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| paths:pactmaker_path [2023/11/18 08:08] – [Path of the Pactmaker] elfinlocks | paths:pactmaker_path [2024/09/30 00:03] (current) – [Eldritch Blast (Su)] elfinlocks |
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| * [[priority:skills:knowledge|Knowledge]] (Religion) | * [[priority:skills:knowledge|Knowledge]] (Religion) |
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| ===== Patron's Allegiance ===== | ---- |
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| | ===== Pactmaker Talents ===== |
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| | ==== Patron's Allegiance ==== |
| | <WRAP round box> |
| * **Requirements:** CL 1 | * **Requirements:** CL 1 |
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| Your [[paths:pactmaker_path:patrons|Patron]] may occasionally force you to perform tasks and favours, or act as their agent in the mortal realm. The nature of these tasks are left to GM discretion, but typically are either complications for your adventure, or an adventure in of itself. The patron never attempts to task the Pactmaker with obviously suicidal objectives, but many patrons do not have qualms about giving them tasks that are against character’s moral or ethical views. A particularly rebellious warlock that gains the ire of their patron, or one that successfully breaks the effects of this geas, is stripped of their powers and becomes an ex-witch or warlock. Only by making a new pact with a different patron, or by atonement with the original patron, can you regain your Talents from this Path. | Your [[paths:pactmaker_path:patrons|Patron]] may occasionally force you to perform tasks and favours, or act as their agent in the mortal realm. The nature of these tasks are left to GM discretion, but typically are either complications for your adventure, or an adventure in of itself. The patron never attempts to task the Pactmaker with obviously suicidal objectives, but many patrons do not have qualms about giving them tasks that are against character’s moral or ethical views. A particularly rebellious warlock that gains the ire of their patron, or one that successfully breaks the effects of this geas, is stripped of their powers and becomes an ex-witch or warlock. Only by making a new pact with a different patron, or by atonement with the original patron, can you regain your Talents from this Path. |
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| For more information on Patrons, and the unique abilities they offer, see the [[paths:pactmaker_path:patrons|Patrons]] page. | **For more information on Patrons, and the unique abilities they offer, see the [[paths:pactmaker_path:patrons|Patrons]] page.** |
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| <WRAP center round info 60%> | <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. | Unlocking the Path of the Pactmaker requires that you immediately gain this Talent, and sign yourself away to a chosen Patron. |
| </WRAP> | </WRAP> |
| | </WRAP> |
| ===== Eldritch Blast (Su) ===== | ==== Eldritch Blast (Su) ==== |
| | <WRAP round box> |
| * **Requirements:** Patron's Allegiance, 0 EXP | * **Requirements:** Patron's Allegiance, 0 EXP |
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| 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 at a distance, or against the target's normal AC if used in melee combat. The Blast deals Force damage. 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 or Sneak Attack with it, provided that you possess the ability to do so with other weapons. However, this also means you must have a free hand (or hands, if two weapon fighting) to use Eldritch Blast. As you gain Caster Levels, the damage of the Blast increases, as shown on the table below: | 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 at a distance, or against the target's normal AC if used in melee combat. The Blast deals Force damage. The Blast is treated as a wielded light weapon in melee and a ranged weapon when used at a distance, meaning you may use it multiple times in one Full Attack Action and even use Two Weapon Fighting or Sneak Attack with it, provided that you possess the ability to do so with other weapons. However, this also means you must have a free hand (or hands, if two weapon fighting) to use Eldritch Blast. |
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| | 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. |
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| ==== Table: Eldritch Blast ==== | ==== Table: Eldritch Blast ==== |
| | 20 | 2d12 | | | 20 | 2d12 | |
| </WRAP> | </WRAP> |
| | </WRAP> |
| ===== Call Familiar ===== | ==== Call Familiar ==== |
| | <WRAP round box> |
| * **Requirements:** Patron's Allegiance, 10 EXP | * **Requirements:** Patron's Allegiance, 10 EXP |
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| Additionally, you may store spells within your Familiar rather than commit them to memory. To record spells with your Familiar, you must expend 2 times the Tier of the spell you wish to record in TU of Magic Components (for example, recording Fireball would cost 6 TU in Magic Components). You may add as many spells to your Familiar as you wish, but if the Familiar is killed, the spells are also lost. To cast any spell from the Familiar, you must have the Familiar on your person, or they must be within a square adjacent to you. You must still expend MP to cast spells stored with your Familiar as if you knew the spell. | Additionally, you may store spells within your Familiar rather than commit them to memory. To record spells with your Familiar, you must expend 2 times the Tier of the spell you wish to record in TU of Magic Components (for example, recording Fireball would cost 6 TU in Magic Components). You may add as many spells to your Familiar as you wish, but if the Familiar is killed, the spells are also lost. To cast any spell from the Familiar, you must have the Familiar on your person, or they must be within a square adjacent to you. You must still expend MP to cast spells stored with your Familiar as if you knew the spell. |
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| ===== Damnation Talents ===== | |
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| These Talents represent a bargain the character has made with some dark power, granting the character great power at the cost of her eternal soul. To obtain any of the follow Talents, you must possess the Patron's Allegiance Talent with a Patron who would condone it (typically a Patron of Neutral alignment or worse). The power of each Damnation Talent scales with the number of Damnation Talents you possess, but in turn your soul becomes progressively less your own. | |
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| When a character takes a damnation Talent, his soul is damned. The character’s spirit is promised to a dark power, whether an evil deity or a foul planar race, and his soul will ultimately be consigned to some grim fate after his death. The method by which one becomes damned typically determines the specifics of this eternal doom, but the in-game effects are the same regardless. | |
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| Upon taking a damnation Talent, the character’s soul becomes ensnared by dark, otherworldly forces. From that point on, if the character dies, returning him to life proves to be more difficult. Any nonevil spellcaster who attempts to bring the character back from the dead must attempt a caster level check (DC = 10 + the slain character’s Hit Dice). Success means the spell functions as normal, while failure means the spell fails and cannot be attempted again for 24 hours. Evil spellcasters, however, can raise the slain character normally, without a check. | |
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| Upon taking a second damnation Talent, the character becomes even more ensnared by his doom. He remains difficult to return from the dead (as noted above), and he can’t be affected by [[priority:magic:spells:tier5:breath_of_life|]] or [[priority:magic:spells:tier6:raise_dead|]], even when these spells are cast by an evil spellcaster. Also, the character’s alignment shifts one step toward evil (typically toward the alignment of whatever creature serves as his patron). | |
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| This corruption continues if the character takes a third damnation Talent. He is affected as previously noted, and in addition, the spell [[priority:magic:spells:tier7:resurrection|]] no longer affects him.The character’s alignment again shifts one step toward evil (typically toward the alignment of whatever creature serves as his patron). | |
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| Finally, upon taking a fourth damnation Talent, the character can no longer be returned from the dead by any method short of divine intervention (by a deity more power than the patron). The character’s alignment shifts one more step toward the alignment of whatever creature serves as his patron. | |
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| <WRAP round box> | |
| ==== Fiendskin ==== | |
| * **Requirements:** Patron's Allegiance, 10 EXP | |
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| You gain defensive abilities related to your patron’s outsider subtype. For example, if your patron is a devil, the abilities listed below tie into the devil subtype. These benefits tie to your patron’s subtype, not your specific patron (its abilities might differ from the norm). | |
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| * **One Damnation:** Choose one of the energy types to which your patron’s outsider subtype grants resistance. You gain resistance 5 against that energy type. | |
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| * **Two Damnations:** Choose one of the energy types to which your patron’s outsider subtype grants resistance. You gain resistance 5 against that energy type. If you already have resistance to the chosen energy type (even from earlier benefits of this feat), this new resistance stacks with the existing resistance. | |
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| * **Three Damnations:** Choose one of the energy types to which your patron’s outsider subtype grants resistance. You gain immunity to the selected energy type. | |
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| * **Four Damnations:** Your creature type changes to outsider (native). Additionally, choose one energy type to which your patron’s outsider subtype grants immunity or resistance. You gain immunity to that energy type. | |
| </WRAP> | </WRAP> |
| <WRAP round box> | |
| ==== Maleficium ==== | |
| * **Requirements:** Patron's Allegiance, 10 EXP | |
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| You cast spells with the evil descriptor with increased potency. | ---- |
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| * **One Damnation:** Add 1 to the DCs of all saving throws against spells with the evil descriptor that you cast. | ===== Hexes ===== |
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| * **Two Damnations:** When you cast spells with the evil descriptor, it costs 1 [[priority:magic:mana|MP]] less (a T1 or higher spell may not be made to cost less than 1 MP in this manner). | 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. |
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| * **Three Damnations:** Add 1 to the DCs of all saving throws against spells with the evil descriptor that you cast. This bonus stacks with the earlier benefits of this Talent. | |
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| * **Four Damnations:** Treat your caster level as being 2 higher for all level-dependent effects of spells with the evil descriptor that you cast. | |
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| </WRAP> | |
| <WRAP round box> | |
| ==== Mask of Virtue ==== | |
| * **Requirements:** Patron's Allegiance, 10 EXP | |
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| Those who try to learn your true alignment find it hidden or receive a false result. Depending on the number of Damnation Talents you possess, spells or special abilities that would normally reveal your alignment return a vague or incorrect result. If this Talent disguises your alignment, you can use either your true alignment or the false one when using magic items with alignment prerequisites. | |
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| * **One Damnation:** The spell or special ability returns an inconclusive result. | |
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| * **Two Damnations:** Upon gaining this power, choose an alignment within one step of your actual alignment. Your alignment is always revealed as being that false alignment. | |
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| * **Three Damnations:** Upon gaining this power, choose an alignment within two steps of your actual alignment. Your alignment is always revealed as being this false alignment. | |
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| * **Four Damnations:** You immediately know when someone is attempting to use a spell or special ability to learn your alignment. You learn the name and alignment of the creature using the effect. Additionally, you can choose any alignment as the result returned by the spell or ability. | |
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| </WRAP> | |
| <WRAP round box> | |
| ==== Soulless Gaze ==== | |
| * **Requirements:** Patron's Allegiance, 10 EXP | |
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| You may manipulate and threaten others to great effect by using your [[priority:skills:intimidate|Intimidation]] skills. | |
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| * **One Damnation:** You gain a +2 bonus on [[priority:skills:intimidate|Intimidate]] checks. | |
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| * **Two Damnations:** When you demoralize a creatures more than once using [[priority:skills:intimidate|Intimidate]], you can create stronger fear conditions rather than increasing the duration of the shaken condition. | |
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| * **Three Damnations:** You gain an additional +2 bonus on [[priority:skills:intimidate|Intimidate]] checks (this stacks with the earlier benefits of this Talent). | |
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| * **Four Damnations:** You can use [[priority:skills:intimidate|Intimidate]] to demoralize opponents as a Swift Action. | |
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| </WRAP> | |
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| ===== Hexes ===== | |
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| 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 Standard 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:pactmaker_path:hexes|Hexes, see the relevant page]]. |
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| For a list of [[~:Hexes]], see the relevant page. | ---- |
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