Author Topic: Consolidated Binder Handbook - by jameswilliamogle (repost with formatting)  (Read 14503 times)

Offline Sobolev

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I see that this is in the hatchet thread, but it never made it otherwise.  Here goes.

I can't take it anymore.  The formatting in the Consolidated Binder Handbook is so terrible, and was never fixed. This is now completely a repost, any new information and my person guide can now be found on the new Min/Max website.  All credit here goes to jameswilliamogle

    Consolidated Binder Handbook
    Table of Contents
    • Credits and Information
    • The Binder
    • Introduction to Pact Magic
    • Lists of Vestiges and Abilities *
      • List by Level *
      • List by Type of Ability *
      • Pact Augmentations and Immunities
      • Low-level Binder Advancement *
      • Feat Progression Suggestions for Generic Binders *
      • Magic Items of Note *
      • Strategies vs. Specific Creatures*
      • Combos *
        • Offensive Combos *
        • Defensive Combos *
        • Caster-like Combos *
        • Miscellaneous Combos *
        • Tips and Tricks *
        • Maximizing Save DC’s
        • Customer Service Quotes for Convenience *
        • Reports from the Trenches: Binder in Action*
        * NEW INFORMATION NOT IN PREVIOUS HANDBOOKS (but possibly buried in the thread)


        Credits and Information


        The purpose of this thread is to have one source for all a Binder’s needs, be they basic information, builds, combos, or anything else.  This is a copy for these boards from the CharOp boards basically because I don't think I'll be around the CharOp boards much longer, what with the fairly ridiculous changes occurring over there.

        T_G and Gerdreg, being the original authors of the two main Binder sourcebooks, both approve of the compilation here, and both have been really busy lately.  This is likely to happen to me, too, so I’ve created a new profile and password that is completely public, so that users may edit the information as they see fit.  Here it is:

        If you think something is in error, or you’d like to add some combos, please post it first, just so the community has a chance to digest it and to verify its legality.

        I’ve formatted the text such that “fluff” would all be in sblocks, which I hope doesn’t insult anybody, and the “meat” such as vestige power lists and combos, which the CO community thrives on, would be readily viewable on the second post.

        Much of the work here was done by T_G and Gerdreg, I’ve just been the organizer of some of the more recent developments, and their works (and that's a mountain of data to process, in and of itself).  With that, I hope you enjoy, and that it isn’t a wasted effort!

        Links to the original threads / handbooks:
        http://boards1.wizards.com/showthread.php?t=605415
        http://boards1.wizards.com/showthread.php?t=607826

        -jameswilliamogle


        The Binder’s Role


        Quote from: Gerdreg
        Though there are only a limited number of vestiges currently available, and the binder may only bind a small number of them at once (up to four at a time by level 20), the Binder is one of the most versatile classes to date. Based on what vestiges the Binder chooses to make pacts with that day, the Binder can fill many different roles within a group. By combining different vestiges and their granted abilities, the Binder can choose to either further specialize in his chosen role in the party, or create a unique combinations of abilities not possessed by any standard class.

        One of the great strengths of Pact Magic is that, unlike spells, the special abilities granted by vestiges are not limited to a certain number of uses per day. Though each vestige does not grant a large number of abilities, a Binder who can make pacts with multiple vestiges can obtain a wide variety of abilities. Many of the more powerful abilities are only available once every five rounds, so a wise binder will make sure he has other abilities or items at his disposal between uses. The highest level vestiges allow access to some very strange and powerful combinations of abilities.

        Though not naturally as formidable in combat as the warrior classes, the Binder has medium BAB, d8 HD, and Good Fort and Will Saves. In addition to their vestige granted abilities and pact augmentations, a Binder can be a potent combatant if he or she chooses to be. Despite having a low number of skills points (2+Int per level), the Binder's bonus feats in addition to skill bonuses grants by many of the vestiges will allow the Binder to be very potent in the skills he chooses to pursue.
        In addition to this, I'd say, right from the start, Binders are RIDICULOUSLY complicated: if you haven't read the entire class, all the vestiges, and at least the first 3 posts to this thread, you will probably not play one to its entire potential.  Even then, if you are an inexperienced player, STAY AWAY FROM THIS CLASS!  Play a Rogue, instead, and max out Use-Magic Device for when you want to get tricky.

        Play a Binder when:
        • The healing, the arcane, and the trapfinding roles are covered (Binders aren't very efficient at these roles, though they can be decent secondary healers or arcanists.  Trapfinding works well with Able Learner and moderate Int);
        • You want to cover the party face role (Binders are GREAT at this!);
        • You are playing gestalt rules, and want something cool on one side;
        • You are going to be dealing with a campaign full of outsiders (all Binder abilities are Su: SR doesn't apply).
        (click to show/hide)

        Vestiges and Granted Abilities


        Below is a list of Vestige and their granted abilities.  I've updated the old lists with every vestige thats been published so far.  There are four sources of official WotC vestiges aside from Tome of Magic:
        • Design and Development article (Vanus)
        • Mind’s Eye article (Abysm, Arete, and The Triad)
        • Cityscape Web Enhancement (Astaroth, Deshartis)
        • Class Chronicles: Binders (Zceryll)
        • Dragon Magic (Ashardolon)
        • Dungeon Mag #148 (Ahazu)
        • Dragon #341 (Primus and Kas)
        • Dragon Mag #357 (Astaroth, again, Ansitif, Cabiri)
        This makes for a total of 41 vestiges, which means a TON of combinations (I'll let a statistician do the math on that one).  Summarized here.

        Figuring out great combinations is kind of tough: some synergies are obvious, but many are not.  When in doubt about what to do, determine randomly what you'll bind (use a deck of cards), then look to see what their abilities are and how well they synergize; just about any combination will turn out ok: these aren't weak abilities, after all.  On top of that, check out this post for making custom vestiges and its index:
        http://boards1.wizards.com/showthread.php?t=606718
        http://boards1.wizards.com/showpost.php%3Fp%3D10791757%26postcount%3D452
        Thats ANOTHER 30+ vestiges, if you are looking for homebrew content... Pretty crazy.

        There is a new Vestige and Prestige Class posted with full stats here.  Its from the editor of Pathfinder, James Jacobs, and is about as official as non-WotC material gets.  Its also very balanced w.r.t. most vestiges (unlike a lot of homebrew content).  Its all related to the Age of Worms adventure path.


        1st Level
        • Amon - Darkvision, Fire Breath*, Ram Attack
        • Aym - Dwarven Step, Halo of Fire, Improved Sunder, Medium Armor Proficiency, Resistance to Fire, Ruinous Attack
        • Leraje - Hide Bonus, Low-Light Vision, Precise Shot, Ricochet, Weapon Proficiency
        • Naberius - Disguise Self, Faster Ability Healing, Naberius’s Skills, Persuasive Words*, Silver Tongue
        • Ronove - Cold Iron and Magic Attacks, Far Hand*, Feather Fall, Ronove’s Fists, Sprint
        2nd Level
        • Dahlver-Nar - Mad Soul, Maddening Moan*, Natural Armor, Shield Self
        • Haagenti - Confusing Touch*, Immunity to Transformation, Shield Proficiency, Weapon Proficiency
        • Malphas - Bird’s Eye Viewing, Invisibility*, Poison Use, Sudden Strike
        • Savnok - Call Armor, Heavy Armor Proficiency, Move Ally*, Savnok’s Armor
        3rd Level
        • Andromalius - Jester’s Mirth*, Locate Item, See the Unseen, Sense Trickery, Sneak Attack
        • Focalor - Aura of Sadness, Focalor’s Breath*, Lightning Strike, Water Breathing
        • Karsus - Heavy Magic, Karsus’s Senses, Karsus’s Touch*, Karsus’s Will
        • Paimon - Dance of Death*, Paimon’s Blade, Paimon’s Dexterity, Paimon’s Skills, Uncanny Dodge, Whirlwind Attack
        • Primus (Dragon 341) - Divine Structure, Lawful Attacks, Primus's Order*
        • Ahazu (Dungeon 148) - Ahazu’s Abduction, Ahazu’s Touch, Blindsight, Void Mind
        4th Level
        • Agares - Earth and Air Mastery, Earthshaking Step*, Elemental Companion, Fear Immunity, True Speech
        • Andras - Weapon Proficiency, Mount, Saddle Sure, Smite Good or Evil*, Sow Discord*, Sure Blows
        • Buer - Buer’s Knowledge, Buer’s Purity, Delay Diseases and Poisons, Fast Healing, Healing Gift*, Track
        • Eurynome - Animal Friend, Damage Reduction, Eurynome’s Maul, Poison Blood, Water Dancing
        • Tenebrous - Deeper Darkness, See in Darkness, Touch of the Void*, Turn/ Rebuke Undead*, Vessel of Emptiness
        • Arete (Mind’s Eye WotC article) – Psionic Boon, Resistance, Damage Reduction, Repletion
        • Kas (Dragon 341) - Blinding Strike, Bluff Bonus, Undead Reaper, Kas's Protection, and longsword, bastard sword, and short sword proficiency
        • Astaroth (Cityscape Web Enhancement) - Angelic Lore, Asaroth's Breath, Honeyed Toungue, Master Craftsman, Word of Astaroth
        • Astaroth (Dragon 357) - Blackflame, Divination, Serpentine Toung, Silvered Touch
        • Cabiri (Dragon 357) - Arcane Eye, Far-seeing Gaze, Seer in Darkness, Visons of Terror
        5th Level
        • Acererak - Detect Undead, Hide from Undead, Lich’s Energy Immunities, Paralyzing Touch*, Speak with Dead, Undead Healing
        • Balam - Balam’s Cunning*, Icy Glare, Prescience, Weapon Finesse
        • Dantalion - Awe of Dantalion*, Dantalion Knows, Read Thoughts, Thought Travel*
        • Geryon - Acidic Gaze, All-Around Vision, See in Darkness, Swift Flight*
        • Otiax - Air Blast, Combat Reflexes, Concealing Mist, Open Portal, Unlock*
        6th Level
        • Chupoclops - Aura of Despair, Ethereal Watcher*, Ghost Touch, Poison Bite, Pounce, Soul Sense
        • Haures - Inaccessible Mind, Incorporeal Movement, Major Image*, Phantasmal Killer*
        • Ipos - Cold Iron Claws, Flash of Insight*, Ipos’s Influence, Planar Attenuation, Rend
        • Shax - Freedom of Movement*, Immunity to Electricity, Storm Strike, Swim Speed
        • Zagan - Aversion*, Improved Grapple, Scent, Constrict, Snake Bane
        • Vanus (Design and Development WotC article) - Fear Aura, Free Ally*, Noble Disdain, Vanus’s Ears
        • The Triad (Mind’s Eye WotC article) – Psionic Boon, Call to Mind, Psicraft Bonus, Bardic Knowledge, Empathy, Diplomacy Bonus, Smite Evil, Detect Hostile Intent, Sense Motive Bonus, Weapon Proficiency
        • Desharis (Cityscape Web Enhancement) - City Dweller, Infinite Doors, Language of the City, Smite Natural Soul, Spirits of the City
        • Zceryll (Class Chronicles web article) - Alien Form, Alien Mind, Bolts of Madness, Summon Alien, Telepathy
        7th Level
        • Eligor - Chromatic Strike, Eligor’s Skill in the Saddle, Eligor’s Strength, Eligor’s Resilience, Heavy Armor Proficiency
        • Marchosias - Death Attack, Fiery Retribution, Smoke Form*, Silent and Sure
        • Ansitif (Dragon 357) - Blaspheme, Divine Resistance, Fire Immunity, Thrall to Demon
        8th Level
        • Ashardalon (Dragon Magic) - Ashardalon's Greed, Ashardalon's Presence*, Ashardalon's Vigor, Fiend's Heart
        • Halphax - Damage Reduction, Halphax’s Knowledge, Imprison, Iron Wall*, Secure Shelter*
        • Orthos - Blindsight, Displacement, Whirlwind Breath*, Whispering Wind
        • Abysm (Mind’s Eye WotC article) - Psionic Boon, Overpower
        * useable once every 5 rounds




        Offline Sobolev

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        Lists by Type of Ability


        Most of these were already written by T_G; just cut and pasted.  The newest Vestiges have been added, however.

        Offensive Abilities
        (click to show/hide)

        Defensive Abilities
        (click to show/hide)

        Natural Weapons
        (click to show/hide)

        Feat-like
        (click to show/hide)

        Buff-like or Magic-Related Augments
        (click to show/hide)

        Miscellaneous

        (click to show/hide)

        Offline Sobolev

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        Small List Items, Feat Suggestions, Multi-class Suggestions, and Other Miscellanea

        Pact Augmentations and Immunities
        (click to show/hide)
        Low-Level Binder Advancement, Racial Suggestions, Skills, low-level equipment
        (click to show/hide)

        (click to show/hide)
        =Feat Choices
        (click to show/hide)

        Offline Sobolev

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        Required Feats
        There are a few feats every Binder needs:

        Improved Binding: While its true that you won’t get any use out of it after 16th level, a Binder starting any level below 12th this will find in invaluable.
        Weapon Focus: All full Binders must take all 5 levels of the Knight of the Sacred Seal prestige class.  It’s a mandate.

        That’s it for required feats, leaving you 9 feats to pick (or 10 if you were human or strongheart Halfling).


        Bonus Feats
        You’ll get a few bonus feats, but these won’t define your main characteristics.  For the two Binder bonus feats, I think the following are good choices:

        Expel Vestige (if you start below L4)
        Rapid Pact Making (only if the feat bypasses the need for the drawing)
        Sudden Ability Focus (if Rapid Pact Making is nerfed)
        Improved Binding (if you start after L4, make this a bonus feat)
        Ignore Special Requirements (you can afford to take this later, as the main benefit is to bind opposing vestiges)


        Other Feat Choices, and Binder Roles
        The other feat choices are all dependent on what party role you want to spend the most time doing.  The * means the feat isn't really the most important for that particular role.

        Melee – Charging (Chupoclops based, add Ipos, Haures, Savnok)
        Power Attack, Improved Bull Rush, Shocktrooper, Leap Attack, Improved Sunder*, Combat Brute*, 1 free
        Pretty standard: you use Headless Charge to take off your full PA from your AC, using a spear and Chupoclops' bite for X3 and X2 PA damage and lots of Str damage.  See the builds section for an example.

        Melee – Mobile (Paimon based, add Chupoclops, Ipos, Ronove)
        Improved Initiative, Dodge*, Mobility*, Martial Study*, Martial Stance*, Shadowblade*, Combat Expertise*, Deadly Defense*
        Dance of Death will provoke lots of AoO's, but adding Dex to damage and getting and extra 2d6 when you win Initiative is all very synergistic.  Since Tumble isn't on your skill list, Mobility is actually very useful here.  Deadly Defense adds d6 damage to all light and finnessable weapons when fighting defensively or taking 2 off for Combat Expertise, which is useful, as finessable weapons don't do much damage in general.

        Melee – Tank (Savnok or Aym based, add Dahlver-Nar, Halphax or Abysm, and Buer)
        Dodge, Combat Expertise, Improved Buckler Defense, Shield Specialization*, Shield Ward*, Melee Evasion*, Combat Focus*, Combat Defense*
        This is one more than you have unless you went with a bonus feat race.  Its an AC combination, obviously, and the most important feat here is Improved Buckler Defense, if you had to pick just one, but Dodge and Combat Expertise both add a lot.  The PHB2 feats really add to the sword and board style of combat.

        Melee – Tactical Tripper (can have any melee vestige as the basis; Agares, Otiax, Paimon, Balam, etc)
        Combat Expertise, Improved Trip, EWP: Spiked Chain, Combat Reflexes, Knockdown*, Hold the Line*, 1 free
        The most basic Spiked Chain combination I could think of.  Only the first 3 are absolutely necessary (Combat Reflexes through Otiax, for example, or even EWP through The Triad).  Agares gives a nice 10' ability to knock people prone, that gets full use of Combat Reflexes, if you decide.

        Arcanist – Tactical Nuke (Amon or Haures based, add Zagan, Chupoclops, Focolor)
        Ability Focus, Sudden Ability Focus, Favored Vestige, Rapid Recovery, Sudden Empower Supernatural Ability, 2 free.
        Nothing in the rules says you have to bind different vestiges, so you could bind 4 Amons and use a 20d6 Fire Breath every round this way.  Still, talk to your DM.  This combination is too focused on one vestige, imo, but if you do it you definitely want all the above feats.  Gerdreg developed this combination for high (ridiculous) DC Phantasmal Killers (I believe 43 once per day was the final DC).

        Arcanist – Constant Damage (Focalor and Karsus based, add Halphax and Zagan)
        Ability Focus: Lightening, Sudden Ability Focus*, Favored Vestige: Karsus*, Rapid Recovery*, Sudden Empower Supernatural Ability*, 2 free
        Ability Focus for something you do every round is nice, and Rapid Recovery on Karsus lets you debuff more often.  Still too focused on too few vestiges, imo.  Realize that you can only use the dispelling ability of Karus once per day per Binder level.

        Scout – The Seeker (Malphus, add Andromalus, Karsus, and Tenebrous)
        Improved Initiative, Quick Recoinoiter*, Martial Study*, Martial Stance*, Shadow Blade*, Telling Blow, 1 free
        Improved Initiative works well on everyone.  Quick Reconoiter is nice, assuming you didn't dump Wis too much, but even then you use the Bird's mods.  I think these 2 feats are well worth the investment.  Telling Blow gets more precision damage on a crit; make sure to get Keen weapons, somehow.  Shadow Blade boosts damage, and Martial Stance: Assasin's Stance gets you and extra 2d6 Sneak Attack, which is nice.

        Scout – The Sniper (Leraje early, later Malphus, add The Triad, Andromalus, and Marchosias)
        Point Blank Shot*, Rapid Shot*, Precise Shot*, Improved Rapid Shot*, Many Shot*, Ranged Pin*, 1 free
        Ranged Pin is just funny.  Precise Shot is a redundant prereq.  You can pick the right vestiges and just emulate a Sniper easily; not really worth the feat investment.

        Trapfinding (Karsus based, add Ashardolon later)
        Shape Soulmeld: Theft Gloves*, Open Least Chakra: Hands*, Able Learner
        This is a tough, tough role to fill for Binders.  They have low skll points per level, and need to invest heavily in Disable and Search cross-class.  First level should be Scout, preferably, or anything w/ Trapfinding, and Able Learner as a feat, to ease the pain (renders the Incarnum feats unnecessary).  My suggestion is to NOT do this: just bind Karsus, keep Karsus's Sence active, and use Karsus's Touch when you see a magic trap.  Mechanical traps mainly just do damage, and poison, and disease, which you should be able to avoid.

        My suggestion is to pick a handful of great feats from 2-3 roles that you want to do, and you won’t go wrong!  For example, Power Attack, Improved Bull Rush, Shocktrooper, Leap Attack, Improved Initiative, Combat Expertise, Quick Reconoiter, Improved Initiative could do the Mobile, Seeker, and Charging roles, and would be ok as the Tank. 

        One other note: Fey Heritage, Fey Presence, and Fey Legacy.  The save DCs on this scale so freakin' well on a save based Binder, that enchanters basically have to wait until L6 spells (with all feats going to their saves) before they can top it.  Its three feats for five awesome 1/day abilities: Confusion, Charm Monster, Dimension Door, Summon Nature's Ally 5 (summon 1d3 Unicorns for healing, etc, the possibilities are pretty wild).  I took them on my recent Binder, only starting with a 16 Cha, and at L12 the save DC is already up to a 23.  I may retrain them later, but the Confusion and Charm Monster have been taking out at least 1 monster per encounter right away.  They aren't considered powerhouses by any means, but they aren't worthless feats for some flavor.

        Other Classes for a 1-4 level Dip
        (click to show/hide)

        Prestige Classes
        (click to show/hide)

        Magic Items of Note
        (click to show/hide)


        Offline Sobolev

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        Vestige Combination Synergies


        I've decided to add a descriptor in front of each combo depending on what level it can be achieved, so the bolded numbers are the numbers that the particular combo can be achieved at.  An entry with more than one number indicates that the main combo can go off early, but fully blossoms at the later level(s).  Since there's no 2 vestige combos before 8th, there's very few before that: for low-levels, please check out "Low-level Binder Advancement" in the 2nd post.  Also, I've started adding descriptors for what each combo is, essentially, so you could search for battlefield control, for example, and get all those combos, etc.  I've moved a few combos around: assasination is under miscellaneous; several combos looked like non-combat caster related.


        Combat

        Old Combos (from previous handbooks)

        Movement
        2 [Savnok]+Summon Creature/Elemental/Undead: You summon a monster in a hard to get place and then use Savnok's move ally ability to switch with the summoned monster. It's possible to accomplish this feat at 2nd level, making it possibly the lowest level teleportation combo ever. (You need one level of binder, improved binder feat, and a level in druid/cleric/sor/wiz.)  You can switch places with Malphus's bird, past 8th.

        Pouncers
        10 Anima Mage + [Chupoclops] + [Ipos] + Shape Soulmeld [Girillon's Arms] + Open Chakra (arcane version) + Wraithstrike: Pounce, rend when all claw attacks hit for double damage and if 2 or more claws hit you deal an extra double damage. Polymorph you can metamorph into a cave troll to pick up a third rend attack and rake attacks. High level trick, as Ipos is a 6th level vestige. Wraithstrike ameliorates your low base attack. This is one of those OMG PWNZoRZ!!!1!! kinda things... parental guidance is suggested.

        Skirmisher:duel:
        10 Scout + [Paimon] + Dervish and Champion of CL: Between dervish dances, Paimon's death dance, +4 unnamed bonuses to dexterity, tumble and dance bonuses, and uncanny dodge this is just a solid choice all around.

        Touch Attacks (Otiax based):monk:
        10, 15 [Otiax] + [Malphas] + [Andromelius]: Use air blasts to deliver your sneak/sudden-strikes with greater accuracy as they require only melee TOUCH attacks. You also have reach. The air blast is really only functional for those characters who can add non-strength based damage. Three levels of swashbuckler might add to this combo nicely.  RAW, I think you can get Power Attack on, too: talk w/ your DM.

        10, 15, 20 Neraph Charge (Planar Handbook) + Power Attack + [Otiax] + [Malphus] + [Chupoclops] + [Andromalius]: Charging activates Neraph Charge which renders opponents flat-footed at the end of a charge, deliver touch attacks with Sudden Strike, Sneak Attack, and Power Attack damage, and get a full attack thanks to Pounce. Malphus' Invisibility and Chupoclops' Ethereal Watcher ability set up pouncing the following rounds.


        New Combos (not in the old Handbooks, but maybe are in the threads)

        Skirmisher:duel:
        3 [Paimon] + any horse mount: Again, Dance of Death just requires movement around the opponent, so for a great low-level option, just ride a horse around your opponent. You'll probably get +1 for attacking on higher ground, and the horse will have a higher movement rate.

        8, 10, 15 [Paimon] + [Malphus] + [Haures] + [Geryon]: Use Bird's Eye Viewing to scout ahead of the party, and before you get into the encounter, go Invisible. You use Haures to move right through opponents, as they're flatfooted as you attack all of them, getting all the sudden strike in the world: even if they get AoO's, they have 50% miss chance (against AoO's only). Geryon allows you to use Swift Flight, getting an additional +2 to hit from being on higher ground (on top of +2 from weapon finesse and the dex bonus from Paimon), and adds 2d6 acid gaze damage to all those opponents. Obviously, the main combo is just Paimon + Malphus, but the others are nice.

        Sniper:elf:
        8, 10, 15, 20 [triad] + [Paimon] + [Leraje] + [Haures]: Become a ranged weapon deity. Get a Greatbow w/ Ricochet shot, Precise Shot, +4 Hide, +4 Dex, and Low-light Vision makes for a pretty neat Sniper. Any of the sneak attack/death attack/sudden strike vestiges make it that much better, too.  Haures makes a Major Image, which you DONT need to concentrate on, that you can fire from behind.

        Sunder
        9 [Aym] + Combat Brute: Not so great for PC's, but awesome for NPC's. Its simple: use Sundering Cleave w/ Aym's double damage on a Sunder. So freaking effective, it makes me guilty to mention it.

        10 [triad] + [Aym] + Goliath Warhammer = some serious Sundering damage.

        Disarm
        10 [triad] + [Andras] + Flindbar = free disarm when you roll a natural 17 or higher, which is nice.

        Anti-lawful / chaotic
        11 [Eurynome] + [Primus] after 11th: Deal an extra 2d6 damage to lawful enemies, and extra d6 against chaotic enemies.

        Ability Buffs
        15 [Andras] or [Paimon] + [Abysm]:  Up to +8 to Str or Dex (4 unnamed, 4 enhancement), for BL rounds, usble a few times daily.

        Anti-Undead
        15, 20 Kas + Tenebrous + Acererak and/or Andras and/or Andromalius: The Undead Killer combo.  You can crit undead (and have a chance to blind them when you do), can't be critted by undead, bypass all undead damage reduction, can turn undead, detect undead, hide from undead and can speak with dead ...and beyond that you're healed by negative energy, immune to cold & electricity and can toss some added cold damage on your melee attacks ...and more.  Toss in Andras and you can Smite Evil and crit more often (you can crit undead with Kas, so why not crit them more often... and possibly blind them in the process).  Toss in Andromalius and remind those undead what a sneak attack feels like (again: thanks to Kas).

        Heavy Cavalry:fight!:
        10, 15, 20 [Andras] + [Chupoclops] + [Eligor] + [Balam] + Shocktrooper + Imp. Buckler Defense: The ultimate in damage dealing potential.  Pounce = full attack after charging; Lance = double damage after charging while mounted; Andras = free horsie, smite attack (which will be doubled on a charge w/ a lance), and Imp. Crit.; Eligor = +4 Str, natural armor, and a couple of great mounted feats, AND heavy armor prof; Balam = reroll 1 / 5 rounds, more AC, and 2d6 cold damage once per round; Shocktrooper = full 2 handed Power Attack damage to all the lance attacks, doubled, w/ no penalty to hit.  Consider a BAB 16 character (KoSS 5 / Binder 15): 4 attacks per round, attack bonus of +20 w/o further Str or magic weapon mods, and 2d8 + 40 (smite) + 4 (str), + 64 (power attack, 2H, doubled due to lance) per smite hit (2d8 + 108 damage), -40 for the follow-up attacks, if the weapon has the valorous enchantment, thats 4d8 + 216 damage, (triple that on a crit), plus another 2d6 cold damage every round; AC could be a 45, w/o ring of deflection (+8 armor, +5 enhancement, +5 natural, +4 cover using the horse, +2 Dex, +1 shield, +5 enhancement, +5 insight), or 29 on a full-on Shocktrooper run.  THAT'S what I think of when I think Fighter.

        Pouncer (variant of above)
        10, 15, 20 [Chupoclops] + [Ipos] + [Amon] + [Ronove] + Ignore Special Requirements + Shocktrooper + Leap Attack + (Binder 15 / KoSS 5): You use Jump to get a full doubling of your PA damage from Leap Attack and Shocktrooper w/o losing your BAB, as normal.  The main advantage is that on top of 4 natural attacks (2 claws, 1 headbutt, 1 bite), you also get to add iterative attacks from unarmed strikes using a monk's damage.  At 20th, this combo gives 8 attacks at +18 / +13 / +13 / +13 / +13 / +13 / +8 / +3, at 2d10 / d4 / d6 + d8 / d6 / d6 / 2d10 / 2d10 / 2d10, and all these attacks get an additional +32 damage each (plus Str, some at 1.5 some at 1).  Plus rend, plus soulsense, pluse ethereal watcher, plus darkvision, plus a swift action mage hand (carry Cure Serious Potions w/ it, to save time).  Wicked damage

        Offline Sobolev

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        Caster-Related Combos

        Old Combos (from previous handbooks)

        These are both splashes of binders w/ other classes; not true binders, necessarily.

        Truespeach
        8 EBL 8 + Improved Binding + [Balam] + any Truespeaking class: Re-roll a Truespeak skill check every 5 rounds (or every 4 if you include Favored Vestige and Rapid Recovery).

        Metamagic Specialist:drool:
        9 Anima Mage + Vestige Metamagic + Extend + Persistant + Improved Binder: You don't even need to try to abuse this one. Persistant magic available at 9th level, with minimal effort. Use the build: Binder 1/Wizard 3/Anima Mage 5 for a quick and fully legal entry. By 10th level you can persist draconic polymorph. YEAH BABY!

        Direct Damage:mage:
        8, 15, 20 [Geryon] + [Balam] + [Fogolar] + [Amon]: It's almost guaranteed damage, one way or another - you've got 2 X 2d6 area effect gaze attacks which need not be activated, lightning strike every round for 3d6 + [(BL - 5) / 3] X d6, and a fiery blast for BL X d6 every 5 rounds. Balam's Cunning is useful in any build and Fogalor's Sadness is neat too, particularly since you'll want to be in the center of the enemy when you bind the gaze attack vestiges.  Switching out Cabiri w/ Geryon or Balam gives you a 3/day Fireball, and Divination as the spell every round, making for some nice caster-emulating ability, and the 1/2 Vile damage (although better on NPCs) combined with the Divination abilities lets you know if you are going to face an enemy Cleric anytime soon.

        10 [Geryon] and/or [Balam's] + Shape Soulmeld (Necrocarnum Shroud): Necro Shroud gives +1 profane to hit and damage if anything gets damaged while adjacent to you for 1 round, and both gaze attacks give continuous damage. Great if you have essentia to increase the radius of the Necro Shroud. And guess what: the profane bonus to attack and damage applies to any attack, and you can focus your gaze (which does not deactivate the area effect damage RAW) to immediately get that bonus off without additional vestiges or attacks.


        New Combos (not in the old Handbooks, but maybe are in the threads)

        Item Creation:$$:
        5+ [Astaroth] + [Karsus]: Now, you are capable of not only making almost every magic item in the game, but you also can use them as well.  Karsus not only grants you +2 to the save DC's, but also allows you to use items as a Wizard of your level.  Thus, if you make staffs when you get to 12th level, you start using your Binder level and your Int for the saves.  Sure, you still have to pay for someone to cast the spell, but its so worth it for most items.  Astaroth's +4 to all craft skills could be useful (make a Fabricate staff, then use Karsus to make poisons, etc).

        Healing Battery
        8, 15 [Ashardalon] + [Buer] + [Arete] + Expel Vestige or Vestige Phylactery: Ash gives an extra 2 temporary HP / level, which is a minimum of 30 when you get access. When you expel him, or force him out b/c of the phylactery, they go away, but rebinding will get you the extra HP again, reset to maximum. In the meantime, you have fast healing 3, DR 5/-, DR 10/cold iron, and other abilities relating to healing as well, making you a veritable troll. Combine w/ UMD and a wand of Shield Other and you just became a HP battery. (Arete is probably unessecary if you went KoSS 5 by this point.)

        Knowledge / Divination-like:teach:
        7, 10, 15, 20 [The Triad] + [Dantalion] + [Naberius] + [Desharis] + [Cabiri]: Bardic Knowledge equal to binder level, +8 on Knowledge checks (RAW, should stack, but talk to your DM), and +5 from Call to Mind, for a minimum of +23 on all Knowledge checks (you can't take 10 or 20, though).  Use Naberius's Skills to get Knowledge:Local for any place in existence, and Knowledge:Nobility&Royalty, to learn everything about that location (even planar cities! :lop:): Desharis gets you another +6 on Kn:Local, for a +29 modifier.  "Yes, I know the answer, even though I know not the question, nor have I ever been there."  Cabiri is a one-vestige Divination MACHINE: Divination, as the spell, every round.  Borderline Broken.

        Battlefield Control
        10, 15, 20 [Desharis] + [Zagan] + [Haures] + [Halphax]: Another battlefield control combo: grapple a "softie", use aversion on a "meatie", make walls and summon buildings to block pathways, make a major image every once and a while, and animate a ton of small, adamantine objects, just to trip and attack creatures, never letting your initially grappled guy go (unless you decide to use imprisonment on him, and decide to grapple someone else).  You also have DR 10 / adamantine, Mindblank, Incorporeal Movement, and the Infinite Doors ability for non-aversion defense, and a smite attack against most natural creatures, a limited Toungues ability, and Bardic Knowledge.   This combo pwns in a big fight. 

        13, 15, 20 Zagan + Haures + Halphax + Ashardalon: First, lay down a field of illusory snakes all around your opponent, then use the Aversion power to make the opponent move as far away from the snakes as possible. Make giant circles of dead snakes around the opponent, and confine them to a 5' square! Add on Halphax and Ashardalon, and you are an awesome battlefield controller (use the Fear effect of Ash, the walls, Imprison, and Secure Shelter abilities of Halphax to block off whichever areas you want). You could also, instead of using Haures, just have the Wizard cast low-level summon monster spells for snakes (or, using Karsus, you use wands instead), or even just have snake corpses or zombie snakes (courtesy of Tenebrous's Rebuke undead). Don't forget you have Improved Grapple plus, to deal with any of the high-will squishy opponents.

        15 [Halphax] + [Haures] + [Ashardalon]: A Binder's version of battlefield control. You have Fear as the spell every 5 rounds, Major Image every 5 rounds to screw w/ the opponents, a summonable Iron Wall, Imprisonment, and a summonable 20' square stone building to block holes in your defense. Tenebrous adds Deeper Darkness that you can make really, really big before even starting combat, and that doesn't affect you.

        Maximizing Fear Effects / Battlefield Control :f::surrender
        15, 20 [Ashardalon] + [Chupoclops] + [Fogalar] + [Eligor]. You start out charging w/ a full attack, and the following round use the Fear effect. They'll be at -4 to their save already, but even if they make they'll be at -6 to most of their stuff as long as they're around you. The other abilities from these vestiges are really good, as well, for combat and as a general debuff as well.  Stacking Fear's Shaken effect on a successful save w/ a maxed out Intimidate is a good idea.

        Tactical Nuke
        1 [Amon] + Dragonborn (Heart aspect) + metabreath feats: Many DMs don't allow players to select feats based on temporarily gained prerequisites. Being a Dragonborn allows you to pick up a natural breath weapon and qualify for the metabreath feats. My picks would be Shape Breath, Clinging Breath, Quicken Breath, and Maximize Breath (Heighten Breath, while good, is overkill, imo). Entangling Exhalation is nice to use on your Dragonborn Breath Weapon. A single level of Dragonfire Adept can grant your party immunity to your breath weapon (and give ANOTHER breath weapon). Combining with Anima Mage can get you some very nice breath weapon requiring spells. Also, RAW, the metabreath feats say that you add rounds until your next breath weapon attack, but it doesn't say WHICH breath weapon (add the rounds to your weakest breath weapon ).



        Offline Sobolev

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        Miscellaneous Combos

        Old Combos (from previous handbooks)

        Diplomonster:bravo:
        1 [Naberius] + Exemplar + Marshal: You are able to preform diplomacy checks without penalty as as STANDARD ACTION and you can TAKE TEN!!! Diplomancers just got way more powerful. Add in other PrC dips as you desire, but as a full-binder you really only need to dip outside the binder class for two levels (one for exemplar and one for marshal). Only go for exemplar if your DM does not allow custom items to boost skills.

        Assasination:f: :incog: :f:
        8, 15 [Malphas] + [Andromelius] + [Marchosias]: Sneak attack + sudden strike both progressing off the same thing: your binder level. Never shalt thou see a more beautiful and simple combination. Many other binds also exist which add even more extra dice to your attacks.  edit: Marchosias adds a TON of stealth ability, and death attack.

        10, 15 [Marchosias] + [Chupoclops] + [Focalor]: Another rogue-like combination with at twist: death attack. Use Chupoclops's ethereal watcher to gain your three rounds of observance and then strike with Marchosias's death attack for nasty effect. You'll also have aura of despair and sadness active giving your target a -4 on the death effect save! I also recommend taking ability focus (death attack). edit: accorrding to CustServ, you still need a source of Sneak Attack.

        10, 15, 20 [Focalor or Ipos] + [Chupoclops] + [Haures] + Ability Focus (Phantasmal Killer) + Favored Vestige (Haures) + Favored Vestige Focus (Haures) + Rapid Recovery (Haures) + Improved Binding: Use incorporeal movement + tumble to avoid any enemies in your way and then deliver the death attack to end all death attacks to your enemy. Due to aura of sadness and despair he takes a -4 to his saves and your DC is increased by 3 from feats. Throw on a decent charisma (say 30) and 20 BL and we're looking at a death attack with a save of 33 (don't forget that the enemy must make his saves at a -4 penalty). If Ipos is used the DC increases by 2, but you lose aura of sadness. The net effect is the same, but Ipos also gives you rending and claws.


        New Combos (not in the old Handbooks, but maybe are in the threads)

        Diplomonster, Part 2:bravo:
        10 [The Triad] + [Naberius] + maxed Diplomacy:  Will make for an auto-check of 28 at 10th, plus your Cha. Thats a nice number to work from when you don't have to invest any levels or feats into it. You also get +5 Sense Motive, Empathy, and Detect Hostile Intent, making it a decent high level social/interaction Vestige.  Add Naberius, and Naberius's Skills for Knowledge: Local, and you can become a kingpin, even during planar travel, buying and selling secrets for favors, money, or anything else you desire.

        Trapfinding:detect:
        15 [Ashardalon] + Able Learner + search as a class skill + Trapfinding (either through a Rogue level, Theft Gloves, or anything else): Become the Searching GOD. With a 1st level dip in Rogue, and the investment of 1 rank per level, when you get to bind Ashardalon, you'll have a +33 to search, w/ no magic items (which could boost it up to 70 or higher: +30 item, +2 MW item, +5 Magnifying Glass, +Int items). With magic items, you auto-find magical auras, too, hitting the Epic Search skill DC. edit: With such a ridiculous search modifier, you should consider adding the new Dungeonscape feat that allows an auto-search for many traps when you get w/in 5' of it.

        Assasination:incog::f:
        13, 15 [Andras] + [Marchosias] + [Malphus]: Sneak up on your enemies, staying hidden, then use the confound ability on them, whittling down their HP.  After 3 rounds, go ahead and attack one of the "softies" using the death attack, then use Malphus's Invisibility to sneak away, setting it up again.

        8, 15, 20 [Acerak] + [Malphus] + [Chupoclops] + [Focolor]: Sneak up on your enemies, invisible, then hit the opponent with Paralyzing Touch, while they have the -4 to their saves.  They'll be paralyzed and helpless, allowing a Coup-de-Grace the following round.  This combo is much more friendly to random combat than the Marchosias combos, as you need not wait 3 rounds to activate the ability, and have pounce, bite attacks, and lightening strikes that all can be used while waiting to "recharge".

        Scouting
        10 [Chupoclops] + [Malphus]: Basically, you activate invisibility, then scout around. One round before invisibility becomes deactivated, you activate Ethereal Watcher and do nothing. After 5 rounds, you go invisible again (and return to the Material). Voila, you are invisible as long as you want!

        Offline Sobolev

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        Tips and Tricks

        Old Advice (from previous handbooks)

        - Buer's small granted heal is useable an unlimited number of times per day. This means that a binder can heal the party back to full during dowtime without wasting any of the primary healer's valuable resources.

        - If you suffer a large amount of ability damage or drain and cannot rest, you can use Expel Vestige and then bind Naberius to heal.

        - Combined with the Negotiator bonus feat and a Binder's natural emphasis on Charisma, Naberius can make a character an formidable diplomat.

        - Savnok's Move Ally ability can be used to bypass some terrain obstacles (which may be even harder to overcome in full plate) by trading places with a more mobile ally such as a summoned raven or earth elemental (as long as they are visible). This could also be used to break a grapple or other confine.

        - Balam's Cunning can be used to re-roll a Truespeak skill check every 5 rounds (or every 4 if you include Favored Vestige and Rapid Recovery).

        - Paimon's Death of Death ability can be used to trigger Skirmish damage.

        - Balam's and Geryon's gaze attacks can be combined for 4d6 continuous damage every round, and leave you free to perform other actions.

        - Amon's and Orthos's Breath Weapons can be used to qualify for Metabreath feats (Maximized Breath Weapon plus Empowered Supernatural Ability anyone?).  This is debatable, RAW: see the first CustServ quote below.

        - Naberius can be used to offset the ability damage caused by the Festering Anger (Book of Vile Darkness) disease.

        - Naberius is also the main way the Hellfire Warlock overcomes the Con damage they take.

        - A Deathshead can be created using the Create Undead spell and a Murder of Crows may be summoned using the Summon Swarm spell. Though this is not useful to a pure soul binder, an Anima Mage (or any other caster with those spells) can take advantage of this.


        New Advice (not in the handbooks, but maybe in the threads)

        - The Veil of Allure (Sandstorm) grants a +2 save DC to all charisma-based supernatural abilities.

        - Ashardalon's Greed, along with a few ranks in Appraise and some magic items, could easily get you up to the Epic DC 50 needed to detect magic items.

        - Ashardalon'g Fear effect actually lasts so long that by the time it no longer effects the enemy, you could've already used it two more times (15th level, the earliest you can bind him).

        - The Triad gives +5 Diplomacy and +5 Sense Motive, as well as Bardic Knowledge, making it a great social / interaction vestige.

        -  If you can get some ranks in UMD, or if you are using the Heterodoxy variant and started as a Cleric, you should bind Buer and use a Wand of Shield Other when available. You get fast healing, and can heal yourself in the back of the party w/

        - Otiax's Air Blast ability works as a melee touch attack even up to 10' away; there's nothing in the rules that says you can't use Power Attack with this (it's like the Wraithstrike + Power Attack combo). 2d6+BAB is pretty good damage, imo. Go into it fully equiped w/ a shield.  Tenebrous can add 4d8 cold damage to the attack, and specifies you can use it for a full round (at least when it gets to 4d8).  Combine w/ Leap Attack + Shocktrooper, Chupoclops for pounce, and Andras for imp. crit in a 16 BAB build and you get 2d6+4d8+32 damage per hit (4d6+4d8+64 on a crit), and can still be 10' away from them. Shax's Sea Strike can add another 2d6 damage to one hit. Not bad if you just got MDJ'd in the World's Largest Dungeon.  Air Blast may or may not work w/ Power Attack: its a strict DM call (not even RAW or CustServ can answer the question, apprently).

        - Arete some nice defense beyond having Buer bound: being able to heal oneself of 2d12 HP once per day (or more, w/ a crystal), having DR 5/-, and +4 to any save is really nice.

        - Dahlver-Nar can be a great way to keep dead things dead at low level.  Gaseous Form is a particularly nasty way to keep recurring villains in a fight, for repeated encounters.  In fact, any creature with any kind of incorporealness or any kind of heavy DR should be targeted with the Shield Self ability.  Don't forget that you can deny yourself your Dex bonus anytime you want, and that a Sneak Attacking Rogue will do a ton of damage to you, if you so desire.

        - Knights of the Sacred Seal become Outsiders at 5th level as a Su ability.  This goes away if you unbind your patron vestige.  If you have Karsus bound, its time to start using a wand of Alter Self, as you get access to a ton of really useful abilities in outsider form (how would you like +18 natural armor, for example?).

        -  I was rereading Zagan's abilities, and I just got to say, wow. It is THE vestige to be facing high level humanoid parties. Grapple the wizard, then use Aversion against the melee types. Just hope they don't have an active Freedom of Movement going!

        -  How about charming a monster you don't like and making it your ally with your half-elf bard diplomancer cohort (or some other way..) and send the monster to the Ethereal plane forever? This could be accomplished with "Animal Friend: [Eurynome] All animals automatically friendly with you" so you can dispose of animal monsters chasing you down (that dinosaur causing you trouble? ). Just found this, but it seems like you can use this "Command or Suggestion: [Naberius] Command within 30 ft or suggestion (if BL >= 14) . 1/ 5 rnds." to make a enemy your friend, command him to get naked (don't want to lose his loot after all) and then teleport to the Ethereal plane and switch places with him.

        -  Speaking of Eurynome, the always friendly animals are a great way to increase your fighting power.  If you party w/ a Druid or Ranger, convince them to have a high Handle Animal, and you can train every animal you encounter.  How about a bunch of ally fleshrakers?

        -  Army building can start at 6th: Tenebrous's Rebuke ability can get you undead.  6th level is important, as you can control Shadows.  Build your shadow army, just as all the necromancer-types.  Combine with Leadership, and you easily can have tons of minions.  How do you get a Shadow?  Pay a spellcaster to cast Summon Monster 5, have it kill a squirrel, and wait d4 rounds (have the summoned Shadow command the created one not to attack).  Then Rebuke.

        -  A big problem of being a Binder is not knowing what you are going to face the next day.  Since knowing is half the battle, The Triad is winning it before it begins.  Use Call to Mind plus Bardic Knowledge plus Dantalion to get huge bonuses on knowledge checks.  Combining it with Naberius, and using the Con skills to get Knowledge: Local will turn you into a local kingpin immediately.  Oh, and let you find out what is happening the next day, who's planning what, etc.

        - Binders can do the trapfinding role, but it isn't easy.  Karsus grants Detect Magic at will, which can reveal magical traps, and then can use the dispelling touch ability to try to dispel it.  Mechanical traps are still a problem, though: Able Learner, a starting level of Rogue / Scout / Ninja, and planning on maxing Search and Disable will work, and late levels Ashardolon adds your Binder level to Search checks (alternatively, Shape Soulmeld and Open Chakra: Theft Gloves will get you trapfinding too, but it won't add the relevant skills).  Just stick with Karsus, and take the mechanical trap damage like a champ.

        - Haures's Major Image does NOT require concentration to maintain: the effect is as the spell, but it automatically lasts Binder level rounds.  Make the Image of a house, or wall, in the middle of your battlefield, and control it as normal.  Nothing like a Tarasque jumping out of the ground to really scare the bejeezus out of your enemies, but what also works is to have the opposing party start dropping like flies... they won't know what the heck is going on.

        - Tenebrous's Deeper Darkness effect, unlike every other form of concealment, doesn't have the critical words: "you cannot hide in it".  Thus, it allows you to get precision damage off much, much easier: its about the equivalent of Hide in Plain Sight.

        Offline Sobolev

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        Maximizing Save DCs
        Straight from Gerdreg:
        Quote from: Gerdreg
        (Save DC = 10 + EBL/2 + Cha Bonus)

        Generic
        Cha bonus = +12 (18 base Cha + 5 level bonus + 6 enhancement bonus item + 5 inherent bonus tome)
        EBL = +10 (level 20/2)
        Soul Lens (+1), 12k gp
        Veil of Allure (+2), 14k gp

        Vestige/ Ability Specific
        Ipos's Influence + Favored Vestige (+2 EBL/2)
        Ability Focus (+2 to one ability)
        Sudden Ability Focus (+2 once per day)
        Favored Vestige Focus (+1 for one vestige's abilities)
        Ipos's Influence (+1 when Ipos is bound)
        Chupoclops's Aura of Despair (-2 to other's saves when Chupoclops is bound)
        Focalor's Aura of Sadness (-2 to other's saves when Focalor is bound)
        Assassin's Dagger (+1 with Death Attack)



        Handy CustServ quotes
        Vestige granted feats and abilities weren’t intended to qualify one for prestige classes or other feats: LINK BROKEN
        http://boards1.wizards.com/showpost.php?p=11326619&postcount=181

        The save DC for the psionic Vestiges is ½ BL + Cha: LINK BROKEN
        http://boards1.wizards.com/showpost.php?p=11231204&postcount=162

        Marchosias’s Death Attack requires Sneak Attack or Sudden Strike from some other source, and this was as intended: LINK BROKEN
        http://boards1.wizards.com/showpost.php?p=11278319&postcount=172

        Binders can't bind multiple copies of the same vestige,
        Ipos's Planar Attunement clarified, and,
        Binders can revert back and forth between the Outsider type and their original type (hello, Alter Shape abuse... bring on Karsus!):
        http://boards1.wizards.com/showpost.php?p=11427332&postcount=16

        It is ENTIRELY up to your DM on whether Power Attack can be used with Otiax's Air Blast ability: LINK BROKEN
        http://boards1.wizards.com/showpost.php?p=10606961&postcount=133

        Nobody knows how the Item Creation ability of Astaroth is supposed to work; talk w/ your DM:
        http://boards1.wizards.com/showpost.php?p=11769670&postcount=65

        Paimon's Dance of Death, although intended to work only on melee, works equally well w/ ranged RAW:
        Answer

        Zceryll's Summon Alien ability was supposed to mimic the Summon Monster spell in all ways except for the ability to get multiple lower-level creatures (not a Cust-Serv answer, but from the designer himself):
        http://forums.gleemax.com/showpost.php?p=13128772&postcount=121

        Offline Sobolev

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        Reports from the Trenches: Binder in Action
        (click to show/hide)