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Archon Patron
There are few archons who would accept being the patron of a Pactmaker. They would much rather a creature come to them seeking advice in order to emulate the selflessness and righteousness they exemplify, rather than callously seeking a quick means to power. A pact is often self-serving, and inconsiderate of the moral or ethical doctrines of the patron; merely a means to an end for the Pactmaker. Therefore, many angels will only accept a pact with the understanding that this should serve as a turning point for the Pactmaker's life into one of goodness and selflessness, with the archon acting as their tutor and guide. While the character may start as any alignment, the archon will hope that in time and with their guidance, the Pactmaker will gravitate towards their ideals of order, peace and justice, ending up as Lawful Good.
Armaments of Heaven (Ex)
- Requirements: Patron's Allegiance, CL 1, Knowledge (Religion) 1, 5 EXP
You gain proficiency with Longswords, if you are not proficient with them already. You may spend 1 MP per attack as a Free Action, to treat your Caster Level as your Base Attack Bonus when using a Longsword. If desired, you may inflict your Eldritch Blast damage through the Longsword - this replaces the weapon's normal damage.
Aura of Menace (Su)
- Requirements: Patron Weapon, CL 3, Knowledge (Religion) 5, 10 EXP
You strike fear into evildoers through the divine wrath of your Patron. As a Swift Action, you may spend 1 MP to channel an Aura of Menace in a 20 ft. radius around yourself. Evil-aligned creatures within this aura sense their divine judgement, and are Shaken by it. This aura affects enemies and allies alike, provided that they are evil-aligned.
Archon's Might (Ex)
- Requirements: Aura of Menace, CL 7, Knowledge (Religion) 10, 20 EXP
You begin to nearly glow with the holy energy surrounding your body. You gain resist acid, cold and electricity 10. In addition, you are constantly under the effects of Detect Alignment [Evil]. Lastly, you become immune to petrification effects (though you may suppress this as a Free Action, if desired).
Divine Leader (Ex)
- Requirements: Archon's Might, CL 10, Knowledge (Religion) 15, 30 EXP
Your divine influence stirs hope in good people, and fear amongst evildoers. You gain a bonus to Intimidate evil creatures equal to your Caster Level, and you receive a constant True Speech effect, allowing you to communicate with any creature which possesses a language. Additionally, your Aura of Menace increases to a 30 ft. radius, and now Terrifies evildoers.
Lastly, you may call upon your Patron to aid in the good fight: you may cast Heal as a spell-like ability by spending 5 MP.
Ascension (Ex)
- Requirements: Divine Leader, CL 15, Knowledge (Religion) 20, 40 EXP
You change fundamentally to represent your holy patron - your type changes to outsider, with the archon, good, 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 Spell Resistance 10 + your CL, and you gain DR 15/evil.
Star of Heaven (Ex)
- Requirements: Ascension, CL 20, 50 EXP
You have become the right hand of your Patron, and approach their true strength for your loyalty. You become immune to acid, cold, and electricity damage. Your Spell Resistance increases to 15 + your CL, and your DR/evil increases to 20. Your Aura of Menace increases to a 60 ft. radius, and instills Panic in evil-aligned creatures, and you may Smite evil-aligned creatures by spending 5 MP.

