Warbinder (Fighter Archetype)

Bind Spirit: A warbinder may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the warbinder must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit for more information on this process. A warbinder begins play having completed all four Knowledge Tasks for one 1st-level spirit of his choice.

Each day, a warbinder may bind one spirit to his soul using pact magic; see Performing a Pact Ritual. The spirit’s level may not exceed the warbinder’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 4th level and every three fighter levels thereafter, the warbinder’s maximum spirit level increases by 1, to a maximum of 6th-level spirits at 16th level.

A warbinder possesses a binder level equal to his level. The DC to resist a warbinder’s supernatural powers is equal to 10 + 1/2 the warbinder’s level + the warbinder’s Charisma modifier.

This ability replaces the fighter’s 1st-level bonus feat.

Bonus Feats: A warbinder may select combat feats and pact feats as bonus feats. In addition, he may select a binder secret in place of a bonus feat. The warbinder must meet the feat or binder secret’s prerequisites, if any.

This ability alters the fighter’s bonus feats.

Defense Against the Occult (Ex): Starting at 2nd level, a warbinder gains a +1 bonus on saving throws against all granted abilities. This bonus increases by +1 for every four levels beyond 2nd.

This ability replaces bravery and the fighter’s 2nd-level bonus feat.

Occult Weapon Training (Ex): At 5th level, a warbinder gains a +1 bonus on attack rolls and damage rolls made with granted abilities or with weapons that have been enhanced with the occult weapon binder secret. This bonus increases by +1 at 9th level and every four levels thereafter, to a maximum of +4 at 17th level.

This ability replaces weapon training.

Warbinder Mastery (Ex): At 20th level, any granted abilities that the warbinder uses that require an attack roll automatically confirm all critical threats and have their damage multiplier increased by x1 (this grants most granted abilities a x3 damage multiplier).

This ability replaces weapon mastery.

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