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Inevitable Patron

Partially constructed beings of order, the inevitables wage an endless war against the forces of chaos that threaten to dismantle the multiverse. An individual inevitable, while definitely a powerful being that could serve as a patron, isn’t truly interested in anything beyond their singular purpose and mission. When an inevitable accepts a Pactmaker’s offer of patronage, they expect the Pactmaker to serve as a fellow agent to their cause. This usually means that the character must act as an extension of the inevitable’s mission in the maintenance of structured order, and must avoid at all costs being responsible for the propagation of chaos and disorder.

An inevitable-pledged Pactmaker has a much more significant burden placed upon them than typical Pactmakers, and most any inevitable is unlikely to consider taking an offer from any character that isn’t in some way Lawful. If the Pactmaker is Chaotic, they will outright refuse this offer entirely. The Pactmaker will find that their duties and expectations are fairly straightforward and rigid, and that their patron is blunt about their desires and requirements from the Pactmaker, but will often find these tasks and expectations to be consistent. If a Pactmaker commits any kind of chaotic act, or attempts to facilitate the upending of structure or unity, then the inevitable will almost assuredly strip them of their powers or worse.

Patron Weapon

  • Requirements: CL 1, Knowledge (Engineering) 1, 5 EXP

At will, you may invoke your patron's powers of law and order to ensure your success. In doing so, you Eldritch Blast deals guaranteed average damage on a successful hit. You may declare this ability after a successful hit, before rolling further dice. Treat every dice as if you rolled the average (for example, every d6 rolls a 3, every d8 rolls a 4, etc).

Reservoir

  • Requirements: CL 3, Knowledge (Engineering) 5, Patron Weapon, 10 EXP

Your patron rewards order and predictability. Whenever the Pactmaker takes 10 on a skill check that could result in negative consequences if failed (at GM discretion), and succeeds, the Pactmaker gains 1 MP. If failed, the Pactmaker loses 1 MP. This check must be made during the course of adventuring, not during downtime activities.

Eldritch Flesh

  • Requirements: CL 7, Knowledge (Engineering) 10, Reservoir, 20 EXP

You gain a bonus equal to your Secondary Casting Attribute modifier towards saves against disease, poison, mind-affecting, death, and paralysis spells and effects.

Empowered Blast

  • Requirements: CL 10, Knowledge (Engineering) 15, Eldritch Flesh, 30 EXP

You may expend 1 extra MP when using your Eldritch Blast to grant it the Axiomatic weapon ability.

Ascension

  • Requirements: CL 15, Knowledge (Engineering) 20, Empowered Blast, 50 EXP

Your body changes to become much like the Inevitable which you serve. You are adversely affected by hostile effects which target outsiders and constructs. You become immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). You are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.