I can give it a shot, though if it's Eberron based you'll have to ask someone else; anything else though I can probably throw together. Shoot.
-Hey, thanks but the "need" for Vestige stats has come and gone. I was working on something, and was wanting to make up a Vestige, but I recently just said 'forget it', and proceeded on without making up any new mechanics. So, thanks but no thanks.
Marlow Rodan, The First Dragonborn The first dragonborn, created by tragedy, but reborn as one of the platinum brood, a child of Bahamut. Legend: Ages ago, in a sleepy Elven village a child was born, his eyes were like two platinum orbs and he soon became the pride and joy of the community. One day he was coming back from a successful adventure he came to his village devastated by the spawn of Titamat, he then met Bahamut who offered to make him his true son and the first of the Dragonborn, he accomplished much in his days, but after centuries of work he felled and was felled by the red dragon Arshaladon in the Bastion of souls, being a favored of Bahamut and being killed in the birthplace of all souls he passed to a place beyond the planes, he went elseware… Special Requirement: You must not have had peaceful contact with any evil chromatic dragon for at least a week, and you must speak Draconic. Manifestation: You see an elf, suddenly he is encased in a gold and platinum shell, a few seconds later a dragonborn breaks open the shell and crawls out and addresses the binder. Sign: You grow a number of platinum dragon scales equal to your binder level on each arm. Influence: You feel virtuous and honorable, but even the sight of a chromatic dragon can send you into a bloody frothing rage. Granted Abilities: Marlow contains the very essence of the Dragonborn and lends their skill in battle to his binders.. Smite Chromatic Dragon: Every 2 rounds you can deliver a smite attack to any chromatic dragon that deals an extra 5d6 points of damage. Draconic Aspect: You gain a draconic aspect as possessed by a 15th level Dragonborn. Heart: You gain a breath weapon that looks like a bright light made up of all the metallic dragon colors, this breath weapon is usable every 3 rounds, has a range of 150 feet, and deals 6d8 points of DR surpassing damage (Reflex 19 half). Mind: Gains immunity to paralysis and magic sleep affects, as well as Darkvision to 120 ft., Low light vision that allows the binder to see four times as far in shadowy light, a +2 bonus to listen, search, and spot checks, as well as blindsense to 30 ft. Wings: You gain a +10 bonus to jump checks, can glide (reduce falling distance [even when unconscious] to 0ft., and you can glide from high places moving forward 20’ for each 5 ft. of decent, they glide at 30 ft. [average maneuverability], you can’t glide with a heavy load or heavy armor) you also gain a fly speed of 30 ft., and can make a dive attack that works like a charge except that you must fly at least 30 ft. in straight line and descend at least 10 ft. Draconic Power: You gain the dragonblood subtype, immunity to frightful presence, +2 dodge bonus to armor class against creatures of the draconic type, +2 Con, +2 Dex. Draconic Fortitude: You gain 30 hit points. Dragon Doom: You gain the benefits of the Dragon Foe feat.
Sukhaagne, The Six from Shadow An ancient adventuring group that was raised to defeat Tharizdun, Lord of entropy, and fell to the Fleshless Brethren. Legend: Many ages past, the mad god Tharizdun and his cult of lunatics threatened to destroy the known world. In an alliance unheard of before or since the various deities and their priesthoods put aside their enmities and moved as one against the lord of entropy. And while the deities struggled to imprison Tharizdun in a distant realm, a veritable army of heroes from every faith marched into battle against his cult. When the chaos had faded and the dust settled from the air, only six remained from an army of thousands. From the shadows of Tharizdun’s greatest temple came the clever Dardallion of Greyhawk, the devout Imdastri of the Heavens, the sagely Ktolemagne Sky-Reader, the relentless Orsos the Black, the brutish but brilliant Sunyartra Eight-Axes, and Lord Marshal Sir Reikhardt of Geoff. These heroes became known as the Six from Shadow. For the remainder of their days they refused to speak in detail of what had befallen them in the depths of Tharizdun’s shrine. Whatever it was it had a lasting effect, however, because these six-originally of wildly varying faiths, beliefs, and alignments-never again separated. Together they destroyed uncountable evils, from the duergar who invades Olstice to the dread dracolich Ampathaeredes, who sought to become the heir of Vecna in the mortal world. Only decades later after half their number had fallen against the Fleshless Brethren (vile worshipers of the demon lord Juiblex) did the remainder of the six go their separate ways. One falling against Fleshless agents, one falling in a battle with Or’capal (an aspect of the demon lord Orcus), and the other of old age. Their souls bound so closely in life refused to let go of one another in death, but none of their respective planes would harbor them, so they went…. elseware. Special Requirement: You must not worship Tharizdun, Juiblex, or Orcus. Manifestation: A black shape the mind refuses to accept appears, suddenly six weapons appear out of nowhere and strike it down, then six champions appear, a monstrous demonic slug appears and smothers three then slays a fourth and disappears, a Balor appears and strikes another down then the specter of death appears and kills the final one, then their sprits rise up and address the binder Sign: Roll 1d6. Roll Sign 1 Constantly oily fingers. 2 Constant upturned gaze. 3 Constant thoughtful look. 4 Slightly chiseled features. 5 Slightly larger muscles. 6 Slightly golden skin. Influence: Sukhaagne’s influence takes the form of one of six desires (Roll 1d6). Roll Influence 1 Desire to steal. 2 Desire to pray to any god. 3 Desire to read. 4 Desire to hunt. 5 Desire to destroy. 6 Desire to help people. Granted Abilities: Sukhaagne has all the powers of the six from shadow and lends them out in large parcels. Dardallion’s Fingers: You can sneak attack as a 14th level rogue and you gain the trap sense of a 12th level rogue. Imdastri's Fury: You can cast Fire Storm every 5-rounds, use your effective binder level -2 in place of a caster level. Ktolemagne’s Power: You can cast Bigby’s Clenched Fist every 5-rounds, use your effective binder level -2 in place of a caster level. Orsos’s Prowess: You get the favored enemy ability of a 14th level ranger, and the combat style, improved combat style, and combat style mastery abilities of a ranger. Sunyartra’s Rage: You can rage as a 14th level barbarian, and damage reduction 2/-. Music of Sir Reikhardt: You get the ability to use the inspire courage + 2, song of freedom, and inspire greatness abilities of a bard. Your class level is equal to your binder level -5.
Wow, you guys are amazing, these vestiges all rock!!!!
I wanted to try it for myself so here we go, a nice lower level vestige, feel free to PEACH
Carbuncle, the Creation Forgotten Vestige Level: 4rd Binding DC: 26 Carbuncle a creature of great myth and questionable existence appears only to the those capable of reaching through the fabric of reality. Those who beseech this illusive creature share its abilities to transcend notice
Legend: A solitary creature created by the gods to guard and protect their creations without being seen. Carbuncle was a mere myth to mortal world, hundreds and thousands of expeditions were used to find this guardian spirit, but all the efforts proved in vein. Eventually, Carbuncle became so illusive that the very gods that created it could no longer find it, and over time it was forgotten. Carbuncle now drifts between reality, occasionally helping those around it, but the creatures it helps are oblivious to its presence.
Special Requirement: Carbuncle will only appear to a binder if his seal is drawn with no other sentient beings present during its inscription.
Manifestation: The seal slowly fades away and a small green dog-like being fades into view hovering above where the seal once lay. The creature is only partially there and is transparent. Adorned on its head is a large ruby, the size of waterskin, which sparkles as the being **** its head to communicate with the binder. (it looks like my current avatar)
Sign: Whilst bound to Carbuncle the binder appears transparent when viewed by the peripheral vision of any creature, but appears normal when the viewed in focus. Influence: Carbuncle enjoys being hidden, the binder feels unnerved when placed in open areas with little cover, feels more relaxed in hidden areas and revels in crowds that can provide lots of cover.
Granted Abilities: Carbuncle shares its abilities of protection and illusions with its binder, allowing them to fade from the view of others, avoid being hunted down and defend against harmful magics.
Fade from View: Carbuncle allows the binder to slip from the sight of other creatures. Any Spot check made against the binder suffers a penalty equal to your effective binder level and you get a bonus equal to your effective binder level on hide checks. At level 14, as a free action once per round, you may select a creature within 30ft, until the beginning of your next turn, you are invisible as the spell to that creature.
Failed Followings: You cannot be tracked by scent, in addition you leave no trail as per the pass without a trace spell.
Foil Divination: You get a bonus equal to your effective binder level as a bonus to saves against spells from the divination school. At 14th level you become immune to spells with the scrying descriptor.
Ruby Light: once every 5 rounds you can fire a ruby light ray from your hand, a creature must make a spot check against you to notice you firing this ray at a DC for this ability. No attack roll is needed, and the effected creature suffers no ill effect. A creature hit by this ray gets a bonus to AC, saves and skill checks equal to your charisma modifier, this lasts for 1 round per effective binder level. This ray is fired as a standard action
Ruby Refraction: Whenever you are dealt damage by an enemy, a pool of light bursts forth from your body, the light is unnoticeable, but can be used to curtain yourself. You may make a hide check against that enemy's spot check. If you succeed you gain greater invisibility as the spell but only against that enemy for a number of rounds equal to your charisma modifier.
I modeled this vestige after the main villain in my old 2e campaign. When the players from that campaign saw it they said it was a perfect way for Sprug to end up and that it matched his flavor in the old game perfectly. Anyway, just my 2 cents.
Sprug, the Ungod New Vestige Legend: In a previous age, a dormant entity awoke to usher in the end times, an entity that somehow existed outside of reality. When it first took thought, it called itself Sprug, and set about to devour the gods. What terrified gods of every pantheon was the fact that their powers had no effect on Sprug, and in fact nurtured its power, making it stronger. In its first conquest, it slew a handful of gods from various pantheons. It soon created a high priest of sorts, known as Bone, a skeletal horse in appearance with tulips over its eyes. This god served the Ungod in more creative ways. It went about creating special dungeons in which to imprison deities. Deities captured by Bone experienced their divine powers siphoned off slowly, almost experimentally. Other gods chose to go into hiding, living among mortals. In at least one case, the god-in-hiding was recognized by others, and suddenly panicked and chose to commit deicide rather than become devoured by Sprug. A handful of epic adventurers discovered Sprug’s weakness, and advanced upon him. In the battle heard round the multiverse, most of the adventurers were slain, but so was the Ungod Sprug. Vestige Level: 8th. Binding DC: 31. Special Requirements: You cannot bind with Sprug if you have a patron deity. Manifestation: A whirlwind of bone shards appears from everywhere, swirling around rapidly until they suddenly come together, forming a skeletal horse with tulips over its eyes. Sign: You appear to have tulips covering your eyes, although they do not hinder your vision in any way. Influence: You cannot willingly accept beneficial spells from divine spellcasters. You must roll a saving throw and fail to accept such spells. Granted Abilities Apostate: You gain a profane bonus equal to ½ your effective binder level on saves against divine spells. You cannot voluntarily fail a save against a divine spell, even if the spell is harmless. If you are a divine spellcaster with a code of conduct (such as a paladin), binding with Sprug violates your code of conduct regardless of your alignment. Binding Chain of Fate: Once per 5 rounds, as the spell (caster level equals your effective binder level). See spell description in the Forgotten Realms book City of Splendors: Waterdeep page 152. Bone Creature: You gain the bone creature template while bound to Sprug. See the Bone Creature template in the Book of Vile Darkness page 184. Divine Refusal:You take only nonlethal damage from beings with at least 1 divine rank or spellcasters that gain spells from a deity. You recover 1 point of such nonlethal damage per 2 effective binder levels every round. Harvester of Souls: You gain the Harvester of Souls feat as a racial bonus feat. See the feat description in Elder Evils page 13. Note that souls affected by this feat are freed when you are no longer bound with Sprug.
My game blog: http://aryathanjiil.blogspot.com/ DM for D&D 3.5 Favorite Class: Truenamer/ Race: Lesser Fey'ri/ Alignment: NG Gaming Style: 100% legal optimization & min-maxing with heavy emphasis on role-playing.