, and is mostly used for casting invisibility on others for 3 minutes. Can only cast invisibility once per summoning.
Osyluth: a bone devil. Utterly terrifying to behold, and that's before the Pseudonatural template. Has a fear aura, can turn invisible, can cast dimensional anchor and major image, can conjure enormous walls of ice at will, and can grant flight for up to 12 minutes at a touch. Super convenient.
Pseudotroll: from the battle in the Nomadic Temple. Like a troll, but with the epic pseudonatural template. Fucking terrifying.
Shadow Mastiff: a large shadowy hound. Can blend in darkness, has a terrifying howl, and can trip creatures it bites.
Solar: one of the most powerful angelic beings in D&D. Like the picture, but with silver skin.
Tyrannosaurus: exactly what it says on the tin.
Weaver: chaos insanity spider from China Mieville's Perdido Street Station, as detailed in Dragon 352. And hey, look, it's called Weaver!
Xill: 4-5 feet tall, 4 arms, and mostly called for their ability to slip in and out of the ethereal plane, along with passengers. Can also grapple and inject paralytic venom.
Yugoloth: corruptor of fate. A malicious embodiment of bad luck. Hard to hit, has an intimidating gaze attack, but is almost exclusively used for its permanent bestow curse ability.
Archons: a variety of divine-ish creatures. The smallest is usually summoned to cast continual flame on something for a permanent, free light source. Good for dramatic lighting.
Arrow Demon: exactly what it says on the tin. 4 arms, 2 bows, a whole lot of arrows all at once.
Asura: a fire-winged, bird-legged angel-thing. Not terrible in combat, and can shapeshift, but mostly summoned for its useful spells, including true seeing and discern lies.
Avoral: a bird-like humanoid, 7 feet tall, weighs surprisingly little. Has great vision. Like, read a newspaper from ten miles away good. Usually summoned for gust of wind, lightning bolt, and magic missile.
Blue Abishai: a blue gargoyle-like creature, one of a multi-colored set, it's mostly used for its variety of useful abilities, including charm person, command, disguise self, scare, suggestion, and wrack.
Bralani: descriptions vary, but some sort of wind creature. Can charm, cure serious wounds (best healing Freakshow has access to at the moment), blur, gust of wind, mirror image, wind wall, and lightning bolt.
Centipede, Monstrous: exactly what it says on the tin. Comes in various sizes.
Cervidal: a goat-like creature with a variety of useful effects from its horn, including remove disease, neutralize poison, dispel illusion, hold person, magic missile, command, dismissal... very handy.
Clockwork Mender: a 6 inch long mechanical bee, more or less. Its only purpose for summoning is its once-per-summon repairing touch.
Coure: a small, fairy-like creature about 6 inches tall. Is capable of becoming intangible; good for scouting. It can also cast magic missile.
Dire Badger: like a badger, but dire. Which generally translates to "the size of a bear and with spikes".
Dire Tiger: exactly what it says on the tin.
Djinni: the archetypal genie, complete with smokey legs. Can turn into a whirlwind, but mostly employed for its long-lasting spells. It can grant wind walk for 20 hours, letting someone turn into a fast-moving cloud at will and back for the duration. It can also cast complex and large illusions, summon food and water, summon wine by the gallons, and - most importantly for the Merchants - can use major creation to create a large amount of material, which is normally temporary... except for vegetable matter, in this case. Handy for making furniture, drugs, and solving fashion emergencies.
Equinal: a horse-like creature with a terrible death whinny. No, really. Has a grab-bag of useful spells, but is mostly summoned for the once-per-summon ability to conjure a large, permanent, shape-able wall of stone.
Gadacro: the eyethief. About the size of a large chicken, but as scary as chickens in Legend of Zelda. Can blind people temporarily if it gets the drop on you, and once per summon can cast earthbind, which grounds flying creatures.
Giant Fire Beetle: not exactly all that giant. A hand-sized bug with built-in light source.
Giant Praying Mantis: exactly what it says on the tin.
Hammer Archon: the Thing with a huge hammer. Good for building walls faster than an Equinal, and can shape stone, too. A few other minor abilities as well.
Hollyphant: acquired at level 12. Either a tiny cute elephant fairy or a giant bat-winged elephant creature, but almost exclusively called for its [ability to raise dead].
Elementals: a variety of sizes and elemental flavors, but are generally vaguely human-shaped masses of a chosen element with a ton of strength and toughness, and maybe a trick or two.
Huge Viper: exactly what it says on the tin.
Inferno Spider: a ten foot long fire spider. Casts flaming webs, reacts to damage with even more fire.
Kyton: also known as a Chain Devil. Can attack with animated chains, also has an unnerving gaze that makes the target see a familiar face - loved, or hated - to distract them.
Leskylor (Three-Headed): a blue, winged tiger with three heads and frost breath. Can also cast cure moderate wounds, obscuring mist, cause fear, hold person, and other things. Also a bitchin' mount.
Maelephant: [a forbidden, Fiend Folio version of the Hollyphant. Called for a wide variety of unique and useful abilities, including amnesia gas and the ever-useful baleful polymorph.]
Mephit: 4 feet tall and imp-like, composed of their element, these summons come in a variety of elemental flavors and have a breath attack and some related spells. Includes the never-before-seen Mirror Mephit.
Movanic Deva: a banned creature from the Fiend Folio. [Maybe not as banned as Freakshow thought. Summoned one while mind-scrambled by Bonesaw. Has a huge list of incredibly useful spell-like abilities, including raise dead.]
Monadic Deva: the one on the right. A banned creature from the Fiend Folio. Everything the Movanic Deva does, plus a whole lot more.
Musteval: a vaguely ferret-like creature about 2 feet tall. Can disguise itself, see invisible, and is mostly used for casting invisibility on others for 3 minutes. Can only cast invisibility once per summoning.
Osyluth: a bone devil. Utterly terrifying to behold, and that's before the Pseudonatural template. Has a fear aura, can turn invisible, can cast dimensional anchor and major image, can conjure enormous walls of ice at will, and can grant flight for up to 12 minutes at a touch. Super convenient.
Pseudotroll: from the battle in the Nomadic Temple. Like a troll, but with the epic pseudonatural template. Fucking terrifying.
Shadow Mastiff: a large shadowy hound. Can blend in darkness, has a terrifying howl, and can trip creatures it bites.
Solar: one of the most powerful angelic beings in D&D. Like the picture, but with silver skin.
Tyrannosaurus: exactly what it says on the tin.
Weaver: chaos insanity spider from China Mieville's Perdido Street Station, as detailed in Dragon 352. And hey, look, it's called Weaver!
Xill: 4-5 feet tall, 4 arms, and mostly called for their ability to slip in and out of the ethereal plane, along with passengers. Can also grapple and inject paralytic venom.
Yugoloth: corruptor of fate. A malicious embodiment of bad luck. Hard to hit, has an intimidating gaze attack, but is almost exclusively used for its permanent bestow curse ability.
Binders of Zceryll, and their summons, all gain the Pseudonatural template. Along with some resistances, a nifty tentacular alternate form, telepathy, mindsight, (the last two just for Freakshow, although other creatures may have their own telepathy), and, most importantly, turns a normal griffon into THIS.
In Freakshow's case, it means a slightly less horrifying array of mutations, most commonly including a too-wide mouth full rows of jagged teeth and some sort of eyes, mouths, or tentacles somewhere on her body, which change each day as she renews her pact with Zceryll. As for the tentacles, let's just say there's a reason she keeps her head shaved.
Other pact signs include perfectly round mirrors for eyes from Zceryll and grey iron claws for nails from Ipos.
If you think she should be more horribly mutated, well, consider her high Charisma score. In this case, I'll say it means she's slightly less horrifying than she could be.
In Freakshow's case, it means a slightly less horrifying array of mutations, most commonly including a too-wide mouth full rows of jagged teeth and some sort of eyes, mouths, or tentacles somewhere on her body, which change each day as she renews her pact with Zceryll. As for the tentacles, let's just say there's a reason she keeps her head shaved.
Other pact signs include perfectly round mirrors for eyes from Zceryll and grey iron claws for nails from Ipos.
If you think she should be more horribly mutated, well, consider her high Charisma score. In this case, I'll say it means she's slightly less horrifying than she could be.
Human Binder 10/Bloodline 2
12 Str
16 Dex
14 Con
10 Int
8 _Wis
17 Cha
Feats:
1: (Human) Improved Binding
1: Skilled Pact Making (retrained at 4)
3: Expel Vestige
4: (Binder) Rapid Pact Making (retrained at 5)
6: Favored Vestige (retrained at 10)
9: Rapid Recovery (retrained at 10)
2 Vestiges: Zceryll and Ipos
EBL 12, 14 for Zceryll
Summon Monster VII
12 Str
16 Dex
14 Con
10 Int
8 _Wis
17 Cha
Feats:
1: (Human) Improved Binding
1: Skilled Pact Making (retrained at 4)
3: Expel Vestige
4: (Binder) Rapid Pact Making (retrained at 5)
6: Favored Vestige (retrained at 10)
9: Rapid Recovery (retrained at 10)
2 Vestiges: Zceryll and Ipos
EBL 12, 14 for Zceryll
Summon Monster VII
Human Binder 12/Bloodline 2
12 Str
16 Dex
14 Con
10 Int
8 _Wis
18 Cha
Feats:
1: _(Human) Improved Binding
1: _Skilled Pact Making (retrained at 4)
3: _Expel Vestige
4: _(Binder) Rapid Pact Making (retrained at 5)
6: _Favored Vestige (retrained at 10)
9: _Rapid Recovery (retrained at 10)
11: Weapon Focus (claws)
12: Improved Initiative
2 Vestiges: Zceryll and Ipos
EBL 14, 16 for Zceryll
Summon Monster VIII
12 Str
16 Dex
14 Con
10 Int
8 _Wis
18 Cha
Feats:
1: _(Human) Improved Binding
1: _Skilled Pact Making (retrained at 4)
3: _Expel Vestige
4: _(Binder) Rapid Pact Making (retrained at 5)
6: _Favored Vestige (retrained at 10)
9: _Rapid Recovery (retrained at 10)
11: Weapon Focus (claws)
12: Improved Initiative
2 Vestiges: Zceryll and Ipos
EBL 14, 16 for Zceryll
Summon Monster VIII
Human Binder 11/Bloodline 2
12 Str
16 Dex
14 Con
10 Int
8 _Wis
17 Cha
Feats:
1: _(Human) Improved Binding
1: _Skilled Pact Making (retrained at 4)
3: _Expel Vestige
4: _(Binder) Rapid Pact Making (retrained at 5)
6: _Favored Vestige (retrained at 10)
9: _Rapid Recovery (retrained at 10)
11: Weapon Focus (claws)
2 Vestiges: Zceryll and Ipos
EBL 13, 15 for Zceryll
Summon Monster VII
12 Str
16 Dex
14 Con
10 Int
8 _Wis
17 Cha
Feats:
1: _(Human) Improved Binding
1: _Skilled Pact Making (retrained at 4)
3: _Expel Vestige
4: _(Binder) Rapid Pact Making (retrained at 5)
6: _Favored Vestige (retrained at 10)
9: _Rapid Recovery (retrained at 10)
11: Weapon Focus (claws)
2 Vestiges: Zceryll and Ipos
EBL 13, 15 for Zceryll
Summon Monster VII
Human Binder 11/Bloodline 2/Knight of the Sacred Seal 1
12 Str
16 Dex
14 Con
10 Int
8 _Wis
18 Cha
Feats:
1: _(Human) Improved Binding
1: _Skilled Pact Making (retrained at 4)
3: _Expel Vestige
4: _(Binder) Rapid Pact Making (retrained at 5)
6: _Favored Vestige (retrained at 10)
9: _Rapid Recovery (retrained at 10)
11: Weapon Focus (claws)
12: Improved Initiative
2 Vestiges: Zceryll and Ipos
EBL 16, 18 for Zceryll
Summon Monster IX
12 Str
16 Dex
14 Con
10 Int
8 _Wis
18 Cha
Feats:
1: _(Human) Improved Binding
1: _Skilled Pact Making (retrained at 4)
3: _Expel Vestige
4: _(Binder) Rapid Pact Making (retrained at 5)
6: _Favored Vestige (retrained at 10)
9: _Rapid Recovery (retrained at 10)
11: Weapon Focus (claws)
12: Improved Initiative
2 Vestiges: Zceryll and Ipos
EBL 16, 18 for Zceryll
Summon Monster IX
Human Binder 11/Bloodline 2/Knight of the Sacred Seal 3
12 Str
16 Dex
14 Con
10 Int
8 _Wis
18 Cha
Feats:
1: _(Human) Improved Binding
1: _Skilled Pact Making (retrained at 4)
3: _Expel Vestige
4: _(Binder) Rapid Pact Making (retrained at 5)
6: _Favored Vestige (retrained at 10)
9: _Rapid Recovery (retrained at 10)
11: Weapon Focus (claws)
12: Improved Initiative
15: Exceptional Artisan (only while binding Astaroth)
16: Iron Will
X: _Item Crafting Feat (only while binding Astaroth)
3 Vestiges: Zceryll and Haures and [other]
EBL 18, 20 for Zceryll
Summon Monster IX
Knight of the Sacred Seal
Vestige's Protection Aura (Su): Swift action +4 insight bonus to AC/Reflex for user + all adjacent allies for 1 round (24s cooldown)
Butcher XV
40 Str
18 Dex
30 Con
10 Int
8 _Wis
18 Cha
Pain (Ex): Inflict pain at a distance
Regeneration (Ex): Regeneration 5
Bloodsight (Ex): See cardiovascular systems through walls
Dangersense (Ex): Never flatfooted, cannot be surprised, warned of attacks 1-3 seconds before they occur
Explosive Teleportation (Ex): 500ft range, no line of sight required, deal 3d6 fire damage in 5ft burst upon arrival, 1 second cooldown
Sculpt Matter (Ex): Touch range, reshape inanimate objects, normally into weapons, alters material to fit intended shape (stone can act as bowstring, etc.)
Durability (Ex): DR 20/-, immune to pain effects
Superb Accuracy (Ex): Constant true strike effect, stacks with true strike
Insanity (Ex): Unless suppressed, will be driven to homicidal rage, compelled to find and lead Teeth
12 Str
16 Dex
14 Con
10 Int
8 _Wis
18 Cha
Feats:
1: _(Human) Improved Binding
1: _Skilled Pact Making (retrained at 4)
3: _Expel Vestige
4: _(Binder) Rapid Pact Making (retrained at 5)
6: _Favored Vestige (retrained at 10)
9: _Rapid Recovery (retrained at 10)
11: Weapon Focus (claws)
12: Improved Initiative
15: Exceptional Artisan (only while binding Astaroth)
16: Iron Will
X: _Item Crafting Feat (only while binding Astaroth)
3 Vestiges: Zceryll and Haures and [other]
EBL 18, 20 for Zceryll
Summon Monster IX
Knight of the Sacred Seal
Vestige's Protection Aura (Su): Swift action +4 insight bonus to AC/Reflex for user + all adjacent allies for 1 round (24s cooldown)
Butcher XV
40 Str
18 Dex
30 Con
10 Int
8 _Wis
18 Cha
Pain (Ex): Inflict pain at a distance
Regeneration (Ex): Regeneration 5
Bloodsight (Ex): See cardiovascular systems through walls
Dangersense (Ex): Never flatfooted, cannot be surprised, warned of attacks 1-3 seconds before they occur
Explosive Teleportation (Ex): 500ft range, no line of sight required, deal 3d6 fire damage in 5ft burst upon arrival, 1 second cooldown
Sculpt Matter (Ex): Touch range, reshape inanimate objects, normally into weapons, alters material to fit intended shape (stone can act as bowstring, etc.)
Durability (Ex): DR 20/-, immune to pain effects
Superb Accuracy (Ex): Constant true strike effect, stacks with true strike
Insanity (Ex): Unless suppressed, will be driven to homicidal rage, compelled to find and lead Teeth
Human Binder 11/Bloodline 2/Knight of the Sacred Seal 3 [+30k XP, enough to level twice]
At the moment, same as above. Will likely use XP for crafting purposes.
At the moment, same as above. Will likely use XP for crafting purposes.
Star Spawn
Human Binder 11/Bloodline 2/Knight of the Sacred Seal 5
12 Str
16 Dex
14 Con
10 Int
9 _Wis
19 Cha
Feats:
1: _(Human) Improved Binding
1: _Skilled Pact Making (retrained at 4)
3: _Expel Vestige
4: _(Binder) Rapid Pact Making (retrained at 5)
6: _Favored Vestige (retrained at 10)
9: _Rapid Recovery (retrained at 10)
11: Weapon Focus (claws)
12: Improved Initiative
15: Exceptional Artisan (only while binding Astaroth)
16: Iron Will
18: Magical Artisan (only while binding Astaroth)
X: _Item Crafting Feat (only while binding Astaroth)
3 Vestiges: Zceryll and Haures and [other]
EBL 20, 22 for Zceryll
Summon Monster IX
Knight of the Sacred Seal
Vestige's Protection Aura (Su): Swift action +4 insight bonus to AC/Reflex for user + all adjacent allies for 1 round (24s cooldown)
Vestige's Power (Su): Swift Action +2 Strength/Con, +10ft land speed, +4 Will saves for 1 round (24s cooldown)
Apotheosis (Su): Type changes to Outside with Native subtype, damage reduction 10/magic (redundant with Zceryll)
Vestige's Surge (Su): Once per day, can ignore cooldown
Butcher XV
40 Str
18 Dex
30 Con
10 Int
9 _Wis
19 Cha
Pain (Ex): Inflict pain at a distance
Regeneration (Ex): Regeneration 5
Bloodsight (Ex): See cardiovascular systems through walls
Dangersense (Ex): Never flatfooted, cannot be surprised, warned of attacks 1-3 seconds before they occur
Explosive Teleportation (Ex): 500ft range, no line of sight required, deal 3d6 fire damage in 5ft burst upon arrival, 1 second cooldown
Sculpt Matter (Ex): Touch range, reshape inanimate objects, normally into weapons, alters material to fit intended shape (stone can act as bowstring, etc.)
Durability (Ex): DR 20/-, immune to pain effects
Superb Accuracy (Ex): Constant true strike effect, stacks with true strike
Insanity (Ex): Unless suppressed, will be driven to homicidal rage, compelled to find and lead Teeth
Magic Items
Anklet of Translocation: 10ft teleports, no line of sight required, twice per day
Handy Haversack: Extradimensional storage space, always has the item you want on top
Ring of Arming: Always have armor on hand
Talisman of the Disk: At-will tenser's floating disk with 300 pound limit
Hand of the Mage: At-will mage hand, combined with amulet of protection for Star Spawn
Amulet of Protection from Evil: Prevents mental control. One for each Knight and Alexandria.
Ring of Water Breathing: Gift for Alexandria
Autocure: Repeating trap of cure light wounds. 1 for Accord, 1 for Panacea, 1 unnacounted for.
Acolyte
Human Binder 8
Feats:
5: Improved Binding
2 Vestiges: Naberius and Dantalion, sometimes Malphus
Human Binder 11/Bloodline 2/Knight of the Sacred Seal 5
12 Str
16 Dex
14 Con
10 Int
9 _Wis
19 Cha
Feats:
1: _(Human) Improved Binding
1: _Skilled Pact Making (retrained at 4)
3: _Expel Vestige
4: _(Binder) Rapid Pact Making (retrained at 5)
6: _Favored Vestige (retrained at 10)
9: _Rapid Recovery (retrained at 10)
11: Weapon Focus (claws)
12: Improved Initiative
15: Exceptional Artisan (only while binding Astaroth)
16: Iron Will
18: Magical Artisan (only while binding Astaroth)
X: _Item Crafting Feat (only while binding Astaroth)
3 Vestiges: Zceryll and Haures and [other]
EBL 20, 22 for Zceryll
Summon Monster IX
Knight of the Sacred Seal
Vestige's Protection Aura (Su): Swift action +4 insight bonus to AC/Reflex for user + all adjacent allies for 1 round (24s cooldown)
Vestige's Power (Su): Swift Action +2 Strength/Con, +10ft land speed, +4 Will saves for 1 round (24s cooldown)
Apotheosis (Su): Type changes to Outside with Native subtype, damage reduction 10/magic (redundant with Zceryll)
Vestige's Surge (Su): Once per day, can ignore cooldown
Butcher XV
40 Str
18 Dex
30 Con
10 Int
9 _Wis
19 Cha
Pain (Ex): Inflict pain at a distance
Regeneration (Ex): Regeneration 5
Bloodsight (Ex): See cardiovascular systems through walls
Dangersense (Ex): Never flatfooted, cannot be surprised, warned of attacks 1-3 seconds before they occur
Explosive Teleportation (Ex): 500ft range, no line of sight required, deal 3d6 fire damage in 5ft burst upon arrival, 1 second cooldown
Sculpt Matter (Ex): Touch range, reshape inanimate objects, normally into weapons, alters material to fit intended shape (stone can act as bowstring, etc.)
Durability (Ex): DR 20/-, immune to pain effects
Superb Accuracy (Ex): Constant true strike effect, stacks with true strike
Insanity (Ex): Unless suppressed, will be driven to homicidal rage, compelled to find and lead Teeth
Magic Items
Anklet of Translocation: 10ft teleports, no line of sight required, twice per day
Handy Haversack: Extradimensional storage space, always has the item you want on top
Ring of Arming: Always have armor on hand
Talisman of the Disk: At-will tenser's floating disk with 300 pound limit
Hand of the Mage: At-will mage hand, combined with amulet of protection for Star Spawn
Amulet of Protection from Evil: Prevents mental control. One for each Knight and Alexandria.
Ring of Water Breathing: Gift for Alexandria
Autocure: Repeating trap of cure light wounds. 1 for Accord, 1 for Panacea, 1 unnacounted for.
Acolyte
Human Binder 8
Feats:
5: Improved Binding
2 Vestiges: Naberius and Dantalion, sometimes Malphus
Star Spawn
Human Binder 11/Bloodline 2/Knight of the Sacred Seal 5/Binder 1
12 Str
16 Dex
14 Con
10 Int
9 _Wis
19 Cha
Feats:
1: _(Human) Improved Binding
1: _Skilled Pact Making (retrained at 4)
3: _Expel Vestige
4: _(Binder) Rapid Pact Making (retrained at 5)
6: _Favored Vestige (retrained at 10)
9: _Rapid Recovery (retrained at 10)
11: Weapon Focus (claws)
12: Improved Initiative
15: Exceptional Artisan (only while binding Astaroth)
16: Iron Will
18: Magical Artisan (only while binding Astaroth)
X: _Item Crafting Feat (only while binding Astaroth)
3 Vestiges: Zceryll and Haures and [other]
EBL 21, 23 for Zceryll
Summon Monster IX
Knight of the Sacred Seal
Vestige's Protection Aura (Su): Swift action +4 insight bonus to AC/Reflex for user + all adjacent allies for 1 round (24s cooldown)
Vestige's Power (Su): Swift Action +2 Strength/Con, +10ft land speed, +4 Will saves for 1 round (24s cooldown)
Apotheosis (Su): Type changes to Outside with Native subtype, damage reduction 10/magic (redundant with Zceryll)
Vestige's Surge (Su): Once per day, can ignore cooldown
Butcher XV
40 Str
18 Dex
30 Con
10 Int
9 _Wis
19 Cha
Pain (Ex): Inflict pain at a distance
Regeneration (Ex): Regeneration 5
Bloodsight (Ex): See cardiovascular systems through walls
Dangersense (Ex): Never flatfooted, cannot be surprised, warned of attacks 1-3 seconds before they occur
Explosive Teleportation (Ex): 500ft range, no line of sight required, deal 3d6 fire damage in 5ft burst upon arrival, 1 second cooldown
Sculpt Matter (Ex): Touch range, reshape inanimate objects, normally into weapons, alters material to fit intended shape (stone can act as bowstring, etc.)
Durability (Ex): DR 20/-, immune to pain effects
Superb Accuracy (Ex): Constant true strike effect, stacks with true strike
Insanity (Ex): Unless suppressed, will be driven to homicidal rage, compelled to find and lead Teeth
Magic Items
Anklet of Translocation: 10ft teleports, no line of sight required, twice per day
Handy Haversack: Extradimensional storage space, always has the item you want on top
Ring of Arming: Always have armor on hand
Talisman of the Disk: At-will tenser's floating disk with 300 pound limit
Hand of the Mage: At-will mage hand, combined with amulet of protection for Star Spawn
Amulet of Protection from Evil: Prevents mental control. One for each Knight and Alexandria.
Ring of Water Breathing: Gift for Alexandria
Autocure: Repeating trap of cure light wounds. 1 for Accord, 1 for Panacea, 4 for temple and neighboring hospitals, 1 unnacounted for.
Bracer of Infinite Disks: Can create Shalantha's Delicate Disks indefinitely, letting her store and apply spells on herself and others for later use
Acolyte
Human Binder 9
Feats:
5: Improved Binding
2 Vestiges: Naberius and Dantalion, sometimes Malphus
Human Binder 11/Bloodline 2/Knight of the Sacred Seal 5/Binder 1
12 Str
16 Dex
14 Con
10 Int
9 _Wis
19 Cha
Feats:
1: _(Human) Improved Binding
1: _Skilled Pact Making (retrained at 4)
3: _Expel Vestige
4: _(Binder) Rapid Pact Making (retrained at 5)
6: _Favored Vestige (retrained at 10)
9: _Rapid Recovery (retrained at 10)
11: Weapon Focus (claws)
12: Improved Initiative
15: Exceptional Artisan (only while binding Astaroth)
16: Iron Will
18: Magical Artisan (only while binding Astaroth)
X: _Item Crafting Feat (only while binding Astaroth)
3 Vestiges: Zceryll and Haures and [other]
EBL 21, 23 for Zceryll
Summon Monster IX
Knight of the Sacred Seal
Vestige's Protection Aura (Su): Swift action +4 insight bonus to AC/Reflex for user + all adjacent allies for 1 round (24s cooldown)
Vestige's Power (Su): Swift Action +2 Strength/Con, +10ft land speed, +4 Will saves for 1 round (24s cooldown)
Apotheosis (Su): Type changes to Outside with Native subtype, damage reduction 10/magic (redundant with Zceryll)
Vestige's Surge (Su): Once per day, can ignore cooldown
Butcher XV
40 Str
18 Dex
30 Con
10 Int
9 _Wis
19 Cha
Pain (Ex): Inflict pain at a distance
Regeneration (Ex): Regeneration 5
Bloodsight (Ex): See cardiovascular systems through walls
Dangersense (Ex): Never flatfooted, cannot be surprised, warned of attacks 1-3 seconds before they occur
Explosive Teleportation (Ex): 500ft range, no line of sight required, deal 3d6 fire damage in 5ft burst upon arrival, 1 second cooldown
Sculpt Matter (Ex): Touch range, reshape inanimate objects, normally into weapons, alters material to fit intended shape (stone can act as bowstring, etc.)
Durability (Ex): DR 20/-, immune to pain effects
Superb Accuracy (Ex): Constant true strike effect, stacks with true strike
Insanity (Ex): Unless suppressed, will be driven to homicidal rage, compelled to find and lead Teeth
Magic Items
Anklet of Translocation: 10ft teleports, no line of sight required, twice per day
Handy Haversack: Extradimensional storage space, always has the item you want on top
Ring of Arming: Always have armor on hand
Talisman of the Disk: At-will tenser's floating disk with 300 pound limit
Hand of the Mage: At-will mage hand, combined with amulet of protection for Star Spawn
Amulet of Protection from Evil: Prevents mental control. One for each Knight and Alexandria.
Ring of Water Breathing: Gift for Alexandria
Autocure: Repeating trap of cure light wounds. 1 for Accord, 1 for Panacea, 4 for temple and neighboring hospitals, 1 unnacounted for.
Bracer of Infinite Disks: Can create Shalantha's Delicate Disks indefinitely, letting her store and apply spells on herself and others for later use
Acolyte
Human Binder 9
Feats:
5: Improved Binding
2 Vestiges: Naberius and Dantalion, sometimes Malphus
Star Spawn
Elf Binder 11/Bloodline 2/Knight of the Sacred Seal 5/Binder 4
12 Str
18 Dex
12 Con
10 Int
9 _Wis
20 Cha
With Belt of Magnificence +4
16 Str
22 Dex
16 Con
14 Int
13 Wis
24 Cha
Feats:
1: _(Human) Improved Binding
1: _Skilled Pact Making (retrained at 4)
3: _Expel Vestige
4: _(Binder) Rapid Pact Making (retrained at 5)
6: _Favored Vestige (retrained at 10)
9: _Rapid Recovery (retrained at 10)
11: Weapon Focus (claws)
12: Improved Initiative
15: Exceptional Artisan (only while binding Astaroth)
16: Iron Will
18: Magical Artisan (only while binding Astaroth)
20: Deepspawn (tentacles!)
X: _Item Crafting Feat (only while binding Astaroth)
4 Vestiges: Zceryll and Haures and Astaroth and Orthos
EBL 24, 26 for Zceryll
Summon Monster IX
Binder
Pact Augmentation (4 abilities)
Soul guardian (immune to fear)(slippery mind)(immune to energy drain and negative levels)
Knight of the Sacred Seal
Vestige's Protection Aura (Su): Swift action +4 insight bonus to AC/Reflex for user + all adjacent allies for 1 round (24s cooldown)
Vestige's Power (Su): Swift Action +2 Strength/Con, +10ft land speed, +4 Will saves for 1 round (24s cooldown)
Apotheosis (Su): Type changes to Outside with Native subtype, damage reduction 10/magic (redundant with Zceryll)
Vestige's Surge (Su): Once per day, can ignore cooldown
Acolyte
Human Binder 11
Feats:
4: Improved Binding
11: Favored Vestige
2 Vestiges: Naberius and Dantalion, sometimes Malphus
Noelle
Human Binder 4
Feats:
4: Improved Binding
Dinah
Human Binder 4
Feats:
4: Improved Binding
Contessa
Human Binder 8
Feats:
4: Improved Binding
2 Vestiges
Alexandria
Human Binder 10
Feats:
4: Improved Binding
2 Vestiges
Elf Binder 11/Bloodline 2/Knight of the Sacred Seal 5/Binder 4
12 Str
18 Dex
12 Con
10 Int
9 _Wis
20 Cha
With Belt of Magnificence +4
16 Str
22 Dex
16 Con
14 Int
13 Wis
24 Cha
Feats:
1: _(Human) Improved Binding
1: _Skilled Pact Making (retrained at 4)
3: _Expel Vestige
4: _(Binder) Rapid Pact Making (retrained at 5)
6: _Favored Vestige (retrained at 10)
9: _Rapid Recovery (retrained at 10)
11: Weapon Focus (claws)
12: Improved Initiative
15: Exceptional Artisan (only while binding Astaroth)
16: Iron Will
18: Magical Artisan (only while binding Astaroth)
20: Deepspawn (tentacles!)
X: _Item Crafting Feat (only while binding Astaroth)
4 Vestiges: Zceryll and Haures and Astaroth and Orthos
EBL 24, 26 for Zceryll
Summon Monster IX
Binder
Pact Augmentation (4 abilities)
Soul guardian (immune to fear)(slippery mind)(immune to energy drain and negative levels)
Knight of the Sacred Seal
Vestige's Protection Aura (Su): Swift action +4 insight bonus to AC/Reflex for user + all adjacent allies for 1 round (24s cooldown)
Vestige's Power (Su): Swift Action +2 Strength/Con, +10ft land speed, +4 Will saves for 1 round (24s cooldown)
Apotheosis (Su): Type changes to Outside with Native subtype, damage reduction 10/magic (redundant with Zceryll)
Vestige's Surge (Su): Once per day, can ignore cooldown
Divine Rank 0
Creatures that have a mortal and a deity as parents also fall into this category. These entities cannot grant spells, but are immortal and usually have one or more ability scores that are far above the norm for their species. They may have some worshipers.
60ft land speed
+divine rank to AC as divine armor class bonus
A deity is immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the deity might have work normally on itself.
A deity is not subject to energy drain, ability drain, or ability damage.
A deity is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
A deity has fire resistance of 5 + its divine rank.
A deity has spell resistance of 32 + its divine rank.
All deities (even those of rank 0) are naturally immortal and cannot die from natural causes. Deities do not age, and they do not need to eat, sleep, or breathe. The only way for a deity to die is through special circumstances, usually by being slain in magical or physical combat.
Creatures that have a mortal and a deity as parents also fall into this category. These entities cannot grant spells, but are immortal and usually have one or more ability scores that are far above the norm for their species. They may have some worshipers.
60ft land speed
+divine rank to AC as divine armor class bonus
A deity is immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the deity might have work normally on itself.
A deity is not subject to energy drain, ability drain, or ability damage.
A deity is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
A deity has fire resistance of 5 + its divine rank.
A deity has spell resistance of 32 + its divine rank.
All deities (even those of rank 0) are naturally immortal and cannot die from natural causes. Deities do not age, and they do not need to eat, sleep, or breathe. The only way for a deity to die is through special circumstances, usually by being slain in magical or physical combat.
Acolyte, Squealer, Dinah:
Headband of Guidance of the Avatar (+20 to skill checks!)
Noelle:
Bracelet of Dimension Step (everyone teleport speed, battlefield shuffle!)
Trickster:
Eye Lenses of Eyes of the Avoral (+8 to spot, like permanent binoculars)
Grue:
Spiked Gauntlets of Manyjaws (10 pairs)
Regent:
Headband of Sculpted Web (it's white, it's sticky, it's everywhere!)
Imp:
Headband of Invisibility
Gloves of Shivering Touch (3d6 dex damage, no save, for 30 seconds)
Eidolon:
Headband of Ray of Hope (+2 morale bonus to saves, attacks, ability checks, and skills - on himself, he looks like he could use some cheering up)
Contessa:
Headband of Disguise Self
Panacea:
Anklets of Swift Fly (flight, finally!)
Legend:
Gloves of Ray of Stupidity (1d4+1 int damage, no save)
Alexandria:
Riverine Intelligent (using Nybor's Psychic Imprint) Bracer of Status, Adaptation, and Freedom of Movement with Telepathy and Knowledge Binding, Spellcraft, and The Planes (and other effects, perhaps)
Knight of the Star Spawn Item Set:
Anklets of Translocation (Magic Item Compendium pg71) and Expeditious Retreat
Amulet of Protection from Evil and Endure Elements and Detect Poison
Belt of Cure Minor Wounds (1 hp/round) and Mage Armor and Shield
Bracer of Magic Missile and Prestidigitation
Ring of Feather Fall and Communication (Magic Item Compendium pg122)
Star Spawn's Gear:
Bracer of Infinite Disks
Bindi Gem of Eyes of the Avoral
Anklets of Translocation (Magic Item Compendium pg71) and Expeditious Retreat
Gauntlets of Invisible Magic Missile (5 missiles) and Quickdraw
Ring of Arming (Magic Item Compendium pg122)
Ring of Feather Fall and Communication (Magic Item Compendium pg122)
Amulet of Protection from Evil and Endure Elements and Hand of the Mage
Shirt of Mage Armor (Greater) and Shield and Panacea (screw you, Bonesaw)
Belt of Magnificence +4 (finally!) (Miniatures Handbook pg42)
Talisman of the Disk (Magic Item Compendium pg188)
Handy Haversack
Pillar of Gemjump
Several Immovable Rods
400,000 Shalantha's Delicate Disks of varying descriptions
Headband of Guidance of the Avatar (+20 to skill checks!)
Noelle:
Bracelet of Dimension Step (everyone teleport speed, battlefield shuffle!)
Trickster:
Eye Lenses of Eyes of the Avoral (+8 to spot, like permanent binoculars)
Grue:
Spiked Gauntlets of Manyjaws (10 pairs)
Regent:
Headband of Sculpted Web (it's white, it's sticky, it's everywhere!)
Imp:
Headband of Invisibility
Gloves of Shivering Touch (3d6 dex damage, no save, for 30 seconds)
Eidolon:
Headband of Ray of Hope (+2 morale bonus to saves, attacks, ability checks, and skills - on himself, he looks like he could use some cheering up)
Contessa:
Headband of Disguise Self
Panacea:
Anklets of Swift Fly (flight, finally!)
Legend:
Gloves of Ray of Stupidity (1d4+1 int damage, no save)
Alexandria:
Riverine Intelligent (using Nybor's Psychic Imprint) Bracer of Status, Adaptation, and Freedom of Movement with Telepathy and Knowledge Binding, Spellcraft, and The Planes (and other effects, perhaps)
Knight of the Star Spawn Item Set:
Anklets of Translocation (Magic Item Compendium pg71) and Expeditious Retreat
Amulet of Protection from Evil and Endure Elements and Detect Poison
Belt of Cure Minor Wounds (1 hp/round) and Mage Armor and Shield
Bracer of Magic Missile and Prestidigitation
Ring of Feather Fall and Communication (Magic Item Compendium pg122)
Star Spawn's Gear:
Bracer of Infinite Disks
Bindi Gem of Eyes of the Avoral
Anklets of Translocation (Magic Item Compendium pg71) and Expeditious Retreat
Gauntlets of Invisible Magic Missile (5 missiles) and Quickdraw
Ring of Arming (Magic Item Compendium pg122)
Ring of Feather Fall and Communication (Magic Item Compendium pg122)
Amulet of Protection from Evil and Endure Elements and Hand of the Mage
Shirt of Mage Armor (Greater) and Shield and Panacea (screw you, Bonesaw)
Belt of Magnificence +4 (finally!) (Miniatures Handbook pg42)
Talisman of the Disk (Magic Item Compendium pg188)
Handy Haversack
Pillar of Gemjump
Several Immovable Rods
400,000 Shalantha's Delicate Disks of varying descriptions
Acolyte
Human Binder 11
Feats:
4: Improved Binding
11: Favored Vestige
2 Vestiges: Naberius and Dantalion, sometimes Malphus
Noelle
Human Binder 4
Feats:
4: Improved Binding
Dinah
Human Binder 4
Feats:
4: Improved Binding
Contessa
Human Binder 8
Feats:
4: Improved Binding
2 Vestiges
Alexandria
Human Binder 10
Feats:
4: Improved Binding
2 Vestiges
Star Spawn
Elf Binder 11/Bloodline 2/Knight of the Sacred Seal 5/Binder 5
12 Str
18 Dex
12 Con
10 Int
9 _Wis
20 Cha
With Draconic Polymorph into Kelvezu (Monster Manual II pg60)
(form overridden by Alter Self into elf, but physical stats remain, as well as 60ft flight and +8d6 sneak attack)
29 Str
31 Dex
18 Con
10 Int
9 _Wis
20 Cha
With Belt of Magnificence +4
34 Str
35 Dex
22 Con
14 Int
13 Wis
24 Cha
Feats:
1: _(Human) Improved Binding
1: _Skilled Pact Making (retrained at 4)
3: _Expel Vestige
4: _(Binder) Rapid Pact Making (retrained at 5)
6: _Favored Vestige (retrained at 10)
9: _Rapid Recovery (retrained at 10)
11: Weapon Focus (claws)
12: Improved Initiative
15: Exceptional Artisan (only while binding Astaroth)
16: Iron Will
18: Magical Artisan (only while binding Astaroth)
20: Deepspawn (tentacles!)
X: _Item Crafting Feat (only while binding Astaroth)
21: Efficient Item Creation [Epic] (only while binding Astaroth)
4 Vestiges: Zceryll and Haures and Astaroth and Orthos
EBL 25, 27 for Zceryll
Summon Monster IX
Binder
Pact Augmentation (4 abilities)
Soul guardian (immune to fear)(slippery mind)(immune to energy drain and negative levels)
Knight of the Sacred Seal
Vestige's Protection Aura (Su): Swift action +4 insight bonus to AC/Reflex for user + all adjacent allies for 1 round (24s cooldown)
Vestige's Power (Su): Swift Action +2 Strength/Con, +10ft land speed, +4 Will saves for 1 round (24s cooldown)
Apotheosis (Su): Type changes to Outside with Native subtype, damage reduction 10/magic (redundant with Zceryll)
Vestige's Surge (Su): Once per day, can ignore cooldown
Acolyte
Human Binder 11/Scion of Dantalion 1
Feats:
4: Improved Binding
11: Favored Vestige
2 Vestiges: Naberius and Dantalion, sometimes Malphus
Summon Monster VI
Scion of Dantalion
Scholarship of Dantalion: once per day, reroll knowledge check
Noelle
Human Binder 7
Feats:
4: Improved Binding
1 Vestige: Naberius
Dinah
Human Binder 7
Feats:
4: Improved Binding
1 Vestige: Naberius
Contessa
Human Binder 10
Feats:
4: Improved Binding
2 Vestiges: Naberius and Zceryll
Summon Monster V
Alexandria
Human Binder 11
Feats:
4: Improved Binding
11: Favored Vestige
2 Vestiges: Zceryll and Ipos
Summon Monster VI
Elf Binder 11/Bloodline 2/Knight of the Sacred Seal 5/Binder 5
12 Str
18 Dex
12 Con
10 Int
9 _Wis
20 Cha
With Draconic Polymorph into Kelvezu (Monster Manual II pg60)
(form overridden by Alter Self into elf, but physical stats remain, as well as 60ft flight and +8d6 sneak attack)
29 Str
31 Dex
18 Con
10 Int
9 _Wis
20 Cha
With Belt of Magnificence +4
34 Str
35 Dex
22 Con
14 Int
13 Wis
24 Cha
Feats:
1: _(Human) Improved Binding
1: _Skilled Pact Making (retrained at 4)
3: _Expel Vestige
4: _(Binder) Rapid Pact Making (retrained at 5)
6: _Favored Vestige (retrained at 10)
9: _Rapid Recovery (retrained at 10)
11: Weapon Focus (claws)
12: Improved Initiative
15: Exceptional Artisan (only while binding Astaroth)
16: Iron Will
18: Magical Artisan (only while binding Astaroth)
20: Deepspawn (tentacles!)
X: _Item Crafting Feat (only while binding Astaroth)
21: Efficient Item Creation [Epic] (only while binding Astaroth)
4 Vestiges: Zceryll and Haures and Astaroth and Orthos
EBL 25, 27 for Zceryll
Summon Monster IX
Binder
Pact Augmentation (4 abilities)
Soul guardian (immune to fear)(slippery mind)(immune to energy drain and negative levels)
Knight of the Sacred Seal
Vestige's Protection Aura (Su): Swift action +4 insight bonus to AC/Reflex for user + all adjacent allies for 1 round (24s cooldown)
Vestige's Power (Su): Swift Action +2 Strength/Con, +10ft land speed, +4 Will saves for 1 round (24s cooldown)
Apotheosis (Su): Type changes to Outside with Native subtype, damage reduction 10/magic (redundant with Zceryll)
Vestige's Surge (Su): Once per day, can ignore cooldown
Divine Rank 0
Creatures that have a mortal and a deity as parents also fall into this category. These entities cannot grant spells, but are immortal and usually have one or more ability scores that are far above the norm for their species. They may have some worshipers.
60ft land speed
+divine rank to AC as divine armor class bonus
A deity is immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the deity might have work normally on itself.
A deity is not subject to energy drain, ability drain, or ability damage.
A deity is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
A deity has fire resistance of 5 + its divine rank.
A deity has spell resistance of 32 + its divine rank.
All deities (even those of rank 0) are naturally immortal and cannot die from natural causes. Deities do not age, and they do not need to eat, sleep, or breathe. The only way for a deity to die is through special circumstances, usually by being slain in magical or physical combat.
Creatures that have a mortal and a deity as parents also fall into this category. These entities cannot grant spells, but are immortal and usually have one or more ability scores that are far above the norm for their species. They may have some worshipers.
60ft land speed
+divine rank to AC as divine armor class bonus
A deity is immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the deity might have work normally on itself.
A deity is not subject to energy drain, ability drain, or ability damage.
A deity is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
A deity has fire resistance of 5 + its divine rank.
A deity has spell resistance of 32 + its divine rank.
All deities (even those of rank 0) are naturally immortal and cannot die from natural causes. Deities do not age, and they do not need to eat, sleep, or breathe. The only way for a deity to die is through special circumstances, usually by being slain in magical or physical combat.
Acolyte, Squealer, Dinah:
Headband of Guidance of the Avatar (+20 to skill checks!)
Noelle:
Bracelet of Dimension Step (everyone teleport speed, battlefield shuffle!)
Trickster:
Eye Lenses of Eyes of the Avoral (+8 to spot, like permanent binoculars)
Grue:
Spiked Gauntlets of Manyjaws (10 pairs)
Regent:
Headband of Sculpted Web (it's white, it's sticky, it's everywhere!)
Imp:
Headband of Invisibility
Gloves of Shivering Touch (3d6 dex damage, no save, for 30 seconds)
Eidolon:
Headband of Ray of Hope (+2 morale bonus to saves, attacks, ability checks, and skills - on himself, he looks like he could use some cheering up)
Contessa:
Headband of Disguise Self
Panacea:
Anklets of Swift Fly (flight, finally!)
Legend:
Gloves of Ray of Stupidity (1d4+1 int damage, no save)
Alexandria:
Riverine Intelligent (using Nybor's Psychic Imprint) Bracer of Status, Adaptation, and Freedom of Movement with Telepathy and Knowledge Binding, Spellcraft, and The Planes (and other effects, perhaps)
Knight of the Star Spawn Item Set:
Anklets of Translocation (Magic Item Compendium pg71) and Expeditious Retreat
Amulet of Protection from Evil and Endure Elements and Detect Poison
Belt of Cure Minor Wounds (1 hp/round) and Mage Armor and Shield
Bracer of Magic Missile and Prestidigitation
Ring of Feather Fall and Communication (Magic Item Compendium pg122)
Headband of Guidance of the Avatar (+20 to skill checks!)
Noelle:
Bracelet of Dimension Step (everyone teleport speed, battlefield shuffle!)
Trickster:
Eye Lenses of Eyes of the Avoral (+8 to spot, like permanent binoculars)
Grue:
Spiked Gauntlets of Manyjaws (10 pairs)
Regent:
Headband of Sculpted Web (it's white, it's sticky, it's everywhere!)
Imp:
Headband of Invisibility
Gloves of Shivering Touch (3d6 dex damage, no save, for 30 seconds)
Eidolon:
Headband of Ray of Hope (+2 morale bonus to saves, attacks, ability checks, and skills - on himself, he looks like he could use some cheering up)
Contessa:
Headband of Disguise Self
Panacea:
Anklets of Swift Fly (flight, finally!)
Legend:
Gloves of Ray of Stupidity (1d4+1 int damage, no save)
Alexandria:
Riverine Intelligent (using Nybor's Psychic Imprint) Bracer of Status, Adaptation, and Freedom of Movement with Telepathy and Knowledge Binding, Spellcraft, and The Planes (and other effects, perhaps)
Knight of the Star Spawn Item Set:
Anklets of Translocation (Magic Item Compendium pg71) and Expeditious Retreat
Amulet of Protection from Evil and Endure Elements and Detect Poison
Belt of Cure Minor Wounds (1 hp/round) and Mage Armor and Shield
Bracer of Magic Missile and Prestidigitation
Ring of Feather Fall and Communication (Magic Item Compendium pg122)
Star Spawn's Epic Gear:
Note: all armor/visible components composed of riverine (Stormwrack pg128) for indestructibility
[Arms]
Bracer of Infinite Disks
[Face]
Bindi Gem of Eyes of the Avoral and Celerity
[Feet]
Anklets of Translocation (Magic Item Compendium pg71) and Dimension Leap
[Hands]
Gauntlets of Invisible Magic Missile (5 missiles) and Quickdraw with spikes of Warning (Magic Item Compendium pg46) and Rapid Wrath (Ghostwalk pg66)
[Rings]
Ring of Arming (Magic Item Compendium pg122) and Anticipation (Drow of the Underdark pg100) and Nerveskitter
Ring of Feather Fall and Communication (Magic Item Compendium pg122)
[Shoulders]
Mantle of Delay Death
[Throat]
Amulet of Protection from Evil and Endure Elements and Friendly Fire
[Torso]
Shirt of Mage Armor (Greater) and Shield and Panacea (screw you, Bonesaw) and Heroics (for Martial Study of Steel Wind) and Iron Heart Vest (IRON HEART SURGE)
[Waist]
Belt of Magnificence +4 (Miniatures Handbook pg42) and Battle (Magic Item Compendium pg73)
[Other]
Talisman of the Disk (Magic Item Compendium pg188)
Handy Haversack
Pillar of Gemjump
Several Immovable Rods
Mirror of Scrying
400,000 Shalantha's Delicate Disks of varying descriptions
Spelltrap Harness (a thin riverine backpack case worn beneath armor, full of Armsmaster-reduced auto-resetting clockwork magic traps) with Eyes of the Oracle and Footsteps of the Divine (Pun-Pun) and Shuffle and Alter Self and Fly and Haste and Telekinesis and Draconic Polymorph (into Kelvezu, then overridden by Alter Self)
Note: all armor/visible components composed of riverine (Stormwrack pg128) for indestructibility
[Arms]
Bracer of Infinite Disks
[Face]
Bindi Gem of Eyes of the Avoral and Celerity
[Feet]
Anklets of Translocation (Magic Item Compendium pg71) and Dimension Leap
[Hands]
Gauntlets of Invisible Magic Missile (5 missiles) and Quickdraw with spikes of Warning (Magic Item Compendium pg46) and Rapid Wrath (Ghostwalk pg66)
[Rings]
Ring of Arming (Magic Item Compendium pg122) and Anticipation (Drow of the Underdark pg100) and Nerveskitter
Ring of Feather Fall and Communication (Magic Item Compendium pg122)
[Shoulders]
Mantle of Delay Death
[Throat]
Amulet of Protection from Evil and Endure Elements and Friendly Fire
[Torso]
Shirt of Mage Armor (Greater) and Shield and Panacea (screw you, Bonesaw) and Heroics (for Martial Study of Steel Wind) and Iron Heart Vest (IRON HEART SURGE)
[Waist]
Belt of Magnificence +4 (Miniatures Handbook pg42) and Battle (Magic Item Compendium pg73)
[Other]
Talisman of the Disk (Magic Item Compendium pg188)
Handy Haversack
Pillar of Gemjump
Several Immovable Rods
Mirror of Scrying
400,000 Shalantha's Delicate Disks of varying descriptions
Spelltrap Harness (a thin riverine backpack case worn beneath armor, full of Armsmaster-reduced auto-resetting clockwork magic traps) with Eyes of the Oracle and Footsteps of the Divine (Pun-Pun) and Shuffle and Alter Self and Fly and Haste and Telekinesis and Draconic Polymorph (into Kelvezu, then overridden by Alter Self)
Acolyte
Human Binder 11/Scion of Dantalion 1
Feats:
4: Improved Binding
11: Favored Vestige
2 Vestiges: Naberius and Dantalion, sometimes Malphus
Summon Monster VI
Scion of Dantalion
Scholarship of Dantalion: once per day, reroll knowledge check
Noelle
Human Binder 7
Feats:
4: Improved Binding
1 Vestige: Naberius
Dinah
Human Binder 7
Feats:
4: Improved Binding
1 Vestige: Naberius
Contessa
Human Binder 10
Feats:
4: Improved Binding
2 Vestiges: Naberius and Zceryll
Summon Monster V
Alexandria
Human Binder 11
Feats:
4: Improved Binding
11: Favored Vestige
2 Vestiges: Zceryll and Ipos
Summon Monster VI
Star Spawn
Elf Binder 11/Bloodline 2/Knight of the Sacred Seal 5/Binder 6
17 Str
23 Dex
17 Con
15 Int
14 Wis
25 Cha
With Draconic Polymorph into Kelvezu (Monster Manual II pg60)
(form overridden by Alter Self into elf, but physical stats remain, as well as 60ft flight and +8d6 sneak attack)
29 Str
31 Dex
18 Con
15 Int
14 Wis
25 Cha
With Belt of Magnificence +4
34 Str
35 Dex
22 Con
19 Int
18 Wis
29 Cha
Feats:
1: _(Human) Improved Binding
1: _Skilled Pact Making (retrained at 4)
3: _Expel Vestige
4: _(Binder) Rapid Pact Making (retrained at 5)
6: _Favored Vestige (retrained at 10)
9: _Rapid Recovery (retrained at 10)
11: Weapon Focus (claws)
12: Improved Initiative
15: Exceptional Artisan (only while binding Astaroth)
16: Iron Will
18: Magical Artisan (only while binding Astaroth)
20: Deepspawn (tentacles!)
X: _Item Crafting Feat (only while binding Astaroth)
21: Efficient Item Creation [Epic] (only while binding Astaroth)
5 Vestiges: Zceryll and Haures and Astaroth and Orthos and Dantalion
EBL 26, 28 for Zceryll
Summon Monster IX
Binder
Pact Augmentation (4 abilities)
Soul guardian (immune to fear)(slippery mind)(immune to energy drain and negative levels)
Knight of the Sacred Seal
Vestige's Protection Aura (Su): Swift action +4 insight bonus to AC/Reflex for user + all adjacent allies for 1 round (24s cooldown)
Vestige's Power (Su): Swift Action +2 Strength/Con, +10ft land speed, +4 Will saves for 1 round (24s cooldown)
Apotheosis (Su): Type changes to Outside with Native subtype, damage reduction 10/magic (redundant with Zceryll)
Vestige's Surge (Su): Once per day, can ignore cooldown
Acolyte
Human Binder 11/Scion of Dantalion 2
Feats:
4: Improved Binding
11: Favored Vestige
2 Vestiges: Naberius and Dantalion, sometimes Malphus
Summon Monster VI
Scion of Dantalion
Scholarship of Dantalion: once per day, reroll knowledge check
Improved Read Thoughts: can immediately sense surface thoughts instead of concentrating three rounds
Noelle
Human Binder 9
Feats:
4: Improved Binding
2 Vestiges: Naberius and Focalor
Dinah
Human Binder 8
Feats:
4: Improved Binding
2 Vestiges: Naberius and Cabiri
Alexandria
Human Binder 12
Feats:
4: Improved Binding
11: Favored Vestige
2 Vestiges: Zceryll and Ipos
Summon Monster VII
Dragon
Construct Binder 12
Feats:
4: Improved Binding
11: Favored Vestige
2 Vestiges: Zceryll and Ipos
Summon Monster VII
Elf Binder 11/Bloodline 2/Knight of the Sacred Seal 5/Binder 6
17 Str
23 Dex
17 Con
15 Int
14 Wis
25 Cha
With Draconic Polymorph into Kelvezu (Monster Manual II pg60)
(form overridden by Alter Self into elf, but physical stats remain, as well as 60ft flight and +8d6 sneak attack)
29 Str
31 Dex
18 Con
15 Int
14 Wis
25 Cha
With Belt of Magnificence +4
34 Str
35 Dex
22 Con
19 Int
18 Wis
29 Cha
Feats:
1: _(Human) Improved Binding
1: _Skilled Pact Making (retrained at 4)
3: _Expel Vestige
4: _(Binder) Rapid Pact Making (retrained at 5)
6: _Favored Vestige (retrained at 10)
9: _Rapid Recovery (retrained at 10)
11: Weapon Focus (claws)
12: Improved Initiative
15: Exceptional Artisan (only while binding Astaroth)
16: Iron Will
18: Magical Artisan (only while binding Astaroth)
20: Deepspawn (tentacles!)
X: _Item Crafting Feat (only while binding Astaroth)
21: Efficient Item Creation [Epic] (only while binding Astaroth)
5 Vestiges: Zceryll and Haures and Astaroth and Orthos and Dantalion
EBL 26, 28 for Zceryll
Summon Monster IX
Binder
Pact Augmentation (4 abilities)
Soul guardian (immune to fear)(slippery mind)(immune to energy drain and negative levels)
Knight of the Sacred Seal
Vestige's Protection Aura (Su): Swift action +4 insight bonus to AC/Reflex for user + all adjacent allies for 1 round (24s cooldown)
Vestige's Power (Su): Swift Action +2 Strength/Con, +10ft land speed, +4 Will saves for 1 round (24s cooldown)
Apotheosis (Su): Type changes to Outside with Native subtype, damage reduction 10/magic (redundant with Zceryll)
Vestige's Surge (Su): Once per day, can ignore cooldown
Divine Rank 0
Creatures that have a mortal and a deity as parents also fall into this category. These entities cannot grant spells, but are immortal and usually have one or more ability scores that are far above the norm for their species. They may have some worshipers.
60ft land speed
+divine rank to AC as divine armor class bonus
A deity is immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the deity might have work normally on itself.
A deity is not subject to energy drain, ability drain, or ability damage.
A deity is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
A deity has fire resistance of 5 + its divine rank.
A deity has spell resistance of 32 + its divine rank.
All deities (even those of rank 0) are naturally immortal and cannot die from natural causes. Deities do not age, and they do not need to eat, sleep, or breathe. The only way for a deity to die is through special circumstances, usually by being slain in magical or physical combat.
Divine Rank 1+
Greater teleport at-will, but only herself
Can use any domain spell it grants at-will as a spell-like ability (woo!)
Domains
Immune to electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death effects, and disintegrate
Senses extend to 1 mile per divine rank (all senses, including darkvision, mindsight, blindsight, and true seeing
Can perceive 1 mile per divine rank of worshipers, holy sites, or other objects or locales sacred to the deity, 1 hour after someone says her name, or an event related to her portfolio occurs (involving at least 500 people)
Permanent tongues spell, and can communicate with anyone within 1 mile/rank of her
Can send message to worshiper or anyone within 1 mile/rank of any of her stuff/sites
Aura can Daze, Fright, Resolve within 10ft/rank
Grant all cleric spells and domain spells to followers (can withhold spells as free action)
(For all the tedious details, look here)
Salient Divine Abilities
Gift of Life: true resurrection without limit, at will (probationary, may change)
See Magic: exactly what it says on the tin
Creatures that have a mortal and a deity as parents also fall into this category. These entities cannot grant spells, but are immortal and usually have one or more ability scores that are far above the norm for their species. They may have some worshipers.
60ft land speed
+divine rank to AC as divine armor class bonus
A deity is immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the deity might have work normally on itself.
A deity is not subject to energy drain, ability drain, or ability damage.
A deity is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
A deity has fire resistance of 5 + its divine rank.
A deity has spell resistance of 32 + its divine rank.
All deities (even those of rank 0) are naturally immortal and cannot die from natural causes. Deities do not age, and they do not need to eat, sleep, or breathe. The only way for a deity to die is through special circumstances, usually by being slain in magical or physical combat.
Divine Rank 1+
Greater teleport at-will, but only herself
Can use any domain spell it grants at-will as a spell-like ability (woo!)
Domains
Knowledge: Detect Secret Doors, Detect Thoughts, Clairaudience/Clairvoyance, Divination, True Seeing, Find the Path, Legend Lore, Discern Location, Foresight
Pact: Command, Shield Other, Speak with Dead, Divination, Stalwart Pact, Zealot Pact, Renewal Pact, Death Pact, Gate
Spell: Mage Armor, Anyspell, Rary's Mnemonic Enhancer, Break Enchantment, Anyspell (Greater), Limited Wish, Antimagic Field, Mordenkainen's Disjunction
Summoner: Summon Monster I-VII, Planar Ally (Lesser), Planar Ally, Planar Ally (Greater), Gate
Creation: Create Water, Minor Image, Create Food and Water, Minor Creation, Major Creation, Heroes' Feast, Permanent Image, True Creation, Pavilion of Grandeur
Bonuses to attack, saves, skills, ability checks, caster level checks, and turning checksPact: Command, Shield Other, Speak with Dead, Divination, Stalwart Pact, Zealot Pact, Renewal Pact, Death Pact, Gate
Spell: Mage Armor, Anyspell, Rary's Mnemonic Enhancer, Break Enchantment, Anyspell (Greater), Limited Wish, Antimagic Field, Mordenkainen's Disjunction
Summoner: Summon Monster I-VII, Planar Ally (Lesser), Planar Ally, Planar Ally (Greater), Gate
Creation: Create Water, Minor Image, Create Food and Water, Minor Creation, Major Creation, Heroes' Feast, Permanent Image, True Creation, Pavilion of Grandeur
Immune to electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death effects, and disintegrate
Senses extend to 1 mile per divine rank (all senses, including darkvision, mindsight, blindsight, and true seeing
Can perceive 1 mile per divine rank of worshipers, holy sites, or other objects or locales sacred to the deity, 1 hour after someone says her name, or an event related to her portfolio occurs (involving at least 500 people)
Permanent tongues spell, and can communicate with anyone within 1 mile/rank of her
Can send message to worshiper or anyone within 1 mile/rank of any of her stuff/sites
Aura can Daze, Fright, Resolve within 10ft/rank
Grant all cleric spells and domain spells to followers (can withhold spells as free action)
(For all the tedious details, look here)
Salient Divine Abilities
Gift of Life: true resurrection without limit, at will (probationary, may change)
See Magic: exactly what it says on the tin
Acolyte, Squealer, Dinah:
Headband of Guidance of the Avatar (+20 to skill checks!)
Noelle:
Bracelet of Dimension Step (everyone teleport speed, battlefield shuffle!)
Trickster:
Eye Lenses of Eyes of the Avoral (+8 to spot, like permanent binoculars)
Grue:
Spiked Gauntlets of Manyjaws (10 pairs)
Regent:
Headband of Sculpted Web (it's white, it's sticky, it's everywhere!)
Imp:
Headband of Invisibility
Gloves of Shivering Touch (3d6 dex damage, no save, for 30 seconds)
Eidolon:
Headband of Ray of Hope (+2 morale bonus to saves, attacks, ability checks, and skills - on himself, he looks like he could use some cheering up)
Contessa:
Headband of Disguise Self
Panacea:
Anklets of Swift Fly (flight, finally!)
Legend:
Gloves of Ray of Stupidity (1d4+1 int damage, no save)
Alexandria:
Riverine Intelligent (using Nybor's Psychic Imprint) Bracer of Status, Adaptation, and Freedom of Movement with Telepathy and Knowledge Binding, Spellcraft, and The Planes (and other effects, perhaps)
Knight of the Star Spawn Item Set:
Anklets of Translocation (Magic Item Compendium pg71) and Expeditious Retreat
Amulet of Protection from Evil and Endure Elements and Detect Poison
Belt of Cure Minor Wounds (1 hp/round) and Mage Armor and Shield
Bracer of Magic Missile and Prestidigitation
Ring of Feather Fall and Communication (Magic Item Compendium pg122)
Headband of Guidance of the Avatar (+20 to skill checks!)
Noelle:
Bracelet of Dimension Step (everyone teleport speed, battlefield shuffle!)
Trickster:
Eye Lenses of Eyes of the Avoral (+8 to spot, like permanent binoculars)
Grue:
Spiked Gauntlets of Manyjaws (10 pairs)
Regent:
Headband of Sculpted Web (it's white, it's sticky, it's everywhere!)
Imp:
Headband of Invisibility
Gloves of Shivering Touch (3d6 dex damage, no save, for 30 seconds)
Eidolon:
Headband of Ray of Hope (+2 morale bonus to saves, attacks, ability checks, and skills - on himself, he looks like he could use some cheering up)
Contessa:
Headband of Disguise Self
Panacea:
Anklets of Swift Fly (flight, finally!)
Legend:
Gloves of Ray of Stupidity (1d4+1 int damage, no save)
Alexandria:
Riverine Intelligent (using Nybor's Psychic Imprint) Bracer of Status, Adaptation, and Freedom of Movement with Telepathy and Knowledge Binding, Spellcraft, and The Planes (and other effects, perhaps)
Knight of the Star Spawn Item Set:
Anklets of Translocation (Magic Item Compendium pg71) and Expeditious Retreat
Amulet of Protection from Evil and Endure Elements and Detect Poison
Belt of Cure Minor Wounds (1 hp/round) and Mage Armor and Shield
Bracer of Magic Missile and Prestidigitation
Ring of Feather Fall and Communication (Magic Item Compendium pg122)
Star Spawn's Epic Gear:
Note: all armor/visible components composed of riverine (Stormwrack pg128) for indestructibility
[Arms]
Bracer of Infinite Disks
[Face]
Bindi Gem of Eyes of the Avoral and Celerity
[Feet]
Anklets of Translocation (Magic Item Compendium pg71) and Dimension Leap
[Hands]
Gauntlets of Invisible Magic Missile (5 missiles) and Quickdraw with spikes of Warning (Magic Item Compendium pg46) and Rapid Wrath (Ghostwalk pg66)
[Rings]
Ring of Arming (Magic Item Compendium pg122) and Anticipation (Drow of the Underdark pg100) and Nerveskitter
Ring of Feather Fall and Communication (Magic Item Compendium pg122)
[Shoulders]
Mantle of Delay Death
[Throat]
Amulet of Protection from Evil and Endure Elements and Friendly Fire
[Torso]
Shirt of Mage Armor (Greater) and Shield and Panacea (screw you, Bonesaw) and Heroics (for Martial Study of Steel Wind) and Iron Heart Vest (IRON HEART SURGE)
[Waist]
Belt of Magnificence +4 (Miniatures Handbook pg42) and Battle (Magic Item Compendium pg73)
[Other]
Talisman of the Disk (Magic Item Compendium pg188)
Handy Haversack
Pillar of Gemjump
Several Immovable Rods
Mirror of Scrying
400,000 Shalantha's Delicate Disks of varying descriptions
Spelltrap Harness (a thin riverine backpack case worn beneath armor, full of Armsmaster-reduced auto-resetting clockwork magic traps) with Eyes of the Oracle and Footsteps of the Divine (Pun-Pun) and Shuffle and Alter Self and Fly and Haste and Telekinesis and Draconic Polymorph (into Kelvezu, then overridden by Alter Self)
Note: all armor/visible components composed of riverine (Stormwrack pg128) for indestructibility
[Arms]
Bracer of Infinite Disks
[Face]
Bindi Gem of Eyes of the Avoral and Celerity
[Feet]
Anklets of Translocation (Magic Item Compendium pg71) and Dimension Leap
[Hands]
Gauntlets of Invisible Magic Missile (5 missiles) and Quickdraw with spikes of Warning (Magic Item Compendium pg46) and Rapid Wrath (Ghostwalk pg66)
[Rings]
Ring of Arming (Magic Item Compendium pg122) and Anticipation (Drow of the Underdark pg100) and Nerveskitter
Ring of Feather Fall and Communication (Magic Item Compendium pg122)
[Shoulders]
Mantle of Delay Death
[Throat]
Amulet of Protection from Evil and Endure Elements and Friendly Fire
[Torso]
Shirt of Mage Armor (Greater) and Shield and Panacea (screw you, Bonesaw) and Heroics (for Martial Study of Steel Wind) and Iron Heart Vest (IRON HEART SURGE)
[Waist]
Belt of Magnificence +4 (Miniatures Handbook pg42) and Battle (Magic Item Compendium pg73)
[Other]
Talisman of the Disk (Magic Item Compendium pg188)
Handy Haversack
Pillar of Gemjump
Several Immovable Rods
Mirror of Scrying
400,000 Shalantha's Delicate Disks of varying descriptions
Spelltrap Harness (a thin riverine backpack case worn beneath armor, full of Armsmaster-reduced auto-resetting clockwork magic traps) with Eyes of the Oracle and Footsteps of the Divine (Pun-Pun) and Shuffle and Alter Self and Fly and Haste and Telekinesis and Draconic Polymorph (into Kelvezu, then overridden by Alter Self)
Acolyte
Human Binder 11/Scion of Dantalion 2
Feats:
4: Improved Binding
11: Favored Vestige
2 Vestiges: Naberius and Dantalion, sometimes Malphus
Summon Monster VI
Scion of Dantalion
Scholarship of Dantalion: once per day, reroll knowledge check
Improved Read Thoughts: can immediately sense surface thoughts instead of concentrating three rounds
Noelle
Human Binder 9
Feats:
4: Improved Binding
2 Vestiges: Naberius and Focalor
Dinah
Human Binder 8
Feats:
4: Improved Binding
2 Vestiges: Naberius and Cabiri
Alexandria
Human Binder 12
Feats:
4: Improved Binding
11: Favored Vestige
2 Vestiges: Zceryll and Ipos
Summon Monster VII
Dragon
Construct Binder 12
Feats:
4: Improved Binding
11: Favored Vestige
2 Vestiges: Zceryll and Ipos
Summon Monster VII
Chosen of the Star Spawn Intermediate Bloodline
2: _+2 on Knowledge (the Planes) checks
4: _Resistance to Acid 5
6: _Charisma +1
8: _Alternate Form 1/day (Sp) [As Pseudonatural template's at will, for 1 min/level]
10: Pseudonatural Affinity +2 [bonus on Bluff/Diplomacy/Gather Information/Intimidate/Perform vs. this type]
12: Resistance to Electricity 5
14: +2 on Knowledge (Dungeoneering) checks
16: Iron Will feat
18: Charisma +1
20: Deepspawn feat
Thanks to Valint for the Bloodline loadout.
What the heck's a Zceryll?
Zceryll the Star Spawn is a vestige available to the Binder class. You can see it here in the web-only class chronicles article. Scroll down a bit, you'll see it.
Why aren't you using X creature?
My DM banned Fiend Folio and the Fiendish Codexes. I have done the same for Freakshow.
Hey, Improved Binding doesn't work that way!
A houserule I didn't realize was a houserule. In her case, Improved Binding raises Effective Binder Level for all circumstances, not just which vestiges she can bind.
Added homebrew Chosen of the Star Spawn Intermediate Bloodline to explain difference between level and Effective Binder Level.
Hey, Xill can't use Planewalk, they're summons!
See Improved Binding. My DM didn't see it as gamebreaking, but mostly because we already had a bunch of wizarding things going on that made the Xill underwhelming. Comes in surprisingly handy in Wormverse, though.
Spell-like Abilities do/don't have a casting time of one standard action!
Argued to death, and ultimately up to DM decision. In this case, it's a standard action.
Summons' spells expire when the summons do!
There are differing interpretations, hence it's up to DM decision. In this case, spell duration expire independently of summons.
This was stupid of Freakshow, she should have done X instead!
Her Int is 10, her Wis is 8, and she's the underachieving youngest child of a large family of powerful adventurers. She's not all that bright, but she's getting better.
Freakshow is literally Hitler.
She was raised by sociopaths. While technically True Neutral, maybe even Neutral Good, her family's worldview (and subsequently hers) is one that considers NPCs to not actually be people. They're furniture, background noise, window dressing. It's hard for her to see them as anything else.
Crawler shouldn't be able to adapt to Outside Context Problems!
Magic Space Whale bullshit. Anything that doesn't kill/permanently incapacitate him instantly, he becomes resistant to. Or he just regens so fast he doesn't care.
You can't force summons to cast spells requiring XP, regardless of Suggestion or Dominate!
DM decision, and also not even appearing in the story. Probably.
Shouldn't Dimensional Anchor cut the ties between shards and their hosts?
According to the spell, it does not block "extradimensional perception or attack forms", which I think the shards count as. So it would prevent Doors from being opened, and Oni Lee from teleporting, but it wouldn't hard counter shard powers in general.
How do Bloodlines work?
It's complicated, but in short, in the beginning it gaves her redundant stuff she didn't need and slowed down her development. In exchange, later on in 5.9 when she [takes a level in Knight of the Sacred Seal, it also adds her Bloodline levels to that, which gives her +3 effective binder level all at once and grants her early access to the highest level of Summon Monster].
Shouldn't she be able to summon multiple monsters if she has Summon Monster?
According to the wording on the Zceryll vestige feature: [Summon Alien: You can summon any creature from the summon monster list that a sorcerer of your level could summon.]
There's no set duration on Summon Alien! She can have as many monsters as she wants!
There's no mention of being able to control the creatures she summons, either. The reasonable assumption is that it is like Summon Monster except where specified. That's how my DM treated it, and how I am treating it in the story.
Any other Summon Alien rules we should know about?
Like Summon Monster, her creatures cannot use teleportation or planar travel (except where otherwise noted, like the Xill), summon other creatures, or use any ability that requires XP cost.
Any other Summon Alien houserules?
Summoned creatures do not keep other templates, to reduce resistance stacking. So it's not a Pseudonatural Infernal Raven, it's just a Pseudonatural Raven.
Do shard powers work when baleful polymorphed?
All special abilities of creatures are lost, including the Extraordinary abilities I consider shard powers to be.
[Anything related to alignment]
The two-axis alignment system a gross simplification of a kaleidoscope of moral and ethical decision-making, and it also doesn't apply to the Wormverse. So no smite, no evil-affecting poisons, nothing that works solely on alignment.
[Any rules issue that suffers from poor wording or unclear rule interactions]
DM decision. Ask if you are curious, please don't get salty about it (or take it to PMs if you insist).
You can't take feats that rely on temporary prerequisites!
I've seen it ruled that you can, but if you ever don't meet those prerequisites, you cannot use those feats. So neither of her artisan feats will work if she's not binding Astaroth.
Your calculations are wrong for item crafting!
Oh thank god, I have no idea what I'm doing. Please send me a PM.
You can't become a god just by having a certain number of worshipers!
Short answer: I'm aware, and there'll be more to it than that, if it happens.
If Star Spawn did become a god, what would be her portfolio?
Probably the Knowledge, Pact, Spell, and Summoner domains.
Also, possibly Healing as well, considering her temples are literally built on fountains of healing. Props to thepsyborg for the idea.
Zceryll the Star Spawn is a vestige available to the Binder class. You can see it here in the web-only class chronicles article. Scroll down a bit, you'll see it.
Why aren't you using X creature?
My DM banned Fiend Folio and the Fiendish Codexes. I have done the same for Freakshow.
Hey, Improved Binding doesn't work that way!
Added homebrew Chosen of the Star Spawn Intermediate Bloodline to explain difference between level and Effective Binder Level.
Hey, Xill can't use Planewalk, they're summons!
See Improved Binding. My DM didn't see it as gamebreaking, but mostly because we already had a bunch of wizarding things going on that made the Xill underwhelming. Comes in surprisingly handy in Wormverse, though.
Spell-like Abilities do/don't have a casting time of one standard action!
Argued to death, and ultimately up to DM decision. In this case, it's a standard action.
Summons' spells expire when the summons do!
There are differing interpretations, hence it's up to DM decision. In this case, spell duration expire independently of summons.
This was stupid of Freakshow, she should have done X instead!
Her Int is 10, her Wis is 8, and she's the underachieving youngest child of a large family of powerful adventurers. She's not all that bright, but she's getting better.
Freakshow is literally Hitler.
She was raised by sociopaths. While technically True Neutral, maybe even Neutral Good, her family's worldview (and subsequently hers) is one that considers NPCs to not actually be people. They're furniture, background noise, window dressing. It's hard for her to see them as anything else.
Crawler shouldn't be able to adapt to Outside Context Problems!
Magic Space Whale bullshit. Anything that doesn't kill/permanently incapacitate him instantly, he becomes resistant to. Or he just regens so fast he doesn't care.
You can't force summons to cast spells requiring XP, regardless of Suggestion or Dominate!
DM decision, and also not even appearing in the story. Probably.
Shouldn't Dimensional Anchor cut the ties between shards and their hosts?
According to the spell, it does not block "extradimensional perception or attack forms", which I think the shards count as. So it would prevent Doors from being opened, and Oni Lee from teleporting, but it wouldn't hard counter shard powers in general.
How do Bloodlines work?
It's complicated, but in short, in the beginning it gaves her redundant stuff she didn't need and slowed down her development. In exchange, later on in 5.9 when she [takes a level in Knight of the Sacred Seal, it also adds her Bloodline levels to that, which gives her +3 effective binder level all at once and grants her early access to the highest level of Summon Monster].
Shouldn't she be able to summon multiple monsters if she has Summon Monster?
According to the wording on the Zceryll vestige feature: [Summon Alien: You can summon any creature from the summon monster list that a sorcerer of your level could summon.]
There's no set duration on Summon Alien! She can have as many monsters as she wants!
There's no mention of being able to control the creatures she summons, either. The reasonable assumption is that it is like Summon Monster except where specified. That's how my DM treated it, and how I am treating it in the story.
Any other Summon Alien rules we should know about?
Like Summon Monster, her creatures cannot use teleportation or planar travel (except where otherwise noted, like the Xill), summon other creatures, or use any ability that requires XP cost.
Any other Summon Alien houserules?
Summoned creatures do not keep other templates, to reduce resistance stacking. So it's not a Pseudonatural Infernal Raven, it's just a Pseudonatural Raven.
Do shard powers work when baleful polymorphed?
All special abilities of creatures are lost, including the Extraordinary abilities I consider shard powers to be.
[Anything related to alignment]
The two-axis alignment system a gross simplification of a kaleidoscope of moral and ethical decision-making, and it also doesn't apply to the Wormverse. So no smite, no evil-affecting poisons, nothing that works solely on alignment.
[Any rules issue that suffers from poor wording or unclear rule interactions]
DM decision. Ask if you are curious, please don't get salty about it (or take it to PMs if you insist).
You can't take feats that rely on temporary prerequisites!
I've seen it ruled that you can, but if you ever don't meet those prerequisites, you cannot use those feats. So neither of her artisan feats will work if she's not binding Astaroth.
Your calculations are wrong for item crafting!
Oh thank god, I have no idea what I'm doing. Please send me a PM.
You can't become a god just by having a certain number of worshipers!
Short answer: I'm aware, and there'll be more to it than that, if it happens.
WARNING: Do not take this as holy writ that this is what's going to happen. Merely one way it could happen.
If only there was a sufficiently powerful and whimsical deity who would grant her a bit of divine spark to start her off...
In D&D, even self-starters have to have a bit of Divine Spark from somewhere. Where the first one got it, who knows - ask aboleths. For those who try to gain divine power legitimately (as opposed to stealing it from an existing god, or attempting to forge a divine spark through dark sacrifices), they have to come up with a different way of gaining said spark. Normally this is done by divine sponsorship - Ao says you're cool, here's your spark, welcome to the club. Of course, you have to achieve great things to earn such a spark, usually undertaking a quest by said god to prove your worthiness. Perhaps you could even be aided by a sufficiently powerful non-god petitioning your case. A million followers is just proof that you're worthy of the spark, even if said quest isn't technically complete - icing on the cake, so to speak.
So considering the particular circumstances:
So considering the particular circumstances:
- Sent by on an epic quest by Pun-Pun, an infinitely powerful god with a sense of humor who likes self-starters
- Selected by the nearly-godlike entity Zceryll as her chosen favorite on new plane, including first-ever bloodline
- Achieved several sidequests earning great renown and reputation, including slaying a mighty and terrible beast feared the world over
- Started a church to gather worshipers, and doing so on a scale inconceivable on her home plane
If Star Spawn did become a god, what would be her portfolio?
Probably the Knowledge, Pact, Spell, and Summoner domains.
Also, possibly Healing as well, considering her temples are literally built on fountains of healing. Props to thepsyborg for the idea.
-----
Aberration 1.1
I sat in my new study, reclining in an overstuffed armchair and sipping a rather nice port.
The floors and walls were made of rich marble, and the wainscoting and bookshelves were a rich, dark mahogany. The shelves were still somewhat sparse, but already contained such treasures as the Brockton Bay Metro Guide, half a dozen PRT and Protectorate flyers, ten assorted volumes of an outdated encyclopedia set scavenged from a dumpster, and several notebooks of densely scrawled notes and drawings I'd taken since I'd arrived.
Through the high windows, a sickly sweet, floral smoke wafted in. The stone walls muted the sounds of the city, disguised further by a repetitive bass beat reverberating through the floor.
I was halfway through a thick, dusty tome - eagerly reading the origins and types of Cars in this world - when a forceful banging sound interrupted my reverie. It was immediately followed by the heavy oak door opening, revealing a dirty, uncoordinated, and somewhat disoriented man with matted hair and glazed-over eyes. He was followed by a slow cloud of thick smoke and a sudden increase in volume of what I was told was 'music', blasting in from the lab next door.
"Yo, Freakshow," he slurred, trying to focus his eyes on me and only somewhat succeeding. "The boss, ah, wants to..." His eyes closed, and he leaned against the doorway, lost in the moment.
I cleared my throat, and his eyes slowly opened again, a grin sliding across his face. "Hey, Freakshow," he began again. "Big man wants you."
I paused, waiting to see if there was more to the message; when none was forthcoming, I nodded, and the messenger retreated with uncoordinated lethargy.
Placing a bookmark carefully to mark my place, I set aside the encyclopedia and rise. A quick glance at the mirror showed my latest attempt at fashion - a high-collared black dress with a cowl, elbow-length gloves and tall dark boots - designed to conceal the aberrations that accompanied my pact. Two perfectly circular mirrors stared back out at me from beneath the hood, the most visible sign of my favored patron. Confirming everything was in order, I left the peaceful sanctum of my study and stepped into a hazy, disorganized mess that was my compatriot's laboratory.
It took a few minutes to navigate past the tables lined with indecipherable alchemical apparatuses, where men and women in various states of intoxication and disarray worked with surprising coordination, moving quickly and purposefully despite their condition. I had questioned the safety of working with dangerous chemicals while not in a clear state of mind, but apparently my comrades were long practiced with the process, my gifts only serving to increase the scale and effectiveness of their labors. I followed the boss's presence in my mindsight, unerringly homing through the haze.
Soon I found myself in the leader's lounge, a repurposed office that hosted several new chaise lounges and a rather large screen I'd learned was called a 'television', currently displaying a mish-mash of lewd, gyrating bodies and flashing lights. Sitting before it were my hosts and - I dare say, friends - reclining luxuriously together in repose. When he saw me, the man smiled, revealing pearly white teeth and a canny expression. "Yo, Freakshow! Want anything? We've got all sorts of bomb-ass shit up in dis bitch."
His companion, her head resting on his chest, stirred as he spoke, grinding up against his body with slow motions. He grinned further, his hands wandering over her form.
I smiled politely and shook my head.
"Suit yourself," he replied, and reached for a smoking apparatus on the table near him, eyes turning once more to the television.
"You wanted to see me?" I said, still adjusting to his short attention span.
"Right!" he said, fumbling around for a lighter. "Two things. One, need another batch of your sweet-ass poppy for the labs. Go call up one of those fucked up genies or whatever and do your, you know, do your thing."
I nodded, and made a mental note. "And the other?" I asked as he lit the pipe and deeply inhaled the sickly-sweet vapors.
Smoke curled out through his grinning teeth as he exhaled, his body relaxing even further. "I'm glad you're settling in, making your ass at home, but I'm sure you wanted to do more than just sit and read books 'n shit." His grease-streaked partner's hands wandered and began to grab at him, eliciting a pleased noise from him. He continued, "Got word that those racist fucks are trying to get in on our turf again. Wanna come along and fuck up some ass-licking Nazi bastards?"
I hesitated for only a moment. I didn't have much experience actually fighting - that was mostly what my older brothers and sister were good at - but I had a mission, after all. The deity that sent me here asked me to find His agent for Him, and I had no doubt it would be one of those 'parahumans' that were so common in this world. I was still adjusting to this new plane and all its strangeness, but my hosts were kind enough to take me in and make me welcome; the least I could do was help pitch in, and if I got to meet more parahumans in the process, all the better.
I smiled, revealing a too-wide mouth full of mismatched teeth and fangs. "I'd be delighted."
Skidmark grinned in return. "Kickass."
-----
Author's Notes:
One of my favorite characters to play in D&D 3.5 was a Binder of Zceryll. In short, a summoner of eldritch abominations, who is something of an eldritch abomination herself, and whose summons (along with being terrifyingly weird and distorted monsters) have their own rather useful spells (like walls of stone/ice/wind, fly, wind walk, true seeing, obscuring mist, major creation, etc), all day, forever. Up to four summons at a time, each lasting 84 seconds, summoned every 24 seconds. A constantly rotating menagerie of Trump-rated aberrations.
As a huge fan of Worm, I wondered what it would be like to cross the streams, so to speak.
It's a rough story, and will likely be presented out of order. But if I didn't start putting words down, it would never leave the idea phase, so I'm posting this first chapter here for motivation.
C&C welcome. Some limitations apply.
Thanks to /u/Husr for generously serving as beta.
EDIT: Now with a TVTropes page!
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