MammonAzrael
2011-01-07, 02:55 PM
Pact Descendant
A pact descendant is a creature that has a dark shadow in it's heritage. One of it's ancestors at some point made a pact with a demon or fae, trading away their soul or innocence for a promise of power or influence, or perhaps even was a mystical being. The legacy of which has manifested in the pact descendant in a dark arcane power that he can bring to bear.
Creating a Pact Descendant
Pact descendant is an inherited template that can be added to any living, corporeal creature with an intelligence score of 4 or more (referred to hereafter as the base creature).
A pact descendant uses all the base creature’s statistics and special abilities except as noted here.
Size and Type
The creature’s type remains the same, but it gains the planetouched subtype. Size is unchanged.
Special Attacks
A pact descendant retains all the special attacks of the base creature and also gains the eldritch blast attack.
Eldritch Blast (Sp): A pact descendant has the innate ability to fire an eldritch blast, an arcane blast powered by it’s dark lineage, at-will. An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage. Increase this damage by 1d6 for each 5 HD the pact descendant has. An eldritch blast is the equivalent of a spell whose level is equal to one-half the pact descendant HD minimum 1 and maximum of 9th at 18 hit dice or more. An eldritch blast deals half damage to objects.
If a pact descendant gains an eldritch blast from any other source the damage and effects stack.
Special Quality
A pact descendant retains all the special qualities of the base creature, plus the following special qualities.
Cursed Bloodline: A pact descendant is protected by some small vestige of the bargain struck long ago. It has one of the following qualities:
Damage Reduction (Ex): The pact descendant has damage reduction 2/cold iron. Increase this damage reduction by 1 for each 3 HD the pact descendant has.
Dark Blessing (Ex): The pact descendant increases an ability score by 2. Increase this ability score by 1 for each 5 HD the pact descendant has.
Energy Resistance (Su): The pact descendant has energy resistance 5 to one of the following energy types: acid, cold, electricity, fire, or sonic. Increase this resistance by 1 for each 2 HD the pact descendant has. The pact descendant resists an additional energy type for each 7 HD it has. This energy resistance stacks with any other energy resistance the base creature may have.
Fast Healing (Ex): The pact descendant has fast healing 2. Increase this fast healing by 1 for each 4 HD the pact descendant has. This fast healing is only in effect when the pact descendant is below one half it’s full normal hit points.
Profane Armor (Su): The pact descendant gains a +2 profane bonus to it’s armor class. Increase this bonus by 1 for each 3 HD the pact descendant has.
Profane Resistance (Su): The pact descendant gains a +1 profane bonus to all it’s saves. Increase this bonus by 1 for each 4 HD the pact descendant has.
Spell Resistance (Su): The pact descendant has spell resistance equal to 12 + it’s HD.
Natural Invocation (Sp): A pact descendant innately knows one least invocation from the Warlock invocation list. It's caster level for this invocation is equal to it's HD. The save DC for this invocation (if it allows a save) is 10 + equivalent spell level + the pact descendant’s Charisma modifier. The pact descendant learns an additional least invocation for each 6 HD it has.
Abilities
Change from the base creature as follows: +2 Dex, -2 Wis, +2 Cha
Challenge Rating
Same as the base creature +1.
Alignment
Often Chaotic or Evil.
Level Adjustment
Same as the base creature +1.
Sample Pact Descendant
This example uses a Derro (http://www.d20srd.org/srd/monsters/derro.htm) as the base creature.
Pact Descendant Derro
Small Monsterous Humanoid (Planetouched)
Hit Dice 3d8+3 (16 hp)
Initiative +7
Speed 20 ft.
Armor Class 19 (+1 size, +3 Dex, +2 natural, +3 studded leather armor), touch 14, flat-footed 16
Base Attack/Grapple +3/-1
Attack Short sword +4 melee (1d4/19-20 plus poison) or eldritch blast +7 ranged (1d6/20)
Full Attack Short sword +4 melee (1d4/19-20 plus poison) or eldritch blast +7 ranged (1d6/20)
Space/Reach 5 ft./5 ft.
Special Attacks Eldritch blast, poison use, spell-like abilities, sneak attack +1d6
Special Qualities Madness, damage reduction 3/cold iron, darkvision 60 ft., spell resistance 15, vulnerability to sunlight
Saves Fort +2, Ref +6, Will +7
Abilities Str 11, Dex 16, Con 13, Int 10, Wis 3*, Cha 18*
Skills Bluff +6, Hide +11, Listen +0, Move Silently +9
Feats Blind-Fight, Improved Initiative
Environments Underground
Organization Team (2-4), squad (5-8 plus 1 3rd-level sorcerer), or band (11-20 plus 30% noncombatants plus 3 3rd-level sorcerers and 1 sorcerer of 5th-8th level)
Challenge Rating 4
Treasure Standard coins; double goods; standard items
Alignment Usually chaotic evil
Advancement By character class
Level Adjustment -- (+3 if sane)
Pact descendant derro are stealthy and bloodthirsty, more-so than their kin. The dark magic within them whispers of pain and torment, in an almost intoxicating way. They like to carefully arrange cruel traps and deadly ambushes, and strike savagely from hiding. They delight in taking captives who can be tortured to death later, and favor traps and poisons that disable without killing. They will often operate from a distance, trying to sicken as many opponents as possible before their bloodlust becomes too great and they charge in with their shortswords swinging.
Eldritch Blast (Sp)
A pact descendant derro has the innate ability to fire an eldritch blast, an arcane blast powered by it’s dark lineage, at-will. An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage. Increase this damage by 1d6 for each 5 HD the pact descendant derro has. An eldritch blast is the equivalent of a spell whose level is equal to one-half the pact descendant derro’s HD minimum 1 and maximum of 9th at 18 hit dice or more. An eldritch blast deals half damage to objects.
If a pact descendant derro gains an eldritch blast from any other source the damage and effects stack.
Madness (Ex)
Pact descendant derro use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A pact descendant derro cannot be restored to sanity by any means short of a miracle or wish spell.
*The racial madness of the pact descendant derro provides a +6 bonus to their Charisma scores and a -6 penalty to their Wisdom scores. A pact descendant derro restored to sanity gains 6 points of Wisdom and loses 6 points of Charisma.
Poison Use (Ex)
Pact descendant derro typically carry 1d4 doses of large scorpion venom, applying it to their short swords. Pact descendant derro are not at risk of poisoning themselves when handling poison.
Sneak Attack (Ex)
Any time a pact descendant derro’s opponent is denied his Dexterity bonus to AC, or if a pact descendant derro flanks his opponent, he deals an extra 1d6 points of damage. This ability is just like the rogue’s sneak attack and subject to the same limitations.
Spell-Like Abilities
At will—darkness, ghost sound; 1/day— daze (DC 14), sound burst (DC 16). Caster level 3rd. The save DCs are Charisma-based.
Sickening Blast
This eldritch essence invocation allows the pact descendant derro to change his eldritch blast into a sickening blast. Any living creature struck by a sickening blast must make a Fortitude save (DC 16) or become sickened for 1 minute. A sickened creature struck by a second sickening blast is not affected by the sickening aspect of the blast but still takes damage normally. The DC is Charisma based.
Vulnerability to Sunlight (Ex)
A pact descendant derro takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1 per every 24-hour period spent underground or otherwise sheltered from the sun.
Skills
Pact descendant derro have a +4 racial bonus on Hide and Move Silently checks.
Pact Heir
A pact heir is a creature that has awakened their arcane heritage, and has embraced it. They have explored the darkness running through their veins. Some have made peace with it, others fight it, but all use it.
Creating a Pact Heir
Pact heir is an acquired template that can be added to any living, corporeal creature with an intelligence score of 4 or more that has the pact descendant template (referred to hereafter as the base creature).
A pact heir uses all the base creature’s statistics and special abilities except as noted here.
Special Attacks
A pact heir retains all the special attacks of the base creature and also gains the one of the following special attacks:
Blood Magic (Su): When a pact heir casts a spell, uses a spell-like ability, or uses a supernatural ability it may deal itself 1 Constitution damage to increase the DC of the spell, spell-like ability, or supernatural ability by 2. This damage cannot be prevented or reduced in any way.
Burning Blood (Ex): Each time the pact heir is dealt damage with a piercing or slashing attack, it’s blood sprays outward in a cone, dealing 1d4 acid damage plus 1d4 per 3 HD to all within range (no saving throw). The blood sprays out to a distance of 5 feet per die of damage (so a creature with 8 HD would spray blood that dealt 3d4 acid damage in a 15 foot cone). A pact heir is not harmed by it’s own blood.
Frightful Presence (Ex): When the pact heir attacks it inspires fear in all creatures within 30 feet that saw the attack. A potentially affected creature that succeeds at a Will save (DC 10 + ½ pact heir’s hit dice + pact heir’s Charisma modifier) becomes immune to that pact heir’s frightful presence for 24 hours. On a failure, creatures with 5 or less HD than the pact heir become panicked (http://www.d20srd.org/srd/conditionSummary.htm#panicked) for 3d6 rounds, creatures with 1-4 less HD than the pact heir become frightened (http://www.d20srd.org/srd/conditionSummary.htm#frightened) for 2d6 rounds, and those with HD equal to or greater than the pact heir become shaken (http://www.d20srd.org/srd/conditionSummary.htm#shaken) for 1d6 rounds.
Leech Essence (Su): The pact heir may a melee touch attack as a standard action to deal damage equal to its eldritch blast damage and heal a number of hit points equal to the damage dealt.
Special Quality
A pact heir retains all the special qualities of the base creature and also gains the following special qualities:
Cursed Bloodline: A pact heir some of the power granted to it’s ancestor from the bargain it struck long ago. It has two of the following qualities, neither of which may have been selected for the pact descendant template:
Damage Reduction (Ex): The pact heir has damage reduction 2/cold iron. Increase this damage reduction by 1 for each 3 HD the pact heir has.
Dark Blessing (Ex): The pact heir increases an ability score by 2. Increase this ability score by 1 for each 5 HD the pact heir has.
Dark Insight(Su): The pact heir gains a +1 profane bonus to all its attack rolls. Increase this bonus by 1 for each 5 HD it has.
Energy Resistance (Su): The pact heir has energy resistance 5 to one of the following energy types: acid, cold, electricity, fire, or sonic. Increase this resistance by 1 for each 2 HD the pact heir has. The pact heir resists an additional energy type for each 7 HD it has.
Fast Healing (Ex): The pact heir has fast healing 2. Increase this fast healing by 1 for each 4 HD the pact heir has. This fast healing is only in effect when the pact heir is below one half its full normal hit points.
Inhuman Speed (Ex): All modes of movement the pact heir has increase by 5 ft. per 2 HD it has. Increase the distance of the pact heir’s 5 foot step by 5 ft. for each 6 HD it has.
Profane Armor (Su): The pact heir gains a +2 profane bonus to it’s armor class. Increase this bonus by 1 for each 3 HD the pact heir has.
Profane Resistance (Su): The pact heir gains a +1 profane bonus to all it’s saves. Increase this bonus by 1 for each 4 HD the pact heir has.
Profane Strength (Su): The pact heir gains a profane bonus to all its damage rolls equal to half its HD.
Spell Resistance (Su): The pact heir has spell resistance equal to 12 + it’s HD.
Unnatural Sight (Ex): The pact heir blindsense 30 ft. Increase the range of its blind sense by 5 ft. for each 3 HD it has. This becomes blindsight if the pact heir has 12 or more HD.
Natural Invocation (Sp): A pact heir with 8 or more HD innately understands some of the deeper powers of its legacy. It knows one lesser invocation from the Warlock invocation list. It's caster level for this invocation is equal to it's HD. The save DC for this invocation (if it allows a save) is 10 + equivalent spell level + the pact heir’s Charisma modifier. The pact heir learns an additional lesser invocation for each additional 8 HD it has.
Abilities
Change from the base creature as follows: +2 Dex, +2 Con or +2 Int, +2 Cha
Challenge Rating
Same as the base creature +1.
Alignment
Usually Chaotic or Evil.
Level Adjustment
Same as the base creature +1.
What do you think? Is this too powerful for +1/+2 LA? Not powerful enough? Would you take it? Would you take it even if you weren’t considering taking levels in Warlock?
Since pacts don’t grant any singular specific bonuses, I tried to make a decent variety, to give the feeling that lots of different people have made pacts for the power they wanted, which obviously differs from person to person. I would welcome any suggestions for more Special Attacks and Qualities, as these are just some options I thought up and certainly they are not exhaustive.
3/5/2012 Note - These templates are based off of the warlock as presented in Complete Arcane, not the homebrew version of the class I created (http://www.giantitp.com/forums/showthread.php?t=226021). That is why all the abilities are demonically flavored, instead of offering a broader range of “gifts.” If you want to combine the two it shouldn’t present an issue, just refluff the abilities you want to fit your chosen heritage. Drop the planetouched subtype when appropriate.
EDITS
Changed Demon-blooded to Pact-blooded
Changed the abilities from +2 Cha to +4 Cha
Added sample pact-blooded creature
Added Cursed Bloodline to pact-blooded
EB damage now scales with hit dice, as does natural invocation
Changed the abilities from +4 Cha back to +2
Updated the sample creature
Changed Pact-blooded to Pact Descendant
Added the Pact Heir template
Changed Pact Heir’s DR, Enhanced Ability, Fast Healing, Inhuman Speed and Unnatural Sight to EX abilities
Dark Power now grants bonus equal to half HD, not full HD
Changed some naming and cleaned up the formatting a bit.
Burning Blood’s range now increases with HD
Leech Essence now deals full eldritch blast damage
A pact descendant is a creature that has a dark shadow in it's heritage. One of it's ancestors at some point made a pact with a demon or fae, trading away their soul or innocence for a promise of power or influence, or perhaps even was a mystical being. The legacy of which has manifested in the pact descendant in a dark arcane power that he can bring to bear.
Creating a Pact Descendant
Pact descendant is an inherited template that can be added to any living, corporeal creature with an intelligence score of 4 or more (referred to hereafter as the base creature).
A pact descendant uses all the base creature’s statistics and special abilities except as noted here.
Size and Type
The creature’s type remains the same, but it gains the planetouched subtype. Size is unchanged.
Special Attacks
A pact descendant retains all the special attacks of the base creature and also gains the eldritch blast attack.
Eldritch Blast (Sp): A pact descendant has the innate ability to fire an eldritch blast, an arcane blast powered by it’s dark lineage, at-will. An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage. Increase this damage by 1d6 for each 5 HD the pact descendant has. An eldritch blast is the equivalent of a spell whose level is equal to one-half the pact descendant HD minimum 1 and maximum of 9th at 18 hit dice or more. An eldritch blast deals half damage to objects.
If a pact descendant gains an eldritch blast from any other source the damage and effects stack.
Special Quality
A pact descendant retains all the special qualities of the base creature, plus the following special qualities.
Cursed Bloodline: A pact descendant is protected by some small vestige of the bargain struck long ago. It has one of the following qualities:
Damage Reduction (Ex): The pact descendant has damage reduction 2/cold iron. Increase this damage reduction by 1 for each 3 HD the pact descendant has.
Dark Blessing (Ex): The pact descendant increases an ability score by 2. Increase this ability score by 1 for each 5 HD the pact descendant has.
Energy Resistance (Su): The pact descendant has energy resistance 5 to one of the following energy types: acid, cold, electricity, fire, or sonic. Increase this resistance by 1 for each 2 HD the pact descendant has. The pact descendant resists an additional energy type for each 7 HD it has. This energy resistance stacks with any other energy resistance the base creature may have.
Fast Healing (Ex): The pact descendant has fast healing 2. Increase this fast healing by 1 for each 4 HD the pact descendant has. This fast healing is only in effect when the pact descendant is below one half it’s full normal hit points.
Profane Armor (Su): The pact descendant gains a +2 profane bonus to it’s armor class. Increase this bonus by 1 for each 3 HD the pact descendant has.
Profane Resistance (Su): The pact descendant gains a +1 profane bonus to all it’s saves. Increase this bonus by 1 for each 4 HD the pact descendant has.
Spell Resistance (Su): The pact descendant has spell resistance equal to 12 + it’s HD.
Natural Invocation (Sp): A pact descendant innately knows one least invocation from the Warlock invocation list. It's caster level for this invocation is equal to it's HD. The save DC for this invocation (if it allows a save) is 10 + equivalent spell level + the pact descendant’s Charisma modifier. The pact descendant learns an additional least invocation for each 6 HD it has.
Abilities
Change from the base creature as follows: +2 Dex, -2 Wis, +2 Cha
Challenge Rating
Same as the base creature +1.
Alignment
Often Chaotic or Evil.
Level Adjustment
Same as the base creature +1.
Sample Pact Descendant
This example uses a Derro (http://www.d20srd.org/srd/monsters/derro.htm) as the base creature.
Pact Descendant Derro
Small Monsterous Humanoid (Planetouched)
Hit Dice 3d8+3 (16 hp)
Initiative +7
Speed 20 ft.
Armor Class 19 (+1 size, +3 Dex, +2 natural, +3 studded leather armor), touch 14, flat-footed 16
Base Attack/Grapple +3/-1
Attack Short sword +4 melee (1d4/19-20 plus poison) or eldritch blast +7 ranged (1d6/20)
Full Attack Short sword +4 melee (1d4/19-20 plus poison) or eldritch blast +7 ranged (1d6/20)
Space/Reach 5 ft./5 ft.
Special Attacks Eldritch blast, poison use, spell-like abilities, sneak attack +1d6
Special Qualities Madness, damage reduction 3/cold iron, darkvision 60 ft., spell resistance 15, vulnerability to sunlight
Saves Fort +2, Ref +6, Will +7
Abilities Str 11, Dex 16, Con 13, Int 10, Wis 3*, Cha 18*
Skills Bluff +6, Hide +11, Listen +0, Move Silently +9
Feats Blind-Fight, Improved Initiative
Environments Underground
Organization Team (2-4), squad (5-8 plus 1 3rd-level sorcerer), or band (11-20 plus 30% noncombatants plus 3 3rd-level sorcerers and 1 sorcerer of 5th-8th level)
Challenge Rating 4
Treasure Standard coins; double goods; standard items
Alignment Usually chaotic evil
Advancement By character class
Level Adjustment -- (+3 if sane)
Pact descendant derro are stealthy and bloodthirsty, more-so than their kin. The dark magic within them whispers of pain and torment, in an almost intoxicating way. They like to carefully arrange cruel traps and deadly ambushes, and strike savagely from hiding. They delight in taking captives who can be tortured to death later, and favor traps and poisons that disable without killing. They will often operate from a distance, trying to sicken as many opponents as possible before their bloodlust becomes too great and they charge in with their shortswords swinging.
Eldritch Blast (Sp)
A pact descendant derro has the innate ability to fire an eldritch blast, an arcane blast powered by it’s dark lineage, at-will. An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage. Increase this damage by 1d6 for each 5 HD the pact descendant derro has. An eldritch blast is the equivalent of a spell whose level is equal to one-half the pact descendant derro’s HD minimum 1 and maximum of 9th at 18 hit dice or more. An eldritch blast deals half damage to objects.
If a pact descendant derro gains an eldritch blast from any other source the damage and effects stack.
Madness (Ex)
Pact descendant derro use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A pact descendant derro cannot be restored to sanity by any means short of a miracle or wish spell.
*The racial madness of the pact descendant derro provides a +6 bonus to their Charisma scores and a -6 penalty to their Wisdom scores. A pact descendant derro restored to sanity gains 6 points of Wisdom and loses 6 points of Charisma.
Poison Use (Ex)
Pact descendant derro typically carry 1d4 doses of large scorpion venom, applying it to their short swords. Pact descendant derro are not at risk of poisoning themselves when handling poison.
Sneak Attack (Ex)
Any time a pact descendant derro’s opponent is denied his Dexterity bonus to AC, or if a pact descendant derro flanks his opponent, he deals an extra 1d6 points of damage. This ability is just like the rogue’s sneak attack and subject to the same limitations.
Spell-Like Abilities
At will—darkness, ghost sound; 1/day— daze (DC 14), sound burst (DC 16). Caster level 3rd. The save DCs are Charisma-based.
Sickening Blast
This eldritch essence invocation allows the pact descendant derro to change his eldritch blast into a sickening blast. Any living creature struck by a sickening blast must make a Fortitude save (DC 16) or become sickened for 1 minute. A sickened creature struck by a second sickening blast is not affected by the sickening aspect of the blast but still takes damage normally. The DC is Charisma based.
Vulnerability to Sunlight (Ex)
A pact descendant derro takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1 per every 24-hour period spent underground or otherwise sheltered from the sun.
Skills
Pact descendant derro have a +4 racial bonus on Hide and Move Silently checks.
Pact Heir
A pact heir is a creature that has awakened their arcane heritage, and has embraced it. They have explored the darkness running through their veins. Some have made peace with it, others fight it, but all use it.
Creating a Pact Heir
Pact heir is an acquired template that can be added to any living, corporeal creature with an intelligence score of 4 or more that has the pact descendant template (referred to hereafter as the base creature).
A pact heir uses all the base creature’s statistics and special abilities except as noted here.
Special Attacks
A pact heir retains all the special attacks of the base creature and also gains the one of the following special attacks:
Blood Magic (Su): When a pact heir casts a spell, uses a spell-like ability, or uses a supernatural ability it may deal itself 1 Constitution damage to increase the DC of the spell, spell-like ability, or supernatural ability by 2. This damage cannot be prevented or reduced in any way.
Burning Blood (Ex): Each time the pact heir is dealt damage with a piercing or slashing attack, it’s blood sprays outward in a cone, dealing 1d4 acid damage plus 1d4 per 3 HD to all within range (no saving throw). The blood sprays out to a distance of 5 feet per die of damage (so a creature with 8 HD would spray blood that dealt 3d4 acid damage in a 15 foot cone). A pact heir is not harmed by it’s own blood.
Frightful Presence (Ex): When the pact heir attacks it inspires fear in all creatures within 30 feet that saw the attack. A potentially affected creature that succeeds at a Will save (DC 10 + ½ pact heir’s hit dice + pact heir’s Charisma modifier) becomes immune to that pact heir’s frightful presence for 24 hours. On a failure, creatures with 5 or less HD than the pact heir become panicked (http://www.d20srd.org/srd/conditionSummary.htm#panicked) for 3d6 rounds, creatures with 1-4 less HD than the pact heir become frightened (http://www.d20srd.org/srd/conditionSummary.htm#frightened) for 2d6 rounds, and those with HD equal to or greater than the pact heir become shaken (http://www.d20srd.org/srd/conditionSummary.htm#shaken) for 1d6 rounds.
Leech Essence (Su): The pact heir may a melee touch attack as a standard action to deal damage equal to its eldritch blast damage and heal a number of hit points equal to the damage dealt.
Special Quality
A pact heir retains all the special qualities of the base creature and also gains the following special qualities:
Cursed Bloodline: A pact heir some of the power granted to it’s ancestor from the bargain it struck long ago. It has two of the following qualities, neither of which may have been selected for the pact descendant template:
Damage Reduction (Ex): The pact heir has damage reduction 2/cold iron. Increase this damage reduction by 1 for each 3 HD the pact heir has.
Dark Blessing (Ex): The pact heir increases an ability score by 2. Increase this ability score by 1 for each 5 HD the pact heir has.
Dark Insight(Su): The pact heir gains a +1 profane bonus to all its attack rolls. Increase this bonus by 1 for each 5 HD it has.
Energy Resistance (Su): The pact heir has energy resistance 5 to one of the following energy types: acid, cold, electricity, fire, or sonic. Increase this resistance by 1 for each 2 HD the pact heir has. The pact heir resists an additional energy type for each 7 HD it has.
Fast Healing (Ex): The pact heir has fast healing 2. Increase this fast healing by 1 for each 4 HD the pact heir has. This fast healing is only in effect when the pact heir is below one half its full normal hit points.
Inhuman Speed (Ex): All modes of movement the pact heir has increase by 5 ft. per 2 HD it has. Increase the distance of the pact heir’s 5 foot step by 5 ft. for each 6 HD it has.
Profane Armor (Su): The pact heir gains a +2 profane bonus to it’s armor class. Increase this bonus by 1 for each 3 HD the pact heir has.
Profane Resistance (Su): The pact heir gains a +1 profane bonus to all it’s saves. Increase this bonus by 1 for each 4 HD the pact heir has.
Profane Strength (Su): The pact heir gains a profane bonus to all its damage rolls equal to half its HD.
Spell Resistance (Su): The pact heir has spell resistance equal to 12 + it’s HD.
Unnatural Sight (Ex): The pact heir blindsense 30 ft. Increase the range of its blind sense by 5 ft. for each 3 HD it has. This becomes blindsight if the pact heir has 12 or more HD.
Natural Invocation (Sp): A pact heir with 8 or more HD innately understands some of the deeper powers of its legacy. It knows one lesser invocation from the Warlock invocation list. It's caster level for this invocation is equal to it's HD. The save DC for this invocation (if it allows a save) is 10 + equivalent spell level + the pact heir’s Charisma modifier. The pact heir learns an additional lesser invocation for each additional 8 HD it has.
Abilities
Change from the base creature as follows: +2 Dex, +2 Con or +2 Int, +2 Cha
Challenge Rating
Same as the base creature +1.
Alignment
Usually Chaotic or Evil.
Level Adjustment
Same as the base creature +1.
What do you think? Is this too powerful for +1/+2 LA? Not powerful enough? Would you take it? Would you take it even if you weren’t considering taking levels in Warlock?
Since pacts don’t grant any singular specific bonuses, I tried to make a decent variety, to give the feeling that lots of different people have made pacts for the power they wanted, which obviously differs from person to person. I would welcome any suggestions for more Special Attacks and Qualities, as these are just some options I thought up and certainly they are not exhaustive.
3/5/2012 Note - These templates are based off of the warlock as presented in Complete Arcane, not the homebrew version of the class I created (http://www.giantitp.com/forums/showthread.php?t=226021). That is why all the abilities are demonically flavored, instead of offering a broader range of “gifts.” If you want to combine the two it shouldn’t present an issue, just refluff the abilities you want to fit your chosen heritage. Drop the planetouched subtype when appropriate.
EDITS
Changed Demon-blooded to Pact-blooded
Changed the abilities from +2 Cha to +4 Cha
Added sample pact-blooded creature
Added Cursed Bloodline to pact-blooded
EB damage now scales with hit dice, as does natural invocation
Changed the abilities from +4 Cha back to +2
Updated the sample creature
Changed Pact-blooded to Pact Descendant
Added the Pact Heir template
Changed Pact Heir’s DR, Enhanced Ability, Fast Healing, Inhuman Speed and Unnatural Sight to EX abilities
Dark Power now grants bonus equal to half HD, not full HD
Changed some naming and cleaned up the formatting a bit.
Burning Blood’s range now increases with HD
Leech Essence now deals full eldritch blast damage