====== Psychopomp Patron ====== The grim wardens of the Boneyard do not typically involve themselves in affairs beyond the preservation of the flow of life and death on its natural course, as this task requires their utmost attention. Pactmakers, as brokers of power with unscrupulous entities with little regard for the moral and ethical ramifications of the pacts they form, and what impact this has on their mortal souls, are rarely if ever viewed favourably by psychopomps. Especially if the nature of their behaviour jeopardizes their work. However, psychopomps are willing to accept pacts with characters under the expectation that they serve to further the cause of Purgatory and the Boneyard. Their Pactmakers are tasked primarily with ensuring that souls transition appropriately into the next life. Typically this includes the destruction of undead and combating the forces of necromancy and daemonic transgression, and particularly in battling other Pactmakers. Their reward for this service is not only power, but a promise of service in the next life within Purgatory itself. There is one catch: should the Pactmaker ever attempt to subvert the natural course of life and death, particularly by allowing undead to exist willingly unchallenged if they would be otherwise able to destroy that undead, or partaking in the raising of undead themself, then the Pactmaker will be stripped of their power and forever ostracized by these beings of Purgatory and the clergy of the gods of judgement. ===== Patron Weapon ===== * **Requirements:** CL 1, Knowledge (Religion) 1, 5 EXP You gain proficiency with all shields, and with scythes. You may spend 1 [[priority:magic#mana|MP]] per attempt to Parry with a Shield, using your [[priority:magic|Caster Level]] as your [[priority:prowess|Base Attack Bonus]] for this purpose. You are still limited by the number of [[chargen:common_terms#attacking|Attacks of Opportunity]] which you possess. ===== Reservoir ===== * **Requirements:** CL 3, Knowledge (Religion) 5, Patron Weapon, 10 EXP Any time you destroy an undead with HD equal to half your CL or greater, you regain 1 MP. You may benefit from this Talent no more than once per hour. ===== Eldritch Flesh ===== * **Requirements:** CL 7, Knowledge (Religion) 10, Reservoir, 20 EXP You gain resist cold and electricity 10, and are under the constant effects of a [[priority:magic:spells:tier4:death_ward|Death Ward]] effect. ===== Empowered Blast ===== * **Requirements:** CL 10, Knowledge (Religion) 15, Eldritch Flesh, 30 EXP Your Eldritch Blast is [[paths:metamagic_path#empower_spell|Empowered]] against any undead creature, as the Path of Metamagic Talent. ===== Ascension ===== * **Requirements:** CL 15, Knowledge (Religion) 20, Empowered Blast, 50 EXP Your form prepares for the eventual transition from the mortal realm. Your type changes to outsider, with the psychopomp and native subtypes. You may still be affected by beneficial spells that would target your old creature type. You become immune to death, disease, and poison effects. Lastly, you gain DR 15/Adamantine.