Devils are beings who exist in the tyrannical depths of Hell. All devils work to bring about the subjugation of the mortal realm, but adhere absolutely to their own law and order. It is through their machinations that they hope to twist the world to resemble their idea of perfect hierarchy. A devil patron is powerful, but their pacts come with a bewildering amount of clauses and legalese that serve to confound and entrap the unwitting. A character’s pact with a devil is often exactly this. More like a legal contract, a Pactmaker’s soul or service is sold to the devil for access to their power, so long as they carry out the needs of the devil when requested and necessitated.
You gain proficiency with whips and heavy maces. In addition, you may use the damage of your Eldritch Blast in place of the weapon's normal damage. Additionally, you may spend 1 MP per attack to treat your Caster Level as your Base Attack bonus with such weaponry.
The Pactmaker gains power by influencing others to the patron’s way of thinking. They regain 1 MP whenever they improve a creature’s disposition towards them, whether via Diplomacy or coercing them via Intimidate, or whenever they convince a creature of a lie using Bluff. They can only regain MP this way against a specific creature once per hour.
You gain resist cold, electricity, and fire 10. Additionally, you become immune to all poison.
You may give your Eldritch Blasts the Flaming weapon property at will.
You change fundamentally to represent your diabolical patron - your type changes to outsider, with the devil, evil, and native subtypes. You may still be affected by any spell that would affect your original form, if you wish (you may choose for each such spell that targets you). You gain SR 11 + your CL against spells and spell-like abilities from good creatures (or which possess the good descriptor), and you gain DR 15/good.