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Unapproachable East.pdf - The Forgotten Realms

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Illustration by Glen Angus<br />

Familiar Special Abilities: Use Table 3–19: Familiar Special<br />

Abilities in the Player’s Handbook to determine additional<br />

abilities as you would for a normal familiar. <strong>The</strong> character<br />

may add any levels of sorcerer and/or wizard to his Nar demonbinder<br />

class level for purposes of determining his<br />

fiendish familiar’s special abilities.<br />

Inimical Casting (Ex): A Nar demonbinder knows how to<br />

employ spells that deflect the attacks of outsiders, regardless<br />

of alignment.<br />

When a Nar demonbinder<br />

casts one of the<br />

spells listed below, he<br />

may choose one of the<br />

listed effects instead.<br />

Magic circle against good<br />

can be cast as magic circle<br />

against evil, magic circle<br />

against chaos, or magic circle<br />

against law.<br />

Dispel good may be cast as<br />

dispel chaos, dispel evil, or<br />

dispel law.<br />

Blasphemy may be cast as<br />

dictum, holy word, or word of chaos.<br />

Unholy aura may be cast as holy<br />

aura, cloak of chaos, or shield<br />

of law.<br />

Iron Sign: On reaching 2nd<br />

level, a Nar demonbinder learns how<br />

to fashion a special token known as an<br />

iron sign. Creating the token requires<br />

three days and 1,000 gp in<br />

magical materials. <strong>The</strong> iron sign is<br />

the size of a large amulet. <strong>The</strong> demonbinder<br />

can use it in one of two ways.<br />

Calling Diagram: <strong>The</strong> iron sign functions<br />

as a calling diagram (see Conjuration<br />

under Schools of Magic in Chapter 10:<br />

Magic of the Player’s Handbook) that combines<br />

a magic circle with dimensional anchor. <strong>The</strong> demonbinder need<br />

only set the token on a suitable surface, and no Spellcraft<br />

check is necessary to scribe the diagram. A creature held by<br />

the iron sign must remain within 5 feet of it and otherwise<br />

behaves as if it were completely enclosed in a suitably sized<br />

calling diagram.<br />

<strong>The</strong> iron sign can hold a called creature for up to one day<br />

per caster level of the character who crafted it. Unlike a<br />

normal calling diagram, the iron sign cannot be disturbed<br />

unless something physically removes the token from the spot<br />

where it was placed (naturally, the called creature cannot disturb<br />

the token either directly or indirectly).<br />

Demon Trap: As a full-round action, the demonbinder can<br />

set the token on a suitable surface and try to compel a free<br />

outsider within 30 feet of the token into its effective calling<br />

diagram (Will save negates, DC 10 + Nar demonbinder level<br />

+ Nar demonbinder’s Charisma modifier). <strong>The</strong> subject is entitled<br />

to spell resistance. If the creature fails its saving throw,<br />

PRESTIGE CLASSES<br />

Nar Demonbinder<br />

27<br />

it is transported to a square of its choice within 5 feet of the<br />

iron sign, and trapped just as if the demonbinder had conjured<br />

it into a calling diagram.<br />

When a trapped creature leaves the iron sign (because it was<br />

freed by the demonbinder, escaped on its own, or the duration<br />

of the calling diagram lapsed), the token crumbles into powder<br />

and is destroyed.<br />

Master Summoner (Ex): At 3rd level, a Nar demonbinder<br />

gains a +4 bonus on opposed Charisma checks to trap<br />

or compel creatures called through any planar binding<br />

spell.<br />

Brazen Sign: On reaching 4th level, a Nar demonbinder<br />

learns how to fashion a brazen sign. This<br />

works exactly like the iron sign, except that<br />

the called creature cannot use its spell resistance<br />

to attempt to break out of the<br />

calling diagram or to resist being caught<br />

in the demon trap. Crafting a brazen<br />

sign requires five days and the expenditure<br />

of materials worth 2,000 gp.<br />

Infernal Certitude (Ex): Due to<br />

his long study of demons, devils, and<br />

such creatures, a 5th-level Nar demonbinder<br />

gains a +4 bonus on<br />

spell penetration checks against<br />

any outsider.<br />

Silver Sign: On reaching<br />

6th level, a Nar demonbinder<br />

learns how to fashion a silver sign. This<br />

works just like the brazen sign, except<br />

that the DC of the Charisma check for<br />

the called creature to escape increases by<br />

+5, and none of its attacks or abilities<br />

can exit the area within 5 feet of the<br />

token. Crafting a silver sign requires seven days<br />

and the expenditure of 5,000 gp in materials.<br />

Baleful Energy (Ex): On attaining 7th level,<br />

when a Nar demonbinder casts a spell that deals<br />

damage, one-half of the damage dealt is derived<br />

directly from infernal power and is therefore not reduced by<br />

resistance to the energy type of the damaging spell. In the case<br />

of flame strike, the entire damage of the spell is derived from<br />

infernal power and is not subject to fire resistance (although<br />

targets are still permitted spell resistance and saving throws).<br />

NAR DEMONBINDER SPELL LIST<br />

Demonbinders can learn all spells on the following list.<br />

4th level—Beltyn’s burning blood*, dimensional anchor, dismissal,<br />

lesser planar binding, magic circle against good,<br />

summon monster IV, wall of fire.<br />

5th level—dispel good, flame strike, plane shift, spell resistance,<br />

summon monster V.<br />

6th level—banishment, fiendform*, greater dispelling,<br />

planar binding, summon monster VI.<br />

7th level—blasphemy, fire storm, summon monster VII.

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