Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| paths:pactmaker_path [2023/05/29 19:56] – elfinlocks | paths:pactmaker_path [2024/09/30 00:03] (current) – [Eldritch Blast (Su)] elfinlocks | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| ====== Path of the Pactmaker ====== | ====== Path of the Pactmaker ====== | ||
| - | Those who make pacts with powerful outsiders and supernatural entities in exchange for incredible and unique magical prowess are considered to be either incredibly brave and ambitious, or complete fools. This is the dangerous road walked by those known as witches and warlocks. Often they are outcasts and pariahs, or those with incredible ambition with absolutely nothing to lose. One does not follow this Path by accident, but often by necessity and a drive for power. Conduits of their patrons power, they turn their gifted magic against their enemies and rivals to achieve their goals. Followers of this Path are often seen as charlatans and vagabonds of the magical world, who sell themselves to often evil powers for their magic because they lacked the capability themselves for arcane tutelage or magical heritage, or the conviction to put faith in the might of gods. Yet they also prove that one does not need training, birthright or devotion to obtain strength. As, at the end of the day, the last one standing is the one with the will and the drive to surpass all those that oppose them and use whatever means necessary to achieve that end. | + | <WRAP center 50%> |
| + | {{: | ||
| + | </ | ||
| + | |||
| + | //Those who make pacts with powerful outsiders and supernatural entities in exchange for incredible and unique magical prowess are considered to be either incredibly brave and ambitious, or complete fools. This is the dangerous road walked by those known as witches and warlocks. Often they are outcasts and pariahs, or those with incredible ambition with absolutely nothing to lose. One does not follow this Path by accident, but often by necessity and a drive for power. Conduits of their patrons power, they turn their gifted magic against their enemies and rivals to achieve their goals. Followers of this Path are often seen as charlatans and vagabonds of the magical world, who sell themselves to often evil powers for their magic because they lacked the capability themselves for arcane tutelage or magical heritage, or the conviction to put faith in the might of gods. Yet they also prove that one does not need training, birthright or devotion to obtain strength. As, at the end of the day, the last one standing is the one with the will and the drive to surpass all those that oppose them and use whatever means necessary to achieve that end.// | ||
| ===== Key Skills ===== | ===== Key Skills ===== | ||
| Line 13: | Line 17: | ||
| * [[priority: | * [[priority: | ||
| - | ===== Patron' | + | ---- |
| - | * **Requirements: | + | |
| + | ===== Pactmaker Talents ===== | ||
| + | |||
| + | ==== Patron' | ||
| + | <WRAP round box> | ||
| + | * **Requirements: | ||
| You seal a pact with a powerful otherworldly entity from which you receive power - you gain the Eldritch Blast Talent (see below). This pact not only dictates what powers you gain access to, but also what type of entity you serve. Upon selecting this Talent, you are permanently under the influence of a [[priority: | You seal a pact with a powerful otherworldly entity from which you receive power - you gain the Eldritch Blast Talent (see below). This pact not only dictates what powers you gain access to, but also what type of entity you serve. Upon selecting this Talent, you are permanently under the influence of a [[priority: | ||
| Line 20: | Line 29: | ||
| Your [[paths: | Your [[paths: | ||
| - | For more information on Patrons, and the unique abilities they offer, see the [[paths: | + | **For more information on Patrons, and the unique abilities they offer, see the [[paths: |
| - | ===== Eldritch Blast (Su) ===== | + | <WRAP center round info 60%> |
| + | Unlocking the Path of the Pactmaker requires that you immediately gain this Talent, and sign yourself away to a chosen Patron. | ||
| + | </ | ||
| + | </ | ||
| + | ==== Eldritch Blast (Su) ==== | ||
| + | <WRAP round box> | ||
| * **Requirements: | * **Requirements: | ||
| - | You may conjure a ray of magical force known as an Eldritch Blast. This Talent channels the power of your patron to create pure destructive force. The blast has a range increment of Close (25 ft. + 5 ft./2 CL), and is resolved as a ranged touch attack against your chosen target. The Blast deals Force damage, and always costs 1 MP or TP to use (you may use either one freely). The Blast is treated as a wielded light weapon, meaning you may use it multiple times in one Full Attack Action and even use Two Weapon Fighting with it, provided that you possess the [[priority: | + | You may conjure a ray of magical force known as an Eldritch Blast. This Talent channels the power of your patron to create pure destructive force. The blast has a range increment of Close (25 ft. + 5 ft./2 CL), and is resolved as a ranged touch attack against your chosen target |
| + | |||
| + | As you gain Caster Levels, the damage of the Blast increases, as shown on the table below. All attacks with an Eldritch Blast inflict additional damage equal to your Primary Casting Attribute modifier. | ||
| ==== Table: Eldritch Blast ==== | ==== Table: Eldritch Blast ==== | ||
| Line 38: | Line 54: | ||
| | 20 | 2d12 | | | 20 | 2d12 | | ||
| </ | </ | ||
| + | </ | ||
| + | ==== Call Familiar ==== | ||
| + | <WRAP round box> | ||
| + | * **Requirements: | ||
| + | |||
| + | You gain the ability to conduct a special 24 hour ritual to gain a Familiar. A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a Familiar. An Animal Companion cannot also function as a familiar. The Familiar functions as a guide and consultant in regards to the wishes of your Patron, and they will do their best to answer any questions or to propose solutions to problems within the purview and alignment of your Patron. | ||
| + | |||
| + | Additionally, | ||
| + | </ | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Hexes ===== | ||
| + | |||
| + | As you develop the relationship with your Patron and gain their trust, you may learn increasingly powerful Hexes. Hexes are unique spell-like abilities which any Pactmaker may learn. Unless otherwise noted, using a Hex is a Half Action that does **not** provoke an attack of opportunity. The save to resist a Hex is equal to 10 + 1/2 your CL + Primary Casting Attribute modifier. | ||
| + | |||
| + | For a list of [[paths: | ||
| + | |||
| + | ---- | ||
| + | |||
