Elemental Patron
There exist many powerful beings within the elemental realms. Pactmakers who make pacts with Elementals usually do so for power inaccessible to others, and the broad variety that comes with what kind of patronage the elemental has to offer. Genies and elemental lords tend to be the most sought out candidates for patronage of this kind.
Patron Weapon
- Requirements: CL 1, Knowledge (Planes) 1, 5 EXP
You gain proficiency with falchions, scimitars, and tridents. 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 draw strength when exposed to elemental might. When you are subjected to acid, cold, electricity or fire damage equal to your Caster Level, you regain MP equal to the damage inflicted. This damage must overcome your energy resistances (if any), but it can be self-inflicted in order to regain this MP. You can only regain MP in this way once per hour.
Eldritch Flesh
- Requirements: CL 7, Knowledge (Planes) 10, Reservoir, 20 EXP
Your elemental body becomes difficult to injure. Whenever you are subjected to a critical hit or sneak attack, there is a 50% chance that the effect is negated, and damage is rolled normally against you instead.
Empowered Blast
- Requirements: CL 10, Knowledge (Planes) 15, Eldritch Flesh, 30 EXP
At will, you may apply a weapon ability to your Eldritch Blast based upon the elemental type of your patron. Choose Flaming (Fire), Frost (Water), Shock (Air), or Corrosive (Earth).
Ascension
- Requirements: CL 15, Knowledge (Planes) 20, Empowered Blast, 50 EXP
You change fundamentally to resemble your patron. Your type changes to outsider, with the elemental subtype of your patron. 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 DR 5/-, and become immune to poison, critical hits, and the elemental energy type of your patron. Additionally, based upon your elemental selection, you gain one of the following:
- Fire: +30 ft. base move speed
- Air: Fly 60 ft. (Perfect)
- Earth: Burrow 60 ft. (You may burrow through anything with a hardness of your Hit Dice or less)
- Water: Swim 60 ft. (You may also freely breathe underwater, and are immune to pressure effects from being submerged)
