Azata Patron
Of any of the celestial patrons, Azata are potentially the least inclined to serve as a patron in any capacity other than simply granting a good character an additional measure of power in order to battle the forces of evil, and to bring freedom and liberty to the world, entirely of the chracter's own accord.
As such, they will outright refuse to seal a pact with any Pactmaker that is non-good, and may only do so with one that is Chaotic Good. This decision is not necessarily a personal matter; the Azata merely cannot abide forcing a creature to be shackled to their whims, and would much rather there exist a mutually beneficial agreement between the Azata and the Pactmaker.
An azata patron will almost never expect anything from their Pactmaker other than to do as much good as they can accomplish. But sometimes, the patron may occasionally come visit them to share stories and indulge in the patronage of the arts, fine dining and other artistic joys (at the azata’s expense). Sometimes, they may just wrangle the Pactmaker into some light-hearted fun or heroic escapade that they have cooked up out of boredom. Often at inopportune times.
If, however, the Azata catches wind of Pactmaker having committed any kind of evil act, or suspects the intent of the character is to exploit the Azata’s gift to a selfish, evil or tyrannical end, the Pactmaker will quickly come to regret this decision. Unlike many patrons, who simply take back the power they have granted a warlock, the Azata will come to seek amends for what they see as a scathing betrayal of their trust. It is likely this can result in more than simply the stripping of the warlock’s power. Depending on the nature of the warlock’s transgression, the Azata may come with the intent of putting a stop to the wickedness they inadvertently empowered, permanently.
Patron Weapon
- Requirements: CL 1, Knowledge (Planes) 1, 5 EXP
If the Azata patron is an Empyreal Lord, you gain proficiency with their favored weapon. Otherwise, you gain proficiency in rapiers and starknives. You may spend 1 MP per attack to treat your Caster Level as your Base Attack bonus with such weaponry.
Reservoir
- Requirements: CL 3, Knowledge (Planes) 5, Patron Weapon, 10 EXP
You gain power from sheer wanderlust and exploration of the world. For every full hour of overland travel you partake in, you restore 1 MP.
Eldritch Flesh
- Requirements: CL 7, Knowledge (Planes) 10, Reservoir, 20 EXP
You gain resist eletricity, fire, and acid 10. In addition, you may freely speak with plants and animals.
Empowered Blast
- Requirements: CL 10, Knowledge (Planes) 15, Eldritch Flesh, 30 EXP
You may give your Eldritch Blasts the Disrupting weapon property by spending 2 additional MP per attack.
Ascension
- Requirements: CL 15, Knowledge (Planes) 20, Empowered Blast, 50 EXP
You change fundamentally to represent your patron - your type changes to outsider, with the azata, 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 SR 11 + your CL against spells and spell-like abilities from evil creatures (or which possess the evil descriptor), and you gain DR 15/evil.
