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Ife dbdembin

Type of Feat: Class

Prerequisite: Daemonbinder level 2.

Specifics: The Daemonbinder can apply daemons trapped by a Circle of Power to non-magical equipment. The possessed item's power depends upon the type of daemon being used. All such items become cursed, making them impossible to remove once equipped.

After several hours or days, the binding weakens enough for the daemon to escape. This is accompanied by a fiery explosion dealing 3d6 damage in a small blast area.

Items cannot contain more than one daemon each, but multiple bound items can be worn together. However, the damage from each blast is increased by 1d6 for every other such item worn. Items worn by the Daemonbinder have triple the duration.

Use: Automatic

A Note About the Obscurity of the Daemonbinder's Dark Arts[]

There are certain mechanics to the Daemonbinder prestige class which are purposefully not documented on the wiki, and these are centred around the powers of daemons which can be ensnared via the Circle of Power and subsequently used in either Daemon Binding (binding those trapped daemons to enchant non-magical items) or Daemonic Host (infusing trapped daemons into a living Host player character to enhance them). Specifically there is no information on which daemon essences you can find or what they do in different applications. The reason for this is a thematic representation of the nature of the abyss. There are people claiming there's a system to it, with layers that have specific characteristics and rulers and types of creature, but it's infinite and chaotic. Those who research it make models based on their best guesses and information, the word of chaotic evil denizens and the assumptions of those who came before them, as such nothing that can be read about it should be reliable information and so no OOC guidance is offered in regards to this mechanic either.

The class is not about developing/manifesting one specific power but rather about chaining these chaotic entities to objects or a body, the unpredictability and experimentation play into the class much better than looking up a list and instantly knowing what your new capture is best used for. Not that you won't figure it out in the end and know the best purpose for all dretches etc., in the same way that you work out how to kill certain enemies or what furniture has most value for weight - it is a process of trial and error which encourages exploration and engagement for those who undertake the journey into the dark arts of daemonology. One that is most certainly not without its risks, nor without its most devious and potent rewards.

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