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Protean Patron

Many Pactmakers regularly interact with dangerous and threatening beings from beyond the material and within. It is by no surprise that only the most foolhardy follow such a Path. However, it takes a special kind of truly deranged or desperate individual to seal a pact with a protean, as this inevitably will result in doom for the careless Pactmaker. Proteans care nothing for those that seek them out for power. What they do care about is exploiting this pact as a means of warping and changing the Pactmaker to their whims, as well as those that they come into contact with.

A Pactmaker that serves a protean will often find themselves changed irrevocably by their interaction, from anything between discombobulation at a moment's notice, their current surroundings exploding into protoplasmic goo, or suddenly waking up as a completely different person or creature altogether with no memory of how this occurred. Proteans do not really care what a Pactmaker does, as they’ll impose their primordial ideals of reality upon the Pactmaker as they see fit, and will quickly jeopardize any attempt of normality and structure that the Pactmaker seeks to establish in their lives. Even a Pactmaker that might be Lawful is merely a more juicy target to warp and unmake into a form of their choosing.

There is nothing reasonable or certain that will come from choosing to make a pact with a protean, but there is one thing that can be expected: almost certain death and madness.

Patron Weapon

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

Your Eldritch Blasts mutate in strange ways. By spending 1 MP, you may cause your Eldritch Blast to manifest as a 60-ft. line, a 30-ft. cone, or a 10-ft. radius burst at a location within 100 ft. Each of these effects allows a Reflex save (DC 10 + 1/2 your CL + your Primary Casting Attribute) for half damage.

Additionally, every time you use Eldritch Blast (shaped or not), roll 1d6 and consult the following table to determine the damage type which it inflicts:

Table: Protean Blast Type

1d6 Damage Type
1 Acid
2 Cold
3 Electricity
4 Fire
5 Sonic
6 Force

Reservoir

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

Your mind and body are constantly struggling against being torn apart by the forces working against it. You gain MP equal to your Caster Level every time you fail a save against a hostile effect. Such effects must not come from a source which would be considered an ally. The GM has the final say on what is considered hostile for the purpose of this ability.

Eldritch Flesh

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

You gain resist sonic and electricity 5, and immunity to hostile polymorph effects.

Empowered Blast

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

Every time you use Eldritch Blast, you may spend 1 MP to gain one of the following special abilities. Roll 1d6 and consult the following table (this is in addition to the damage type adjustment from your Patron Weapon Talent).

Table: Empowered Protean Blast

1d6 Weapon Ability
1 Corrosive
2 Resonant
3 Flaming
4 Frost
5 Shock
6 Vicious

Ascension

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

You form mutates and becomes much like the nonsensical shape of your patron. Your type changes to outsider, with the chaos, protean, and native subtypes. You gain blindsense 30 ft., the constant effects of Freedom of Movement as a Supernatural ability, and the Amorphous Anatomy (Ex) ability:

Your vital organs shift and change shape and position constantly. This grants you a 50% chance to ignore additional damage caused by critical hits and sneak attacks. The Pactmaker automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised.