PDA

View Full Version : GiTP Pathfinder Grab Bag Competition XI - Oaths and Resolutions



Tanuki Tales
2013-01-01, 01:15 PM
Oaths and Resolutions


http://farm3.staticflickr.com/2799/5727361686_d235b486d6.jpg
This image was created by hikingartist.com (http://www.flickr.com/photos/hikingartist/5727361686/), but was submitted to a creative commons for free use.






"Magic? Your magic can be dispelled or disrupted. Only the honor of a paladin is unbreakable."


~~~~~~~~~~


This contest begins with the posting of this thread and continues through until the 31st of January.

A poll will be opened shortly after the closing of the contest and everyone on the Playground will have the chance to vote until the 15th of February. You will be casting five votes, one for what you believe deserves first, second and third places, one for the entry you believe would most likely see play (either in a game you would DM/GM or in a game you yourself would play in) and one for the entry you believe was the most unique entry for the competition. [All three types of votes may be for the same entry.]

All winners will receive a pixelated trophy that I create myself with my limited skills in Paint. In the case of any ties I will cast the tie breaking vote.


Rules

1. You will be creating an original Base Class or Monster or Prestige Class or Race that is themed around the concept of oaths, pacts, resolutions and similar contracts. An entry could take the form of a base class that binds with ghosts for supernatural effects, a prestige class that is a knight who has sworn their soul to masters beyond time and space, a creature that feasts upon the turmoil caused from the infraction of legal responsibilities or a race who's entire culture is entrenched in draconian and byzantine polygamous marriages and extended families.

2. Your entry must be entirely complete. Incomplete contest entries will be disqualified upon the closing deadline of the contest.

2a. Base and Prestige classes must have a name, completed class, and fluff for both combat and roleplaying purposes.
2b. Monsters must have a name, completed stat-block, physical description, and ecology if any. Templates may be submitted as entries but will be judged based upon the example creature (which must be a previously statted NPC creature from the PSRD). A pre-application and post-application version of the creature must be included for comparison (a link to the NPC on the PSRD will suffice for pre-application).
2c. Races must have a name, completed racial traits and fluff for both combat and roleplaying purposes.

3. Entries must be Pathfinder, using the formats provided below. Using the provided formats is not a strict requirement but it makes reading and judging easier and may impact your chances in the contest if you deviate from it. You may "gussy up" your entries as you see fit as long as they are still comprehensible.

4. Post all entries for the contest in this thread. Do not post any conversations regarding the entries here. Any and all discussions regarding this contest will take place on a separate thread: Here (http://www.giantitp.com/forums/showthread.php?t=234663)

5. Only one entry is allowed per participant.

6. Entries submitted must be original works that were created for this contest and this contest alone. Submitting plagiarized or previously posted work will result in said entry being automatically disqualified and may lead to inability to compete in this contest from then on.

6a. Entries submitted to this contest may not be posted in a separate thread or format until the contest has come to a close. Any entries that are discovered to have been posted elsewhere during the contest's duration (such as to garner further attention and critiques) will be automatically disqualified.

7. You may not reserve a post for an entry you plan to submit. You are more than allowed to tweak and edit your entry after it has been submitted (up until the deadline is reached) but the basic layout of your entry must be complete.

8. Please state whether or not you would like comments or critiques on your entry upon its submission. Otherwise other contestants and Playgrounders watching the contest will most likely give your submission a once over and point out any flaws or other comments they may have seen in the chat thread.

-*-*-*-

Tanuki Tales
2013-01-01, 01:17 PM
Base Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier)


CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier)


CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Tanuki Tales
2013-01-01, 01:18 PM
Name

Short Physical Description
Name Challenge Rating
XP X
<Alignment> <Size> <Type>
Init +X; Senses ; Perception +X

Defenses

AC X, Touch X, flatfooted X; ( modifiers )
hp (dX+X);
Fort + X, Ref +X, Will +X

Offenses

Speed X ft.
Melee Weapon +X (dX+X)
Space X ft.; Reach X ft.
Special Attacks

Statistics

Str X, Dex X, Con X, Int X, Wis X, Cha X
Base Atk +X; CMB +X; CMD
Feats
Skills
Languages

Special Abilities

Special abilities go here.

Ecology

Environment
Organization
Treasure

A description of the creature, it's combat tactics and methods, the social structure of its life and/or society (if any) and any other pertinent information on how it functions and interacts with the world around it go here.


Name

Short Physical Description
Name Challenge Rating
XP X
<Alignment> <Size> <Type>
Init +X; Senses ; Perception +X

Defenses

AC X, Touch X, flatfooted X; ( modifiers )
hp (dX+X);
Fort + X, Ref +X, Will +X

Offenses

Speed X ft.
Melee Weapon +X (dX+X)
Space X ft.; Reach X ft.
Special Attacks

Statistics

Str X, Dex X, Con X, Int X, Wis X, Cha X
Base Atk +X; CMB +X; CMD
Feats
Skills
Languages

Special Abilities

Special abilities go here.

Ecology

Environment
Organization
Treasure

A description of the creature, it's combat tactics and methods, the social structure of its life and/or society (if any) and any other pertinent information on how it functions and interacts with the world around it go here.

Tanuki Tales
2013-01-01, 01:19 PM
Prestige Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Requirements
To qualify to become CLASS NAME, a character must fulfill all of the following criteria.
:
:
:
:

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier)


CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):



Prestige Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Requirements
To qualify to become CLASS NAME, a character must fulfill all of the following criteria.
:
:
:
:

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier)


CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Tanuki Tales
2013-01-01, 01:20 PM
RACE NAME

A brief overview of the race.

Physical Description: Speaks for itself.

Society: Speaks for itself.

Relations: What the race thinks of other races, and what other races think of them.

Alignment and Religion: What, if any, alignments the race tends towards as well as who their chief deity is (if they have one). Also note their approach towards (or tolerance of) other deities and religions.

Adventurers: Reasons members of the race take up adventuring.

Male Names: A list of sample names males usually take.

Female Names: A list of sample names females usually take.

---

RACIAL TRAITS

Ability modifiers, and why those modifiers.
Size. Any bonuses or penalties their size gives them.
Speeds, and any special movement effects (such as a dwarf's ability to move full speed in armor).
Other racial abilities, one after another.
Languages: List what languages the race gets automatically and those it can take as bonus languages if it has a high intelligence


---

Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
X years|
+XdY|
+XdY|
+XdY[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
X years|
X years|
X years|
+XdY years[/table]

Random Height and Weight
{table="head"]
Gender|
Base Height|
Height Modifier|
Base Weight|
Weight Modifier
Male|
X'Y"|
+XdY|
X lb.|
× (X) lb.
Female|
X'Y"|
+XdY|
X lb.|
× (X) lb.[/table]


[spoiler]RACE NAME

A brief overview of the race.

Physical Description: Speaks for itself.

Society: Speaks for itself.

Relations: What the race thinks of other races, and what other races think of them.

Alignment and Religion: What, if any, alignments the race tends towards as well as who their chief deity is (if they have one). Also note their approach towards (or tolerance of) other deities and religions.

Adventurers: Reasons members of the race take up adventuring.

Male Names: A list of sample names males usually take.

Female Names: A list of sample names females usually take.

---

RACIAL TRAITS

Ability modifiers, and why those modifiers.
Size. Any bonuses or penalties their size gives them.
Speeds, and any special movement effects (such as a dwarf's ability to move full speed in armor).
Other racial abilities, one after another.
Languages: List what languages the race gets automatically and those it can take as bonus languages if it has a high intelligence


---

Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
X years|
+XdY|
+XdY|
+XdY[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
X years|
X years|
X years|
+XdY years[/table]

Random Height and Weight
{table="head"]
Gender|
Base Height|
Height Modifier|
Base Weight|
Weight Modifier
Male|
X'Y"|
+XdY|
X lb.|
× (X) lb.
Female|
X'Y"|
+XdY|
X lb.|
× (X) lb.[/table]

Kane0
2013-01-03, 02:20 AM
Reserving a spot for a base class the Axiopact, centered around inevitables, Axiomites and a lawful contract.

The Axiopact

An Axiopact is both a representative and servant of Inevitables, intelligent constructs of Law created to fight Chaos and protect the Axiomites. All Axiopacts are under an oath of loyalty and service to both the Inevitables and the Planar concept of Law, often acting as their eyes, ears and arms on the Prime Material Plane where direct intervention is unnecessary. Axiopacts take their contract and role seriously and are stalwart champions of Law against Chaos, though they themselves are not typically movers and shakers.

Role: Those that become Axiopacts are usually militantly-minded, and Axiopacts boast a great many Fighters and Paladins amongst their numbers. While others can and do become Axiopacts, front and second line warriors tend to benefit the most from the healthy mix of combat, support and utility abilities.

Alignment: Any Lawful

Hit Die: d10

Requirements:
To qualify to become an Axiopact, a character must fulfill all of the following criteria:
- BAB 5+
- Know (Planes) 4 ranks
- Peaceful contact with, and properly received pledge of allegiance to, an Inevitable.

Class Skills
The Axiopact's class skills (and the key ability for each skill) are: Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Local)(Int), Knowledge (Planes) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis)

Skill Points at First Level: (4 + Int modifier)

{table=head]Level|BAB|Fort|Ref|Will|Special
1st | +1 |+0 | +0 | +2 | Code of Conduct, Darkvision, Stem the Tide (Detect Lies & Chaos)
2nd | +2 |+0 | +0 | +3 | Electrical Affinity (1d6, 10), Vigilance
3rd | +3 |+1 | +1 | +3 | Stem the Tide (Truespeech), Implacable
4th | +4 |+1 | +1 | +4 | Electrical Affinity (2d6, 20), Fast Healing
5th | +5 | +1 | +1 | +4 | Stem the Tide (DR 5/Chaos) Call Inevitable
[/table]

Code of Conduct
The Axiopact must remain loyal and obedient to the Inevitables they are sworn to serve and aid, upholding their directives. Willingly performing a Chaotic Act breaks this Code, but exceptions may be permitted in certain circumstances.

Ex-Axiopacts
An Axiopact that deliberately acts against Inevitable objectives or otherwise violates the code of conduct loses access to all Axiopact class features. They may not progress any further in levels as an Axiopact. They may regain their abilities and advancement potential if they atones for their violation(s) as appropriate.

Darkvision
The Axiopact gains darkvision out to a range of 60'. If they already have darkvision, the range increases by 30'.

Stem the Tide
The Axiopact is a force of Law, hunting down designated targets and mitigating the chaotic misuse of power of all sorts (but especially magic). In order to fulfill these goals Axiopacts are granted certain powers of their own by means of the lawful pact between the character and Inevitables.

At level 1 the Axiopact gains Detect Chaos and Detect Lies as Spell Like Abilities, each usable at will. In addition, an Axiopact with a familiar can choose an Arbiter Inevitable in place of their current Familiar.

At level 3 the Axiopact gains Truespeech as a language, which allows him to communicate with any creature capable of verbal communication.

At level 5 the Axiopact gains DR 5/chaos.

Electrical Affinity
An Axiopact of level 2 or higher deals an additional 1d6 electrical damage with every weapon attack and gains resistance to Electricity 10.

At level 4 this bonus damage increases to 2d6 and Electricity resistance increases to 20.

Vigilance
An Axiopact of 3rd level need not eat, drink or sleep. He must still rest at least 4 hours to regain HP, renew spells and other per day abilities and does not gain immunity to sleep or the effects of ingested substances.

Implacable
A 3rd level Axiopact may roll any saving throw twice and take the best result against any effect that would impede his movement or cause him to lose actions by bestowing a condition (such as Stunned, Paralyzed, Nausea, etc).

Fast Healing
At level 4 the Axiopact gains Fast Healing 1, or any existing Fast Healing increase by 1.

Call Inevitable
A 5th level the Axiopact can use Planar Binding as a Spell Like Ability up to three times per day, but may only Summon Inevitables or Axiomites.

4th number
2013-01-07, 07:08 PM
Solarsworn

http://i.imgur.com/b2cE0tj.jpg?1
art by Nixity of deviantART (http://nixity.deviantart.com/), used with permission

Ah, but that was before I met Him. Now, I walk a different path.
Ahl'Ahuan, Necromantic Scourge of Westhaven (former)

Introductory note: This class is intended to allow you to change the party role of any arcane caster without having to lose the uniqueness of your base class. The main mechanism is the divine transformation, which switches the track of your spellcasting progression from arcane to divine. You also choose up to 5 Solar Aspects over the course of the class. Aspects allow you to attain powerful angelic abilities (combat and otherwise), scale one of your base class' class features along with your new spellcasting, or commit a few Aspects to gaining more divine class features.

Almost all Aspects either scale per 3 solarsworn levels, receive a single improvement at 6th level, or (in the case of more powerful Aspects) become available at 6th level. I've included class feature advancement options for every Paizo-published arcane class on the SRD, and included notes on adapting the class for other types of character.

I've used masculine pronouns throughout, to avoid the awkwardness of using them/they. I'll use feminine pronouns next class I make. :smalltongue:

Thanks for reading,
4th number

A solarsworn is an arcane caster who has taken an oath to a Solar or other powerful Good-aligned outsider. In exchange for his service (or his redemption), the arcanist's power is forever changed, and the magic that he learns from then on becomes divine.

Role: Solarsworn can fill a wide variety of roles, depending on what Solar Aspects they choose. A solarsworn can be a versatile support caster, a combatant who fights with angelic weaponry, a heavenly bardic singer, or an angel-blessed clergyman who can stand toe-to-toe with a cleric.

Alignment: Any non-evil.

Hit Die: d8

Requirements
To qualify to become a solarsworn, a character must fulfill all of the following criteria.
Character level: 10th.
Spellcasting: Must be able to cast 4th level arcane spells. Special: Must have been visited by a powerful good-aligned outsider and sworn an oath to it.

Class Skills
The Solarsworn's class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at First Level: (2 + Int modifier)

Solarsworn
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per day

1st|
+0|
+1|
+0|
+1|Celestial Oath, Divine Transformation|+1 level of modified spellcasting

2nd|
+1|
+1|
+1|
+1|Solar Aspect|

3rd|
+2|
+2|
+1|
+2||+1 level of modified spellcasting

4th|
+3|
+2|
+1|
+2|Solar Aspect|

5th|
+3|
+3|
+2|
+3||+1 level of modified spellcasting

6th|
+4|
+3|
+2|
+3|Solar Aspect|

7th|
+5|
+4|
+2|
+4||+1 level of modified spellcasting

8th|
+6/+1|
+4|
+3|
+4|Solar Aspect|

9th|
+6/+1|
+5|
+3|
+5||+1 level of modified spellcasting

10th|
+7/+2|
+5|
+3|
+5|Solar Aspect, Deific Recommendation|[/table]

Class Features
All of the following are class features of the solarsworn.

Weapon and Armor Proficiencies: A solarsworn gains proficiency with all simple weapons, all swords that are martial weapons, all bows, light armor, medium armor, and shields (except tower shields).

Celestial Oath: A solarsworn is bound by a promise to powerful Good-aligned outsider, usually a Solar (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/angel/solar). This promise may have been taken gladly by a pious man, to serve the celestial for a number of years or to perform a certain task for the heavens. In the case of evil spellcasters, a celestial may have approached him and offered redemption-- if he renounces his evil ways and walks a different path, he will be spared the heavens' wrath.

A solarsworn must not be of evil alignment. If he was previously evil, he must become a solarsworn with the genuine intention to reform. A solarsworn violates his pact with the celestial if he ever willingly commits a seriously evil act or betrays his patron. An individual solarsworn may have additional restrictions on his actions, depending on his individual deal.

If a solarsworn ever violates his pact, his patron may punish him, typically by revoking his ability to cast divine spells until he atones for his violations (see atonement (http://www.d20pfsrd.com/magic/all-spells/a/atonement)), as appropriate.

Divine Transformation: At odd-numbered levels, a solarsworn gains spells known and spells per day at the same spell levels as he would if he advanced in his original arcane spellcasting class. However, all new spells learned are divine spells drawn from the Cleric/Oracle spell list. All spell slots gained by advancing in this class must be used to prepare or cast spells learned in this way. These new divine spells are not subject to arcane spell failure and may be freely cast in armor. A solarsworn may use his bonus spells for either arcane or divine casting.

Learning and casting spells continue to function in the same way. A solarsworn wizard can still learn arcane spells and scribe them in his spellbook along with his new solarsworn spells, but only at as high a level as his arcane spellcasting allows. A solarsworn can still cast any of his arcane spells learned through his original arcane spellcasting class, using the lower-level spell slots that he gained through that class. The ability scores used to determine save DCs, maximum castable spell level, and bonus spells per day remain unchanged.

If a solarsworn later takes a prestige class that advances divine spellcasting, he continues the same spellcasting progression, gaining higher level spells and spell slots as though he had gained additonal levels of solarsworn casting.

If a solarsworn later takes more levels in his original arcane spellcasting class or a prestige class that advances arcane casting, he resumes his arcane spellcasting progression as though he had never gained solarsworn casting. His solarsworn spells and spell slots continue to function, and he can resume his divine spellcasting progression at a later time.

Design notes: If a character with a limited, fixed spell list (like the D&D 3.5 Beguiler or Warmage) becomes a solarsworn, the DM is encouraged to work with the player to develop a new spell list that fits the practical and thematic needs of the character. Normal Pathfinder arcane casters all have sufficiently extensive spell lists that granting access to the Cleric/Oracle list isn't a massive leap in terms of access.

If a character has psionic manifesting, alchemy, or a similar class feature that advances in level like spellcasting, they might also be able to become a solarsworn, exchanging their normal capabilities for divine casting.
Solar Aspect: Over time, a solarsworn becomes more and more like the celestial being who filled them with divine power. The Aspects that he gains through this bond become become an inherent part of the solarsworn and cannot be revoked by his patron. The solarsworn chooses one of the following benefits at each even-numbered level.

Design note: These Solar Aspects are based off of the powers and appearance of the Solar. If a particular solarsworn had a different patron celestial, some of these Aspects could be slightly different in flavor or mechanics, and some new ones might be added. If this patron is something more exotic, even more changes may be in order. A Dragonsworn could grow tremendous leathery wings and scaly natural armor in the color of their patron, and they might have an opportunity to advance a breath weapon through Dragon Aspects. A Lichsworn might assemble a coterie of the undead, ultimately tearing out their own soul at the right hand of their dark master.

If a character is trading something other than arcane casting for divine casting (per the design note above), it might be a good idea to add aspects that advance their other class features, similar to the ones below that advance bard, magus, sorcerer, and summoner class features.

Angelic Wings, Greater Angelic Wings, True Angelic Wings, Angelsight, Perfect Angelsight

Angelic Wings (Ex): The solarsworn grows a pair of white wings that grant him a fly speed equal to his fastest other speed (land, swim, etc., taking into account armor and encumbrance) with poor maneuverability. Any nonmagical armor or clothing that covers the back must be modified in order to allow the solarsworn to continue to wear it. If his solarsworn level is 6 or more, and if he has not chosen Greater Angelic Wings or True Angelic Wings, his flying improves to average maneuverability.


Greater Angelic Wings (Ex): (Prerequisite: Angelic Wings) The solarsworn grows a second pair of white wings, and his fly speed improves to twice his fastest other speed with good maneuverability. If his solarsworn level is 6 or more, and if he has not chosen True Angelic Wings, his fly speed improves to 3 times his fastest other speed.


True Angelic Wings (Ex): (Prerequisites: Greater Angelic Wings, solarsworn level 6) The solarsworn grows a third pair of wings, and his fly speed improves to four times his fastest other speed with perfect maneuverability. Once per day for every three solarsworn levels, he can move up to his fly speed as a swift action, provoking attacks of opportunity as normal.


Angelsight (Ex): As an extraordinary ability, the solarsworn can detect evil like a Paladin of his solarsworn level. Additionally, he gains darkvision with a range of 120 feet and a continuous detect snares and pits effect. He gains an insight bonus of +4 on Perception checks. If his solarsworn level is 6 or more, he can detect any alignment as he can detect evil, and he gains a continuous detect secret doors effect.


Perfect Angelsight (Su): (Prerequisite: Angelsight) The solarsworn gains the effect of true seeing or greater arcane sight, as the spell, for two rounds as a swift action. He can do this up to once per day, plus once more for every 3 solarsworn levels. His insight bonus to Perception checks increases to +8.

Solar Resistance, Solar Armor, Solar Resilience, Armored Avatar
Solar Resistance (Ex): The solarsworn gains Resist Acid, Cold, Electricity, and Fire 5, plus an additional 5 for every 3 solarsworn levels. When damage is resisted in this way, the solarsworn begins to glow white with a silvery light equivalent to a sunrod.


Solar Armor (Ex): The solarsworn's natural armor bonus increases by 2 points, plus two more for every three solarsworn levels. His skin takes on a silvery or golden hue.


Solar Resilience (Ex): (Prerequisite: Solar Resistance OR Solar Armor) The solarsworn gains DR 5/epic and evil. His skin grows hard, metallic-feeling, and seemingly rigid (though it does not become an actual metal). If his solarsworn level is 6 or more, this improves to DR 10/epic and evil.


Armored Avatar (Ex): The solarsworn can cast his arcane spells without a spell failure chance while wearing light or medium armor or a shield (though he still must have a free hand to cast spells that have a somatic or material requirement or require . Any shield that he wields is treated as though it has at least a +2 enhancement bonus, and it becomes a shield of arrow deflection (http://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-special-abilities/arrow-deflection) in addition to any other properties. If his solarsworn level is 6 or more, his shield is treated as though it has at least a +4 enhancement bonus, and the solarsworn gains heavy armor proficiency, though not the ability to cast arcane spells without a failure chance while wearing it. He also gains proficiency with tower shields.

Heavenly Trumpet, Divine Chorus, Clarion Call
Heavenly Trumpet (Su): The solarsworn receives a golden coronet from his patron, and is instantly taught a song to play on it that can summon celestial aid to the solarsworn and his allies. It is an enchanted instrument that grants a +5 enhancement bonus on all Perform checks using it.

Once per day, it can be played for 1 full round (provoking attacks of opportunity) by the solarsworn or anyone who has spent 24 total hours learning the song from him. The horn player must make a Perform (Wind instruments) check. If they take damage while playing, they must make a Will save with a DC equal to that damage, or the effect is lost.

Playing the horn summons a number of good-aligned outsiders with HD totaling the result of the Perform check minus 10, to a maximum of the solarsworn's character level. The horn player may attempt to call specific outsiders or specific kinds of outsider, but there is no guarantee of success. These outsiders are friendly to the solarsworn and his allies but are not under his command, and they return to their home plane after one minute, plus one minute for every three solarsworn levels.

Special: If the solarsworn has levels in bard, solarsworn levels that advance spellcasting also advance his bardic performance.


Divine Chorus (Su): (Prerequisites: Heavenly Trumpet) The solarsworn may play his heavenly trumpet to perform as bardic performance (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Performance). He can only use the performances Inspire Courage, Inspire Competence, Inspire Greatness, and Inspire Heroics, and he performs as a bard of five levels lower than his character level (or his effective bard level for normal bardic performance, whichever is higher). The enhancement bonus on his heavenly trumpet improves to +10.

Special: If the solarsworn has levels in bard, he counts as a bard of three levels higher when using the listed performances.


Clarion Call (Su): (Prerequisites: Heavenly Trumpet, solarsworn level 6) Once per week, the solarsworn (and he alone) may play his heavenly trumpet for one minute (provoking attacks of opportunity each round) in a special song that echoes the true name of his patron. His patron is immediately granted a far sight (http://www.d20pfsrd.com/magic/words-of-power/effect-words/far-sight) effect near the solarsworn, and they may, if they wish, unerringly teleport or plane shift to the solarsworn's location, taking with them any other creatures or materials (within a 50-foot radius) that they choose.

All good-aligned creatures who hear the clarion call (normally within 100 feet) immediately gain a +2 morale bonus to all of their ability scores that lasts for 1 day.

Special: If the solarsworn has levels in bard, the morale bonus increases by +1 for every three solarsworn levels.


Divine Weapon, Martial Servant, Heavenly Bow, Solar's Arrows, Heavenly Slaughter, Celestial General Divine Weapon (Su): The solarsworn may treat a single melee weapon that he wields as having the Dancing property. It also becomes good-aligned, as align weapon, and the solarsworn gains an insight bonus on attack rolls of +1 for every three solarsworn levels when wielding it. If his solarsworn level is 6 or more, he may also touch a willing ally's weapon once per day as a standard action and grant it the same properties (including the insight bonus) for one minute per solarsworn level.


Martial Servant (Su): For 1 minute per day, plus 1 more minute for every three solarsworn levels, the solarsworn is treated as though he has 1 point of Base Attack Bonus per solarsworn level. This ability can be activated and deactivated as a move action that does not provoke attacks of opportunity, and when it is active, the solarsworn gains a visible glowing aura. If his solarsworn level is 6 or more, the solarsworn is treated as though he has 1 point of Base Attack Bonus per character level.


Heavenly Bow (Su): When using a bow, the solarsworn gains a +1 insight bonus on attack rolls, plus one for every three solarsworn levels. It and all arrows or bolts that it fires are good-aligned, as align weapon. If his solarsworn level is 6 or more, this bonus also applies to damage rolls as well.


Solar's Arrows (Su): (Prerequisites: Martial Servant, Heavenly Bow, solarsworn level 6) Any bow or crossbow wielded by the solarsworn no longer requires ammunition (though it can still fire it), and it is strung with a beam of shining light. When drawn, it automatically creates a slaying arrow of the solarsworn's choice.


Heavenly Slaughter (Su): (Prerequisites: Divine Weapon OR Martial Servant OR Armored Avatar, Heavenly Bow, solarsworn level 6) All weapons wielded by the solarsworn are treated as having the holy special ability in addition to any other magical properties. Once per encounter, the solarsworn may deliver a smite attack as part of any other attack roll, or as a ranged touch attack against any creature within 50 feet. It deals damage as holy smite (http://www.d20pfsrd.com/magic/all-spells/h/holy-smite) at the solarsworn's highest caster level, except that there is no limit to how much damage is gained for an increased caster level.


Celestial General (Su): (Prerequisites: Heavenly Slaughter, Heavenly Trumpet, solarsworn level 6) The solarsworn and all his allies within 50 feet gain the effects of divine power, as the spell, at the solarsworn's caster level. This effect functions for 1 minute per day for every solarsworn level and is activated and deactivated as an immediate action. Additionally, the solarsworn may grant his smite attack from Heavenly Slaughter to any ally within range as an immediate action instead of using it normally that encounter.

The Gods' Knack, Faith Healing, Celestial Healing
The Gods' Knack (Ex): The solarsworn gains 2 additional skill points per solarsworn level. If his solarsworn level is 6 or more, this improves to 4 additional skill points per solarsworn level.


Faith Healing (Ex): The solarsworn gains Fast Healing equal to their solarsworn level for one minute per day plus one minute for every three solarsworn levels, activated and deactivated as a swift action. At solarsworn level 6, he can instead grant this healing to any single ally within 50 feet as an immediate action.


Celestial Healing (Su): (Prerequisite: Faith Healing, solarsworn level 6) The solarsworn gains Regeneration 15 (evil artifacts, effects, and spells) for 1 minute per day plus one minute for every three solarsworn levels, activated and deactivated as a swift action. This ability replaces Faith Healing, though the solarsworn may instead choose to gain the Faith Healing effect if they wish.

Bestowed Power, Angelic Clergyman, Power of the Heavens Bestowed Power (Su): The solarsworn gains the
granted power of a cleric domain, subject to the approval of his patron. For the purposes of domain powers, he counts as a cleric of his character level minus 6.

Special: A solarsworn can take bestowed power up to 4 times. Each additional time he takes it, gains another domain power and he counts as a cleric of three levels higher for the purpose of domain powers, to a maximum of his character level.


Angelic Clergyman: (Prerequisite: Bestowed Power, solarsworn level 6) The solarsworn gains an extra spell slot of each spell level that they can cast (except 0th level). He can only use these spell slots to cast spells granted by the domain(s) that he has taken with bestowed power, and not for any other purpose. The DCs for these spells are determined by Wisdom.


Power of the Heavens: (Prerequisite: Bestowed power at least twice, solarsworn level 6) The solarsworn can channel energy as a cleric of his solarsworn level. For each time that he has taken bestowed power, he counts as a cleric of two levels higher for this purpose.

Revered Heritage, Sanctified Blood, Blessed Pet, Stalwart Guardian, Sworn Witchery, Angelic Eidolon, Sworn Summoning, Divine Pool, Divine Combat Looking for bard advancement? Start with Heavenly Trumpet.
Revered Heritage: (Prerequisite: Sorcerer) The solarsworn gains bloodline spells (but not feats or powers) as though he had advanced a level in sorcerer for each solarsworn level that advances casting. These spells remain arcane, but they gain the [Good] descriptor in addition to any other descriptors, including [Evil].


Sanctified Blood: (Prerequisites: Sorcerer, Revered Heritage) The solarsworn advances his bloodline powers as though he had taken a level of sorcerer for each solarsworn level that advances casting.


Blessed Pet: The solarsworn gains a familiar (http://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar), per the wizard's arcane bond class feature. He counts as a wizard of his character level minus six for the purpose of determining the familiar's abilities. His familiar gains the celestial (http://www.d20pfsrd.com/bestiary/monster-listings/templates/celestial-creature-cr-special) template.

Special: If the solarsworn already has a familar from a different source, he can count all of his solarsworn levels toward determining the familiar's abilities. A witch can store solarsworn spells in his familiar as though they were witch spells (though they remain divine).


Stalwart Guardian: (Prerequisite: Blessed Pet, solarsworn level 6) The solarsworn can call a lantern archon (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/archon/lantern-archon), a harbinger archon (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/archon/archon-harbinger), or a cassisian angel (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/angel/angel-cassisian) as his familiar. This functions otherwise like the feat Improved Familiar (http://www.d20pfsrd.com/feats/general-feats/improved-familiar). Additionally, he now counts as a wizard of his character level minus three (instead of six) for the purpose of determining his familiar's abilities.

Special: If the solarsworn has (or later gains) the Improved Familiar feat, his familiar gains a feat of his choice. The familiar must qualify for this feat normally.


Sworn Witchery: (Prerequisite: Hex class feature) The solarsworn gains new hexes as though he had taken a level of witch for each solarsworn level that advances casting.


Angelic Eidolon: (Prerequisite: Eidolon class feature) The solarsworn's eidolon gains new abilities as though he had taken a level of summoner for each solarsworn level that advances casting.


Sworn Summoning: (Prerequisite: Summon Monster class feature) The solarsworn advances his summon monster spell-like ability as though he had taken a level of summoner for each solarsworn level that advances casting. When he receives a new level of summon monster effect, it is treated as a divine spell instead of arcane and is considered to be part of his solarsworn spell list.


Divine Pool: (Prerequisite: Arcane Pool class feature) The solarsworn gains points in his arcane pool as though he had taken a level of magus for each solarsworn level that advances casting. If he is solarsworn level 6 or more, he can use his magus arcana to modify solarsworn spells as well as magus spells.


Divine Combat: (Prerequisite: Divine Pool, Spell Combat class feature) The solarsworn may use his spell combat to cast solarsworn spells as well as magus spells.


Deific Recommendation (Su): At 10th level, a solarsworn is among the most favored of mortals. Upon reaching 10th level and once per year thereafter, the solarsworn and his patron can perform a special ceremony that takes one hour and consumes a sacrifice worth at least 25,000 GP. The exact ceremony and required sacrifice varies widely by god, and may be something quite specific.

This ceremony calls the personal attention of the patron's patron, a god. If it is successful, the solarsworn may ask the god for a boon, a specific favor with the full might of the deity's power behind it. The god may grant the favor outright, or they may require something else of the solarsworn to fulfill the request. An effect equivalent to a Miracle or other 9th-level Cleric spell would almost certainly be granted without condition. A deity seldom refuses entirely, though-- the favored lieutenant of one of his mightiest angels is a worthy mortal indeed.

DawnbringerSO
2013-01-12, 11:23 AM
Pact Bound Warrior

A soul is a small price for the rewards gained.

A Pact Bound Warrior is a warrior who has made a pact with an entity or entities, whether that be spirits, demons, dragons or something else in order to gain powers.


Role: Pact Born Warriors are versatile front line combatants, though they are not limited to the front line.

Alignment: Any. A pact can be made with Good, Evil or Neutral Entities.

Hit Die: d10

Starting Gold: As fighter

Class Skills
The Pact Born Warrior's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge(Local), Knowledge (Dungeoneering)(Int), Profession (Wis), Ride (Dex), Survival (Wis) and Swim (Str).

Skill Points at Each Level: (4 + Int modifier)


PACT BOUND WARRIOR
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Pact, Pact Power

2nd|
+2|
+3|
+0|
+0|Pact Power

3rd|
+3|
+3|
+1|
+1|

4th|
+4|
+4|
+1|
+1|Pact Power

5th|
+5|
+4|
+1|
+1|

6th|
+6/+1|
+5|
+2|
+2|Pact Power

7th|
+7/+2|
+5|
+2|
+2|

8th|
+8/+3|
+6|
+2|
+2|Pact Power

9th|
+9/+4|
+6|
+3|
+3|

10th|
+10/+5|
+7|
+3|
+3|Pact Power

11th|
+11/+6/+1|
+7|
+3|
+3|

12th|
+12+/+7/+2|
+8|
+4|
+4|Pact Power

13th|
+13/+8/+3|
+8|
+4|
+4|

14th|
+14/+9/+4|
+9|
+4|
+4|Pact Power

15th|
+15/+10/+5|
+9|
+5|
+5|

16th|
+16/+11/+6/+1|
+10|
+5|
+5|Pact Power

17th|
+17/+12/+7/+2|
+10|
+5|
+5|

18th|
+18/+13/+8/+3|
+11|
+6|
+6|Pact Power

19th|
+19/+14/+9/+4|
+11|
+6|
+6|

20th|
+20/+15/+10/+5|
+12|
+6|
+6|Final Pact Power[/table]

Class Features
All of the following are class features of the Pact Bound Warrior.

Weapon and Armor Proficiencies: The Pact Bound Warrior is proficient with all simple and martial weapons and with all armour (heavy, light, and medium) and shields (not including tower shields).

All other class features go here (Use the format shown directly below if you don't know what to do.)!

Pact (Ex): At first level, you choose the type of entity you have made a pact with, and the reason why the pact was made. It could be as simple as advancing the cause of the chosen entities or something more sinister, such as selling your soul to a devil or being the eyes and ears of a dragon. Always confer with your GM before deciding on the reason for a pact.

Each pact grants bonus feats, an additional class skill, and other special abilities. Once a pact has been picked, it cannot be changed.

Pact Power: At 1st level, 2nd level, and every two levels thereafter, a Pact Bound Warrior is granted a new power from her pact. The Pact Bound Warrior must select a pact power from the list of pact powers available to her pact. If a pact power is chosen at a later level, the Pact Bound Warrior gains all of the abilities and bonuses granted by that pact power based on her current level. Unless otherwise noted, activating a pact power is a standard action.

Unless otherwise noted, the DC to save against these pact powers is equal to 10 + 1/2 the Pact Bound Warrior’s level + the Pact Bound Warrior’s Intelligence modifier.

Final Pact Power: At 20th level, an Pact Bound Warrior learns the final power from her pact, granting her amazing powers and abilities. The nature of these bonuses depends upon her chosen pact.

PACT TYPES

Abyssal


Pact Class Skill: Sense Motive, Knowledge (Planes)

Pact Power: You have made an abyssal contract to gain their powers.

Claws (Ex): You grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit.

Demonic Resistances (Ex): You gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 8th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4. At 12th level, you gain resist acid, cold, and fire 5.

Poison Use (Ex): You never risk accidentally poisoning yourself and may put poison on a weapon (including your claws) as a swift action.

Smite Good (Su): Once per day, you may smite a good-aligned creature. As a swift action, you choose one target within sight to smite. If this target is good, you add your Intelligence bonus (if any) to attack rolls and gains a damage bonus equal to your HD against that foe. This effect persists until the target is dead or the creature rests. At 5th, 10th, 15th and 20th level, you gain an extra use of this ability.

Parasitic Link (Su): Once per day with a successful touch or claw attack, you can infest a living creature with tiny worms and gnawing mites unless the target makes a Fortitude save. These parasites retain an unholy link to you, draining that creature’s energy and transferring it to you. This infestation persists for 10 rounds, during which you act as if hasted and the infested victim is staggered. As a swift action, you can quicken the parasitic infestation—this reduces the remaining duration by 1 round, but causes the parasites to chew and feed at an accelerated rate, dealing 1d2 points of Constitution damage to the target. You can only maintain a parasitic link with one creature at a time. These parasites count as a disease effect.

You must be at least 10th level to select this pact power.

Telepathy (Ex): You gain telepathy out to 60 ft. and can communicate with any creature that has a language.

You must be at least 6th level to select this pact power.

Poisonous Touch (Sp): Up to 3 times per day, you may use poison as a spell-like ability. If you make an attack with a melee weapon or your claws, you may activate this ability as a swift action as part of your attack, targeting the foe struck with the effect. This ability is the equivalent of a 7th-level spell.

You must be at least 10th level to select this pact power.

Teleportation (Sp): You may teleport a number of times per day equal to your intelligence modifier + once every 5 levels. This functions as casting dimension door as a spell-like ability. At 9th level, you may instead cast teleport as a spell-like ability. At 13th level, you may instead cast greater teleport as a spell-like ability. You may not bring other creatures with you.

You must be at least 2nd level to select this ability.

Retribution (Sp): As a swift action an amount of times per day equal to your Intelligence modifier (minimum 1), you may use retribution as a spell-like ability. If you do, you must attack that target for the duration. Your caster level is equal to your level.

Defile Armour (Su): Your armour gains a sinister appearance, and gains a +1 bonus. This bonus increases by +1 at 5th, 10th, 15th and 20th level. In addition, for each +1 bonus your armour has, you gain a +1 profane bonus on Intimidate checks.

Evil Eyes (Su): Your eyes glow bright red. Enemies who meet your gaze must make a Will save or become shaken for 1 round per level. Creatures that succeed on this save are immune to your gaze for 24 hours. As a standard action, you may focus your gaze on a single creature and cause it to become frightened for 1 round per level unless it succeeds on a Will save.

Painful Strike (Ex): As a swift action, you may make each melee attack against each target you attack this round incredibly painful, dealing an extra 1d6 damage and letting you make a free demoralize attempt against those targets.

Unholy Aura (Su): A malevolent darkness surrounds you in a 20 ft. radius, protecting yourself and allies from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects.

Each creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures.
Each creature gains spell resistance 25 against good spells and spells cast by good creatures.
Each creature is protected from possession and mental influence, just as protection from good does.
If a good creature succeeds on a melee attack against a creature, the offending attacker takes 1d6 points of Strength damage (Fortitude negates).

You must be at least 14th level to select this pact power.

Destruction (Sp): You may cast destruction once per day per point of Intelligence bonus you have (minimum 1).

You must be at least 14th level to pick this pact power.

Final Pact Power: You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and spell resistance equal to your level +10.




Celestial



Pact Class Skill: Heal, Knowledge (Planes)

Pact Powers: You have made an oath to an angel, and they grant you powers to fulfill that oath.

Conviction (Su): You can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day. You may use this ability an additional time at 10th and 20th levels.

Smite Evil (Su): Once per day, you may smite a evil-aligned creature. As a swift action, you choose one target within sight to smite. If this target is evil, you add your Intelligence bonus (if any) to attack rolls and gains a damage bonus equal to your HD against that foe. This effect persists until the target is dead or the creature rests. At 5th, 10th, 15th and 20th level, you gain an extra use of this ability.

Angelic Resistances (Ex): You gain resist 5 to acid and cold and a +2 bonus on saving throws against petrification and poison. At 8th level, your acid and cold resist increase to 10 and your bonus to saving throws increases to +4. At 12th level, you gain resist 5 to electricity and fire.

Angelic Senses (Ex): You gain darkvision 60 ft. and low-light vision. If you already have darkvision, its range increases by 30 ft.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of you. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals your level).

You must be at least 14th level to select this ability.

Truespeech (Su): You can speak with any creature that has a language, as though using a tongues spell (caster level equal to your level). This ability is always active.

Breath of Life (Sp): As a standard action, you may heal a creature for 1d8 points of damage per level + your Intelligence bonus by touching them. If used upon a creature that has died within 1 round apply the healing from this ability to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day.

Creatures slain by death effects cannot be saved by breath of life. Undead creatures affected by this ability require a touch attack and instead take damage. You may use this ability once per day.

Detec Evil (Sp): You detect evil, as the spell, constantly.

Discern Lies (Sp) You discern lies, as the spell, constantly.

Spear of Purity (Sp): You hurl a pure white or golden spear of light, affecting any one target within 25 ft. + 5 ft/2 levels as a ranged touch attack.

An evil creature struck by the spear takes 1d8 points of damage per two caster levels (maximum 5d8). An evil outsider instead takes 1d6 points of damage per level (maximum 10d6) and is blinded for 1 round. A successful Will save reduces the damage to half and negates the blinded effect. This spell deals only half damage to creatures that are neither evil nor good, and they are not blinded. The spear has no effect on good creatures.

You may use this ability once per day per point of Intelligence bonus you have

Holy Wings (Ex): You can grow a pair of angelic, feathery white wings as a free action, giving you a fly speed of 60 ft with good maneovreability. You may use this ability for up to 1 minute per level. This duration need not be consecutive, but it must be spent in 1 minute intervals. At 11th level, the wings are permanent.

You must be at least 6th level to pick this pact power.

Holy Weapon (Sp): You may create, at will, a glorious beam of brilliant radiance that acts as a masterwork lance, long sword or great sword suitable for your size. As a standard action while holding a light lance, you can choose not to make an attack and instead hold the weapon aloft as a beacon of light and truth, creating an area of bright light with a radius of 90 feet. If you choose to do this for one or more additional rounds the weapon also casts a spear of brilliant light up into the sky that grows progressively more visible as it continues to climb toward the heavens. Under cover of night or other darkness, if nothing obstructs the beam, it becomes visible for an additional 2 miles during each round in which you continue to aim your lance skyward (2 miles in the second round, 4 miles in the third round, and so on).

At 4th level, the weapon becomes a +1 weapon. At 7th, it becomes a +1 holy weapon. Every 4 levels after, you may add a +1 bonus of your choice onto the weapon.

Final Pact Power: You gain immunity to acid, cold, and petrification, resist electricity 10, resist fire 10, +4 racial bonus on saves against poison and DR 10/Evil



Draconic


Pact Class Skill: Perception, Knowledge (Arcana)

Pact Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on Table: Draconic Pact Breath Weapons.

Claws (Ex): You grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as part of a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit.

Bite (Ex): You gain a bite attack. The bite is treated as a natural weapon, allowing you to make one bite attack as part of a full attack action using your full base attack bonus. This attack deals 1d6 damage plus your Strength modifier (1d4 if you are small). At 5th level, the bite is considered a magic weapon for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d8 points of damage (1d6 if you are small). At 11th level, the bite deals an additional 1d6 points of damage of your energy type on a successful hit.

Breath Weapon (Su): You gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per Pact Bound Warrior level. Those caught in the area of the breath receive a Reflex save for half damage. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). You may use this breath once every 1d4 rounds.

You must be at least 6th level to select this pact power.

Table: Draconic Pact Breath Weapons

{table=head]Dragon Type|Energy Type|Breath Shape

Black|
Acid|
60-foot line

Blue|
Electricity|
60-foot line

Green|
Acid|
30-foot cone

Red|
Fire|
30-foot cone

White|
Cold|
30-foot cone

Brass|
Fire|
60-foot line

Bronze|
Electricity|
60-foot line

Copper|
Acid|
60-foot line

Gold|
Fire|
30-foot cone

Silver|
Cold|
30-foot cone[/table]

Scales (Ex): You grow scales of your dragons colour, granting you a +1 natural armour bonus, which increases to +2 to 7th, and again at 11th level to +3, and again at 15th level to +4 and again at 19th level to +5.

Resistance (Ex): You gain resist 5 against your energy type. After 5th level, the resistance becomes equal to your Pact Bound Warrior level.

Wings (Ex): You may grow leathery dragon wings grow from your back as a free action, giving you a fly speed of 60 ft. with average (good if silver) maneouvreability. You may use this ability for up to 1 minute per level. This duration need not be consecutive, but it must be spent in 1 minute intervals. At 11th level, the wings become permanent.

You must be at least 6th to select this pact power.

Frightful Presence (Su): As a free action, as part of an attack or charge, you may cause opponents who witness the action to become shaken (panicked if the creature has 4 or fewer hit dice) for 5d6 rounds. This ability only affects creatures with equal or lower hit dice than you. An opponent can resist the effects with a successful Will save. A creature that makes the save is immune to your frightful presence for 24 hours. This is a mind-affecting fear effect.

You must be at least 8th level to select this pact power.

Senses (Ex): You gain darkvision 60 ft. If you already have darkvision, its range increases by 30 ft.

Spell Resistance (Ex): You gain spell resistance equal to 11 + your Pact Bound Warrior level.

You must be at least 14th level to select this pact power.

Swim (Ex): You gain water breathing and a swim speed equal to your land speed. You may only pick this pact power if you chose the green, black or bronze dragon type.

Acid Pool (Su): You may use your breath weapon to create an acid pool as a standard action. The acid pool has a radius of 30 ft. When an acid pool is created, anyone inside its area takes an amount of damage equal to your breath weapon (Reflex half). Any creature that starts its turn touching this pool takes damage, but can make a Reflex save for half. Each round, the total damage dice of the pool is halved until the result would be less than 1d6. The acid pool floats on water, and deals damage to anything on the surface.

You must have a breath weapon, be at least 12th level and have chosen the black dragon type in order to pick this pact power.

Electricity Aura (Su): You are surrounded by an aura of electricity. Creatures within 5 feet take 1d6 points of electricity damage at the beginning of your turn. At 15th level, this damage increases to 2d6. You can suppress this aura at will.

You must have chosen the blue or bronze dragon type in order to pick this pact power.

Storm Breath (Su): You can use your breath weapon to create a storm of lightning. This functions as call lightning storm, but the damage is equal to your breath weapon. You can call down 1 bolt per round as a free action for 1d6 rounds. The save DC is equal to the your weapon DC. Additional uses of this ability extend the duration by an additional 1d6 rounds.

You must have a breath weapon, be at least 12th level, and have chosen the blue dragon type in order to pick this pact power.

Miasma (Su): You can use your breath weapon to create a cloud of acid as a standard action that deals damage to any creature inside it. The cloud moves with you and has a radius of 20 feet. When it's created, anyone inside this area takes an amount of damage equal to half your breath weapon, with a Reflex save for half damage. The number of damage dice rolled is halved each round until the result would be less than 1d6. Any creature that starts its turn inside the cloud takes damage, but can make a Reflex save for half. A strong wind, such as that created by a gust of wind, disperses the cloud in 1 round.

You must have a breath weapon, be at least 12th level, and have chosen the green dragon type in order to pick this pact power.

Fire Aura (Su): You are surrounded by an aura of intense heat. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the your turn. This damage increases to 2d6 at 15th level. You can suppress this aura at will.

You must have chosen the red, brass or gold dragon types in order to pick this pact power.

Melt Stone (Su): You can use your breath weapon to melt rock at a range of 100 feet, affecting a 30 ft. radius area. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.

You must have a breath weapon, be at least 16th level, and have chosen the red dragon type in order to pick this pact power.

Smoke Vision (Ex): You can see perfectly in smoky conditions (such as those created by pyrotechnics).

You must have chosen the red dragon type in order to pick this pact power.

Manipulate Flames (Su): You can control any fire spell within 10 feet per 2 levels as a standard action. This ability allows you to move any fire effect in the area, as if you were the caster. This ability also allows you to reposition a stationary fire effect, although the new placement must be one allowed by the spell. Finally, for 1 round following the use of this ability, you can control any new fire spell cast within your area of control, as if you were the caster. You can make all decisions allowed to the caster, including canceling the spell if it so desires.

You must be at least 12th level and have chosen the red dragon type in order to pick this pact power.

Cold Aura (Su): You radiates an aura of cold. All creatures within 5 feet of you take 1d6 points of cold damage at the beginning of your turn. This damage increases to 2d6 at 15th level. You can suppress this aura at will.

You must have chosen the white or silver dragon types in order to pick this pact power.

Icewalking (Ex): This ability works like the spider climb spell, but the surfaces you climb must be icy. You can move across icy surfaces without penalty and do not need to make Acrobatics checks to run or charge on ice.

You must have chosen the white dragon type in order to pick this pact power.

Snow Vision (Ex): You learn to see perfectly well in snowy conditions. You do not suffer any penalties to Perception checks while in snow.

You must have chosen the white dragon type in order to pick this pact power.

Blizzard (Su): You can use your breath weapon to create a blizzard in the area around iyou as a standard action. This creates heavy snow conditions in a 50-foot radius for 1 minute, centered on you. This snow slows movement (4 squares of movement per square entered) and limits vision as fog does.

You must have a breath weapon, be at least 13th level, and have chosen the white dragon type in order to pick this pact power.

Sleep Breath (Su): Instead of a line of fire,you can breathe a cone of sleep gas. Creatures within the cone must succeed on a Will save or fall asleep for 1d6 rounds plus 1 round every 2 levels.

You must have a breath weapon, be at least 12th level, and have chosen the brass dragon type in order to pick this pact power.

Desert Wind (Su): You can call up the desert wind to serve you. This functions as gust of wind, but any creature in its path must make a Fortitude save or be blinded for 1d4 rounds by the sand. The save DC for this effect is equal to your breath weapon DC.

You must have chosen the brass dragon type in order to pick this pact power.

Repulsion Breath (Su):

Instead of a line of electricity, a bronze dragon can breathe a cone of repulsion gas. Targets must make a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category. This is a mind-affecting compulsion effect.

You must have a breath weapon, be at least 12th level, and have chosen the bronze dragon type in order to pick this pact power.

Slow Breath (Su): Instead of a line of acid, you can breathe a cone of slowing gas. Those in the cone must make a Fortitude save or be slowed (as per the spell slow) for 1d6 rounds plus 1 round per 2 levels.

You must have a breath weapon, be at least 12th level, and have chosen the copper dragon type in order to pick this pact power.

Slow Aura (Su): You are surrounded by an aura of slowness. All creatures within 5 feet of you must make a Will save or be affected as per slow for 1 round. At 20th level, opponents that fail their saves are slowed for 1d4 rounds. The DC of this save is equal to the dragon's breath weapon. You may suppress this aura at will.

You must be at least 6th level and have chosen the copper dragon type in order to pick this pact power.

Weakening Breath (Su): Instead of a cone of fire, you can breathe a cone of weakening gas. Creatures within the cone must succeed on a Fortitude save or take 1 point of Strength damage per 2 levels (Will save half).

You must have a breath weapon, be at least 12th level, and have chosen the gold dragon type in order to pick this pact power.

Luck (Sp): Once per day an ypu can touch a gem and enspell it to bring good luck. As long as you carry the gem, you and every good creature within 10 ft. per 2 levels receives a +1 luck bonus on all saving throws. If you give an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per 2 levels. This ability is the equivalent of a 2nd-level spell.

You must have chosen the gold dragon type in order to pick this power.

Paralyzing Breath (Su): Instead of a cone of cold, you can breathe a cone of paralyzing gas. Creatures within the cone must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per 2 levels.

You must have a breath weapon, be at least 12th level, and have chosen the silver dragon type in order to pick this pact power.

Fog Vision (Ex): A juvenile or older silver dragon can see perfectly well in fog and clouds.

You must have chosen the silver dragon type in order to pick this pact power.

Final Pact Power: At 20th level, you gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.



Elemental



Class Skills: Knowldge (Planes), Stealth.

Pact Powers: You have made a pact with an elemental prince. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. You are granted powers based on your element. Energy types are Acid (earth), Cold (water), Electricity (air) and Fire (fire).

Universal

Elemental Weapon (Su): As a swift action, you may give any weapon you wield your weapon the benefits of the Shock (air), Corrosive (earth), Flaming (fire) or Frost (water) weapon properties, depending on the element you chose for up to 1 minute per level. This duration need not be consecutive, but it must be spent in 1 minute intervals. If the weapon already has those properties, this ability has no effect. If the weapon leaves your grip for more than 1 round, the weapon property fades from it and the 1 minute is wasted. At 10th level, this ability bestows the burst weapon properties of the appropriate element instead. At 15th level, the ability is continuous and requires no activation.

Elemental Resistance (Ex): You gain resist 5 to the energy type of your element. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity.

Darkvision (Ex): You gain darkvision out to 60 ft. If you already have darkvision, its range is increased by 30 ft.

Natural Armour: You gain a +1 (+2 if earth) bonus to natural armour. This bonus increases by 1 at 7th, 11th, 15th and 19th.

Air

Cloak of Winds (Ex): You are shrouded in a whirling screen of strong, howling wind. You are never checked or blown away by strong winds of windstorm or lesser strength (whether natural or magically created), and ranged attack rolls against you take a -4 penalty. Tiny or smaller creatures must succeed at a Fortitude save to successfully touch or attack you in melee. Failure knocks the attacker prone and pushes it 5 feet away from you per level. This movement can pass through the squares of other creatures without affecting them and does not provoke attacks of opportunity, but the creature takes 3d6 points of nonlethal damage, plus 1d6 if the creature strikes a solid object that blocks its movement. At 13th level, ranged attacks that require an attack roll against you have a 50% miss chance.

You must be 6th level to select this pact power.

Flight (Ex): As a free action, you gain a fly speed of 100 ft. with perfect maneouvreability for up to 1 minute per level. This duration need not be consecutive, but it must be spent in 1 minute intervals.. At 11th level, this ability is continuous.

You must be 6th level to select this pact power.

Whirlwind (Su): You may turn into a whirlwind for 1 round every 2 levels, as detailed here: http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Whirlwind-Su-

You must be 6th level to select this pact power.

Lightning Bolt: Once per day per 2 levels, you may fire a lightning bolt from your weapon as the spell, dealing 1d6 lightning damage per level (Reflex half).

You must be 4th level to select this pact power.

Invisibility (Su): As a standard action, you can become invisible (as per the invisibility spell). You can remain invisible for 1 minute per day per level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Starting at 9th level, each time you activate this ability you can treat it as greater invisibility, though each round spent this way counts as 1 minute of your normal invisibility duration.

You must be at least 2rd level to select this pact power.

Gaseous Form (Su): As a standard action, you can assume gaseous form (as the spell). You can remain gaseous for 1 minute per day per level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You can bring other creatures with you in gaseous form, but each passenger costs an additional minute per minute of travel.

You must be at least 6th level to select this pact power.

Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against you. These penalties increase by 1 at 9th and again at 15th.

Wind Sight (Ex): You ignore penalties on Perception checks based on wind and the first 100 feet of distance. At 7th level, as a standard action, you can see and hear into any area (as if using clairaudience and clairvoyance) within range as long as there is an unobstructed path for air to travel between you and the target area (this does not require line of effect, meaning the path can turn corners and go through spaces no smaller than 1 inch in diameter). You can use this ability a number of rounds per day equal to your level, but these rounds do not need to be consecutive.

Electricity Aura (Su): You are surrounded by an aura of electricity. Creatures within 5 feet take 1d6 points of electricity damage at the beginning of your turn. At 15th level, this damage increases to 2d6. You can suppress this aura at will.

Air Archery (Ex): Thanks to your mastery of air, arrows and bolts that you fire have no penalty for range. In addition, if you are using your wind sight, your arrows and bolts can bend round corners to reach their targets.

Gust of Wind (Sp): You may cast Gust of Wind as a spell-like ability once every 2 levels. Your caster level is your character level.

You must be at least 2rd level to pick this pact power.

Earth

Earth Mastery (Ex): You gain a +1 bonus on attack and damage rolls if both you and your foe are touching the ground. If an opponent is airborne or waterborne, you take a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether you are is initiating or resisting these kinds of attacks. The bonuses increase by 1 at 9th and again at 15th.

Earth Glide (Su): You can pass through stone, dirt, or almost any other sort of earth except worked stone and metal as easily as a fish swims through water. If protected against fire damage, you can even glide through lava. You glide at your base land speed. While gliding, you breathe stone as if it were air (you do not need to hold your breath). Your burrowing leaves behind no tunnel or hole, nor does it create any ripple or sign of your presence. A move earth spell cast on an area where you are flings you back 30 feet, stunning you for 1 round unless you succeed on a DC 15 Fortitude save. Activating this ability is a free action. You can glide for 1 minute per day per level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 11th level, you can glide continuously.

You must be at least 6th level to select this pact power.

Earth Sight (Ex): You can see through stone, earth, or sand as easily as if it were transparent crystal. Your gaze can penetrate a number of feet equal to your oracle level, or 1/12th this thickness of metal. You can use this ability a number of rounds per day equal to your level, but these rounds do not need to be consecutive. At 15th level, you may use this ability as long as you like.

Tremorsense (Ex): You gain tremorsense out to 15 ft. This increases to 30 ft. at 6th level and 60 ft. at 11th level.

Shard Explosion (Su): As a swift action, you can cause jagged pieces of stone to explode outward from your body. These shards deal 1d6 points of piercing damage per two levels (minimum 1d6) to all creatures within a 10 ft burst. A Reflex save halves this damage. In addition, the broken shards make the area difficult terrain until your next turn. Alternatively, you may instead spend a standard action to do this and increase the damage to 1d6 per level and the burst to 15 ft. If you do, the difficult terrain lasts for 1 round every 2 levels.

Stone Stability (Ex): You receive a +4 bonus to your Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. At 5th level, you gain Improved Trip as a bonus feat. At 10th level, you gain Greater Trip as a bonus feat. You do not need to meet the prerequisites to gain these feats.

Powerful Build (Su): You may grow to large size for up one minute per level, gaining all the benefits and disadvantages of doing so. This duration does not need to be consecutive, but it must be spent in 1-minute increments. While large, you gain Awesome Blow as a bonus feat. You do not need to meet the prerequisite to gain this feat.

You must be at least 6th level to pick this pact power.

Stone Skin (Ex): Your skin hardens into a stone-like substance, giving you DR 2/-.

Rock Throwing (Ex): You are an accomplished rock thrower and have a +1 racial bonus on attack rolls with thrown rocks. You can hurl rocks up to two categories smaller than your own size. The range increment for a rock is 20 feet, and you can hurl it up to 5 range increments. Damage for a hurled rock is 2d4 for a Medium creature or 2d3 for a Small creature, plus 1-1/2 your Strength bonus.

Tremor (Su): As a standard action, you may cause the earth underneath an opponent up to 30 ft. away to move in such a way that you may perform a combat maneouvre on it except for overrun, reposition and steal. If you grapple, the earth grabs hold of the creature. If you bull rush, the direction of the bull rush must be away from you.

Fire

Burn (Ex): You deal fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking 1d6 damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by you and must make a Reflex save to avoid catching on fire.

You must be at least 4th level to pick this pact power.

Fire Sight (Su): You can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow you to see normally. At 7th level, you can gaze through any source of flame within 10 feet per level, as if using clairvoyance. You can use this ability for a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.

Cinder Dance (Ex): Your base speed increases by 10 feet. At 5th level, you receive Nimble Moves as a bonus feat. At 10th level, you receive Acrobatic Steps as a bonus feat. You do not need to meet the prerequisites to receive these feats.

Fire Aura (Su): You are surrounded by an aura of intense heat. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the your turn. This damage increases to 2d6 at 15th level. You can suppress this aura at will.*

Burning Gaze (Su): Your eyes burn like hot coals, allowing you to set objects or foes alight with a glance. As a standard action, you may direct your burning gaze against a single creature or object within 30 feet of your location. Targeted creatures must succeed at a Fortitude save or take 1d6 points of fire damage. Unattended objects do not get a save. Creatures damaged by this ability must make a Reflex save or catch fire.

Each round, burning creatures may attempt a Reflex save to quench the flames; failure results in another 1d6 points of fire damage. Flammable items worn by a creature must also save or take the same damage as the creature. If a creature or object is already on fire, it suffers no additional effects from burning gaze.

Note that this ability does not grant an actual gaze attack- foes and allies are not in danger of catching on fire simply by meeting your gaze.

Fiery Steed (Su): As a standard action, you may cause any mount you control or vehicle you pilot to turn into a fiery version of itself. Its speed doubles and its attack deal an extra 1d6 fire damage.

Firestorm (Su): As a standard action, you can cause fire to erupt around you. You can create one 10-foot cube of fire per oracle level. These cubes can be arranged in any pattern you desire, but each cube must be adjacent to another and one must be adjacent to you. Any creature caught in these flames takes 1d6 points of fire damage per level, with a Reflex save resulting in half damage. This fire lasts for a number of rounds equal to your Intelligence modifier. You can use this ability a number of times per day equal to your Intelligence modifier.

You must be at least 10th level to select this pact power.

Fiery Skin (Ex): Your body is so hot that smoke erupts from it in every direction granting you concealment (20% miss chance).

A see invisibility spell does not counteract the effect, but a true seeing spell does.

Opponents that cannot see the subject ignore the ability's effect (though fighting an unseen opponent carries penalties of its own).

Produce Flame (Sp): You have a continuous version of the produce flame spell, although you can choose not to have your hands glow like a torch and you can make multiple attacks per round with the ranged attack option. The extra fire damage is not limited to 5, and your caster level is equal to your level.

Searing Heat: Fire damage you do ignores fire resistance (other than your own) and deals half damage to those with immunity to fire (other than yourself).

Water

Fluid Travel (Ex): You can walk on liquid as if it were a solid surface. Walking on the liquid does not harm you; you can walk on acid or even lava (as if walking on a solid temporary crust), though you would still take fire damage from being near the lava. You can move across this surface at your normal land speed. At 7th level, you can instead go underwater, gaining a swim speed of 60 feet and the ability to breathe water.

Drench (Ex)

Your touch puts out non-magical flames of Large size or smaller. You can dispel magical fire you touch as dispel magic (caster level equals your HD). At 7th level, you can target one creature with the fire subtype within 10 ft. per level with this ability and deal it 1d6 points of damage per level (no save).

Vortex (Su): You can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.

You must be at least 6th level to select this pact power.

Water Sight (Su): You can see through fog and mist without penalty as long as there is enough light to allow you to see normally. At 7th level, you can use any calm pool of water at least 1 foot in diameter as a scrying device, as if using the scrying spell. At 15th level, this functions like greater scrying. You can use the scrying abilities for a number of rounds per day equal to your level, but these rounds do not need to be consecutive.

Cold Aura (Su): You radiates an aura of cold. All creatures within 5 feet of you take 1d6 points of cold damage at the beginning of your turn. This damage increases to 2d6 at 15th level. You can suppress this aura at will.

Ice Spikes (Su): You grow ice spikes on your person, functioning as armour spikes. Additionally, you may fire ice spikes from your hands at targets up to 120 ft away, each spike dealing 1d6 piercing damage +1 cold damage per level.

Hydraulic Push (Sp): Once every 1d4 rounds, you may use hydraulic push as a spell-like ability. At 7th level, you may instead use hydraulic torrent. Your caster level is equal to your level.

Fluid Nature (Ex): You receive a +4 bonus to your Combat Maneuver Defense against bull rush, drag, grapple, reposition, and trip attempts. A creature trying to confirm a critical hit against you has a –4 penalty on its confirmation roll. At 5th level, you gain Dodge as a bonus feat. You do not need to meet the prerequisite to gain this feat.

Control Temperature (Su): You can control the temperature of any water you touch. As a standard action, you may turn a body of water no bigger than a 10 ft. cube every 2 levels either scalding hot, temperate or freezing cold. Scalding hot deals 10d6 fire damage to anyone submerged in it per round, or 1d6 fire damage to those who touch it, and freezing cold deals cold damage similarly. At 13th level, you may use this ability to melt ice or freeze water. At 15th level, you may use this ability to neutralize acid.

These changes last for up to 1 hour per level.

You must be at least 10th level to pick this pact power.

Final Pact Power: At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, stunning, paralysis and poison.

Tanuki Tales
2013-01-23, 01:52 PM
With one week left, I give this a bump!

DawnbringerSO
2013-01-30, 05:18 PM
PACT BOUND WARRIOR PAGE 2

Sorry, but it didn't fit in one page.

Infernal



Pact Class Skill: Diplomacy

Pact Powers: You have made an infernal contract with a devil in order to gain their power.

Infernal Resistances (Ex): You gain resist fire 5 and a +2 bonus on saving throws made against poison. At 8th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4. At 12th level, you gain resist acid and cold 5.

Telepathy (Ex): You gain telepathy out to 60 ft. and can communicate with any creature that has a language.

You must be at least 6th level to select this pact power.

Barbed Defender (Ex): You grow deadly barbs. Any creature that attacks you with handheld or natural weapons takes 1d8 (1d6 if small) points of slashing and piercing damage plus your Strength modifier. Weapons with exceptional reach, such as longspears, do not endanger their users in this way. In addition, you deal the same damage to a grabbed opponent with each successful grapple check.

Battle Frenzy (Ex): Twice per day, a bearded devil-bound creature can work itself into a battle frenzy similar to a barbarian’s rage (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, –2 penalty to AC). This frenzy lasts for 3 rounds plus your Con modifier (elevated for frenzy).

Teleportation (Sp): You may teleport a number of times per day equal to your intelligence modifier + once every 5 levels. This functions as casting dimension door as a spell-like ability. At 9th level, you may instead cast teleport as a spell-like ability. At 13th level, you may instead cast greater teleport as a spell-like ability. You may not bring other creatures with you.

You must be at least 2nd level to pick this pact power.

Animate Rope or Chain (Su): At will, you can animate a rope or chain of any thickness as if with the animate rope spell (caster level equals your level). You can also cause any lock or manacle attached to a chain to lock or open when using this ability.

You must be at least 8th level to pick this pact power.

Unnerving Gaze (Su): Enemies who meet your gaze must make a Will save or take a -1 penalty on attack rolls for the remainder of the encounter. This penalty increases to -2 at 8th and -3 at 15th. Enemies who succeed on the save are immune to your gaze for the remainder of the encounter.

Imp Familiar (Ex): You gain an imp as a familiar. This follows all the rules of the wizard rules for a familiar, with your wizard level being your level.

Darkvision (Ex): You gain darkvision out to 60 ft. If you already have darkvision, its range is increased by 30 ft.

Hellfire (Sp): You can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of damage per level, half of which is fire, the other half profane damage. Those caught in the area of your blast receive a Reflex save for half damage. Good creatures that fail their saves are shaken for a number of rounds equal to your level. This power has a range of 60 feet. You may use this ability once every 1d4 rounds.

You must be at least 6th level to pick this pact power.

Infernal Wound (Su): Your natural and weapon attacks cause persistent wounds that do not heal naturally and resist healing spells. Any creature damaged by such an attack loses 2 additional hit points each round. The continuing hit point loss can be stopped by a Heal check (DC 10 + 1/2 your level + your Con modifier), a cure spell, or a heal spell. However, a creature attempting to cast such a spell must succeed on a caster level check (DC 10 + 1/2 your level + your Int modifier), or the spell has no effect on the injured creature. A successful Heal check automatically stops the continuing hit point loss and restoring hit points.

Infernal Healing (Ex): You gain fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor.

You must be at least 10th level to select this ability.

Final Pact Power: Your form becomes infused with vile power. You gain immunity to fire and poison. You also gain resistance to acid 10 and cold 10, and the ability to see perfectly in darkness of any kind to a range of 60 feet.



Spirit



Pact Class Skill: Stealth, Knowledge (Religion)

Pact Powers: You made a bargain with the spirits, and now gain their powers.

Ghost Touch (Su)/B]: Weapons you wield have the ghost touch property. At 15th level, this ability becomes an Ex ability, and you may have anything you touch, including anything you are wearing have the ghost touch properties (until you stop touching it).

Spirit Walk (Su): You can become incorporeal and invisible. While in this form, you can move in any direction and pass through solid objects. You can take no action other than to move while in this form. You remain in this form for a number of minutes equal to your level. This duration need not be consecutive, but it must be spent in 1 minute intervals

You must be at least 8th level to select this pact power.

Voice of the Grave (Su): You can speak with the dead, as per the spell, for a number of rounds per day equal to your level. These rounds do not need to be consecutive. At 5th level, and every five levels thereafter, the dead creature you question takes a cumulative –2 penalty on its Will save to resist this effect.

Wailing Spirits (Su): You may summon wailing, screaming spirits, swirling around you in a 5 ft. radius as a swift action for up to 1 round per level. The duration need not be consecutive. Creatures that attempt to enter this swirling field must make a Will save or become frightened for 1d4 rounds. Those that do enter the swirling field gain 1 temporary negative level (1 hour long) per round they remain there. At 11th, the radius increases to 10 ft. and the temporary negative level becomes level drain.

You must be at least 6th level to pick this pact power.

Ectoplasmic Armour (Ex): You may have the spirits coalesce to form a solid barrier of armour that gives a +4 armour bonus that also works against incorporeal touch attacks. At 6th level, the armour bonus increases to +6, and at 12th level it increases to +8.

Fearless (Ex): You become immune to fear.

Protective Spirit (Su): You may summon a protective spirit as a standard action once per encounter. A protective spirit is an invisible, mindless, shapeless force that hovers about you, defending you against unexpected attacks. When a creature makes an attack of opportunity against you, the protective spirit makes an immediate attack using your base attack bonus plus your Intelligence modifier. On a successful hit, the spirit does no damage, but it causes the attack of opportunity to automatically miss. A protective spirit can defend against a number of attacks of opportunity equal to your Intelligence bonus (minimum 1) per round.

A protective spirit occupies your space, and moves with you. It cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A protective spirit's AC against touch attacks is 10 + your Intelligence modifier.

Ghostly Skull (Su): Once every 1d4 rounds, you conjure a ghostly skull as a standard action and send it hurtling towards an area, having it explode and deal 1d6 points of negative energy damage (Reflex half) in a 20 ft radius.

Ability Drain (Su): Upon a successful full attack action (all attacks hit), you may do 1d4 temporary Strength or Dexterity damage. At 10th level, you may instead do constitution damage.

You must be 6th level to pick this pact power.

Diehard (Ex): You gain both endurance and diehard as bonus feats.

Haunting Voice (Su):You can cause the sound of your voice to
originate from any point you can see within 100 feet. While using this ability, all speech and other vocalizations originate from this other location. Using this ability requires concentration.

[B]Telekinesis (Sp): You may use telekinesis as a spell-like ability once every 1d4 rounds. Your caster level equals your level.

You must be at least 10th level to pick this pact power.

Final Pact Power: When you die, you return as a ghost.

Milo v3
2013-01-31, 01:06 AM
Contractor

Everything has a price. Some are more costly than others. The cost of your blade, mere gold. The cost of a spell, a thought. The cost of my power, finality.

Everyone wants power. Even the most noble heart desires power, to protect those he loves. To gain this power, some train for years mastering arcane knowledge, practicing the way of the blade, or praying to a divine power. A Contractor takes a different direction; they trade their souls to higher beings to gain power.

Role: Contractors can vary diversely in role based around their patron and the spheres in which they gain power. Some may manipulate the weather and be a tactical, and those possessing fire could be purely offensive. Though despite this, many Contractors learn to use their powers in ingenius ways, making them more versitile then they appear.

Alignment: Contractors can be from any alignment, but lawful individuals are rarer as they are less rash.

Hit Die: d8

Starting Gold: As Sorcerer.

Class Skills
The Contractor's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Local) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), and Use Magic Device (Cha).

Skill Points per Level: (8 + Int modifier)

Contractors
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Technique Points|Levels Available

1st|
+0|
+0|
+0|
+0|Obeisance, Patron, Techniques|3|Minor

2nd|
+1|
+0|
+0|
+0|Practiced Techniques, Soulless|6|Minor

3rd|
+2|
+1|
+1|
+1|Weapon Training|9|Minor

4th|
+3|
+1|
+1|
+1|Patron's Gift|12|Minor

5th|
+3|
+1|
+1|
+1|Telepathic Bond|15|Lesser

6th|
+4|
+2|
+2|
+2|Practiced Techniques|18|Lesser

7th|
+5|
+2|
+2|
+2|Improved End|21|Lesser

8th|
+6/+1|
+2|
+2|
+2|Patron's Gift|24|Lesser

9th|
+6/+1|
+3|
+3|
+3|Second Sphere|27|Moderate

10th|
+7/+2|
+3|
+3|
+3|Supress Manifestation|30|Moderate

11th|
+8/+3|
+3|
+3|
+3|Practiced Techniques|33|Moderate

12th|
+9/+4|
+4|
+4|
+4|Patron's Gift|36|Moderate

13th|
+9/+4|
+4|
+4|
+4| |39|Greater

14th|
+10/+5|
+4|
+4|
+4|Advanced End|42|Greater

15th|
+11/+6/+1|
+5|
+5|
+5|Commune|45|Greater

16th|
+12/+7/+2|
+5|
+5|
+5|Patron's Gift, Practiced Techniques|48|Greater

17th|
+13/+8/+3|
+5|
+5|
+5| |51|Ultimate

18th|
+14/+9/+4|
+6|
+6|
+6|Final Sphere|54|Ultimate

19th|
+15/+10/+5|
+6|
+6|
+6| |57|Ultimate

20th|
+15/+10/+5|
+6|
+6|
+6|Apothesis|60|Ultimate[/table]

Class Features
All of the following are class features of the Contractor.

Weapon and Armor Proficiencies: A Contractor is proficient with all simple weapons, three martial weapons of his choice, and light armour.

Obeisance: The powers of a contractor have a price, but this cost is two-fold. Firstly, to gain his powers he must trade his immortal soul to his patron upon death. This means he cannot be raised from the dead by any means (even a wish spell).

Secondly, upon using their learnt techniques aspects of their pact play within the mind of the Contractor. These thoughts drive the Contractor to commit a certain action. This action is known as a Obeisance, and one must be selected when this class is first gained.

Obseisances are highly random and diverse in form (a sample list can be found below), but generally take at-least three consecutive Full-Round actions to complete which provokes attacks of oppertunity, though some may take longer or be instantaneous. Because of the various different forms of Obseiances, the DM must approve of the obseiance.

If your Technique Points lower to 0, on your next turn you must commit your Obseisance. If you can't commit your obseisance, then you are forced to do anything possible to commit it as soon as possible. You can choose to do your Obseisance even if not forced, and upon doing so your Technique Points will return to their maximum.

Patron: To obtain his power, the Contractor must form a pact with higher being. At first level he must select an individual with which he made the pact, though not all creatures are acceptable choices. The individual must fit the prerequistes of one of the Patronages (See below), and must have more HD than your Contractor Level (at least 2 HD for level one characters).

If upon leveling up, your Contractor level is equal to the HD of the Patron, you become dismissed from his services; losing all their granted techniques, though retaining all your other class features. Though you can attain a new Patron.

Obtaining a new Patron requires an hour long ritual, during which you partially conjure the individual and forge a new pact. This new individual must fufil the prerequistes of your originally selected Patronage. After this is complete you must select two new Technique Sets which your new Patron fulfils to take.

You can change your Patron at any time, though the individual you are requesting to be your patron may dismiss you from your service as a free action, or deny your request when you make the ritual wasting the hour spent.

Techniques: Upon gaining a patron, the Contractor must select a Sphere. The Prerequistes of this Sphere must be fulfilled by your Patron. You know all the Techniques from your Spheres of your available level and below (See table). To use a technique, you must have an Intelligence score at least 10 points higher than its level.

The Contractor can use any of his known Techniques at the cost of Technique Points. A Contractor possesses a maximum number of Technique Points; determined by his level (see table) plus his intelligence bonus. Every minute after using a Technique the Contractor loses a technique point, until he uses his Obseisance.

When a technique is used, a physical effect manifests over the Contractor for the duration of the technique. This manifestation is purely visual and has no mechanical effect. How a Contractor manifests is determined by the type of Patron he possesses.

Each Technique has a duration, but many can be extended by paying technique points every additional turn, this cost is called Maintainance Cost. The levels of Techniques for the purposes of saves is the following: Minor 1, Lesser 3, Moderate 5, Greater 7, Ultimate 9. A Contractor can never use more than one Technique a round per five contractor levels he possesses.

Practiced Techniques: At 2nd level and every five levels thereafter, the Contractor can select one of his techniques. The selected technique has it's cost and mantainance cost reduced by one. If the techinque possess alternate versions at different levels (such as the Assimilate Life line of techniques), if you select one of them; all of the techniques in the line are affected.

If your sphere's would change because of a change in Patron, you may reselect which techniques are affected by this feature.

Soulless (Su): Those who have traded their souls lose part of themselves, namely their emotions seem to fade. Contractors of second level and higher are constantly under the effects of the Calm Emotions spell, and gain a +4 bonus on saves against mind-affecting spells and effects.

Weapon Training: Contractors are natural warriors, and with training they can learn to use any weapon. Upon reaching 3rd level; the Contractor can expend 100 xp, and spend 1d8 days learning how to use a weapon he lacks proficiency with. After this training he gains proficiency with the selected weapon.

In addition he can also expend 500 xp, and spend 1d8 days practicing how to use a weapon he has proficiency with. After this training he gains the Weapon Focus feat for the selected weapon.

Patron's Gift (Ex): Over time, the traits of their patron manifests upon the Contractor. At fourth level and every four levels thereafter, the Contractor gains the benefits of one Patron Gift of his choice (see below).

Telepathic Bond (Sp): A Contractor of 5th level may cast Lesser Telepathic Bond with a caster level equal to your Contractor level and a duration of Permanent. This can be used at-will, though the other target must be a Contractor with the same individual as their Patron.

Improved End: Upon attaining 7th level, the Contractors fate changes. After death the soul is converted into a new creature instead of simply passing to the Patron. The type of creature is determined by your Patronage. This creature is under the eternal command of the Patron, possesses a new personality to match its new creature, and only retains traces of its past life in the form of dreams.

Upon reaching 14th level, the form of creature it turns into advances to a new selection of creatures.

Second Sphere: A Contractor of 9th level learns a new Sphere. As normal the Prerequistes of this Sphere must be fulfilled by your Patron. Upon reaching 18th level, the Contractor obtains a third Sphere.

Supress Manifestation (Su): With concentration a Contractor can supress the manifestation created when he uses his Techniques. A Contractor of at least 10 levels may supress the manifestation of a Technique he uses in the same round as a move-action.

Commune (Sp): Upon reaching 15th level, the Contractor may cast Commune with a caster level equal to your Contractor level once per week. This contacts your Patron, instead of deity.

Apothesis (Ex): A Contractor of 20th level attains true power. He becomes tainted by his Patron to such an extent that he turns into a supernatural creature, worthy to be a Patron to others. As a Patron he can bestow any spheres he possesses and any others he fufills the prerequistes of. The benefits of this ability are dependant on your Patronage (See below).

Sample Obseisances

This list contains a small number of Obseisances that a Contractor could possess. In the bracket it also displays how long the Obseisance would normally take to commit, though different circumstances can change this.

Immediate growing older. [Free Action]
Immediate growing younger. [Free Action]
Arranging pebbles in meticulously straight lines. [3 Full-Round Actions]
Drinking various fluids, such as alcohol, hot milk, or human blood. [Standard Action]
Earmarking the pages of a book. [3 Full-Round Actions]
Eating various foods, such as boiled eggs, steak, flowers, or a petal of a flower. [Equal to time taken to eat the food]
Intaking and regurgitating objects [3 Full-Round Actions]
Kissing someone [Standard Action]
Placing shoes upside down on the ground [3 Full-Round Actions]
Self-injury i.e. dislocating fingers [Full-Round Action]. (Deals 1d6 points of strength, dexterity, or constitution damage depending on the form of injury)
Self-mutilation i.e. wrist-slitting [Full-Round Action] (Deals 1d4 points of damage per round for 1d10 rounds).
Singing a song. [1 Minute]
Sleeping [1 hour].
Smoking [1 minute].
Writing poetry [5 Minutes].
Drawing [5 Minutes].
Revealing secrets regarding magic tricks [Free Action].
Pulling out strands of hair [Free Action].
Cooking [Equal to time taken to cook the food].
Removing articles of clothing or armour. [Equal to time taken to remove the clothing].
Swallowing round things [3 Full Roudn Actions]



Patron Types
Angellic Patronage

Prerequisite: Patron must have the Angel Subtype.
Saves: Contractors with this Patronage have a Good Will Save for their Contractor levels.
Manifestation: When Contractors with Angellic Patronage use their techniques, their eye colour turns gold and transparent wings grow from their back.
Patron Gifts:

Angellic Flesh - The Contractor gains energy resistance to acid and cold equal to half their contractor level.
Flight of the Valkyries - The Contractor gains a Fly Speed equal to 5 ft. per two Contractor levels. This fly speed has average manoeverability. A Contractor must be at least level 8 to take this Patron Gift.
Guardian Angel - The Contractor is constantly under the effects of Protection from Evil (caster level equal to Contractor level), though the Contractor may choose a different alignment for it to effect when this is gained. At 10th level, this changes to mimic Magic Circle against Evil.
Tongue of the Sun and Moon- The Contractor can speak with any creature that has a language, as though using a tongues spell (caster level equal to Contractor's Class Level).

Improved End: Your soul is converted into a Cassian Angel with HD equal to a third of your Contractor level
Advanced End: Your Soul is converted into an Angel with HD equal to your Contractor level. At 14th level, you become an Astral Deva. At 18th level you become a Planetar.
Apothesis: The Contractor gains the final Patron Gift and the following additional benefits:

Type changes to Outsider. Do not recalculate base attack bonus, saves, or skill points.
You gain the Angel subtype.
Gains the two elements of his alignment as Subtypes. You cannot gain Neutral as a subtype. If your alignment is True Neutral you gain the Native Subtype.
Darkvision out to 60 feet and low-light vision.
Immunity to acid, cold, and petrification.
Resistance to electricity 10 and fire 10.
+4 racial bonus on saves against poison.


Demonic Patronage

Prerequisite: Patron must have the Demon Subtype.
Saves: Contractors with this Patronage have a Good Fortitude Save for their Contractor levels.
Manifestation: When Contractors with Demonic Patronage use their techniques, their eye colour turns red and shreds of shadow drift from them.
Patron Gifts:

Call of the Fiends - The Contractor gains the Summon special ability. He can summon up to his Contractor Level in HD per day with the ability. This ability can only summon creatures with the Demon subtype.
Demon Flesh - The Contractor gains energy resistance to electricity equal to their contractor level.
Fiendish Ivory- The Contractor gains 5 Damage Reduction per five class levels. This DR is bypassed by cold iron or good aligned weapons.
Voice of the Mind - The Contractor possesses Telepathy, and can communicate telepathically with any other creature within range that has a language. The range of this ability is 5 ft. per two contractor levels.

Improved End: Your soul is converted into a Demon with HD equal to your Contractor level, which demon you become is chosen by your Patron but restricted by your level. At 7th level, you can become a Babau or Quasit. At 9th level, you can become a Nabasu or Succubus. At 11th level you can become a Hezrou or Vrock. At 13th level you can become a Glabrezu or Shadow Demon.
Advanced End: Your soul is converted into a Demon with HD equal to your Contractor level, which demon you become is chosen by your Patron but restricted by your level. At 14th level, you can become a Nalfeshee. At 16th level, you can become a Marilith. At 20th level you can become a Balor.
Apothesis: The Contractor gains the final Patron Gift and the following additional benefits:

Type changes to Outsider. Do not recalculate base attack bonus, saves, or skill points.
You gain the Chaotic, Demon, and Evil Subtypes.
Darkvision out to 60 feet
Immunity to electricity.
Energy Resistance 10 to acid, cold and fire.
+4 racial bonus on saves against poison.


Draconic Patronage

Prerequisite: Patron must have the Dragon Type.
Saves: Contractors with this Patronage have a Good Fortitutde Save for their Contractor levels.
Manifestation: When Contractors with Draconic Patronage use their techniques, their eye colour turns molten silver and embers cover their bodies.
Patron Gifts:

Chosen Element - Select one element. You gain energy resistance equal to half your Contractor level to its form of energy damage.

Air = Electricity
Earth = Acid
Fire = Fire
Positive = Positive
Negative = Negative
Water = Cold

Claw of the Drake - The Contractor gains two claw attacks. Each claw attacks deals the same damage as a True Dragon of his Size.
Eyes of the Dragon - The Contractor possesses Blindsense, and can pinpoint creatures within. The range of this ability is 10 ft. per three contractor levels.
Noble Scales - The Contractor gains a bonus to natural armour equal to half his contractor level.
Wyrms of the Sky - The Contractor gains a Fly Speed equal to 5 ft. per two Contractor levels. This fly speed has average manoeverability. A Contractor must be at least level 8 to take this Patron Gift.

Improved End: Your soul is converted into a Kobold. Which egg you hatch from is choosen by the Patron.
Advanced End: Your soul is converted into a Dragon. Which egg you hatch from is choosen by the Patron, and thus which type of Dragon your converted into.
Apothesis: The Contractor gains the final Patron Gift and the following additional benefits:

Type changes to Dragon. Do not recalculate base attack bonus, saves, or skill points.
You gain the elemental subtype of your chosen element
Darkvision out to 60 feet and Low-light vision.
Blindsight out to 30 ft.
Immunity to sleep and paralysis.


Eldritch Patronage

Prerequisite: Patron must have the Aberration Type.
Saves: Contractors with this Patronage have a Good Will Save for their Contractor levels.
Manifestation: When Contractors with Eldritch Patronage use their techniques, their eye colour turns white and tendrils grow from their flesh.
Patron Gifts:

Corrosive Touch - The Contractor can deal 1d4 points of acid damage per five levels with his natural weapons, touch and unarmed attacks.
Ineffable Flesh - The Contractor gains a Gaze attack. Confusion (as the spell) for 1d6+2 rounds, 30 feet, Will (DC 10 + 1/2 Contractor Level + Charisma Modifier) negates. The Contractor must be at least level 12 to select this Gift.
Tendrils from Beyond - The Contractor gains two tentacle attacks. Each tentacle attacks deals 1d4 points of bludgeon and piercing damage.
Unnatural Geometry - The Contractor gains a 10% chance to ignore a critical hit or sneak attack, per four Contractor levels.

Improved End: Your soul is converted into a Skum, with HD equal to half your Contractor level.
Advanced End: Your soul is converted into an aberration of the Patron's choosing with HD equal to your Contractor level.
Apothesis: The Contractor gains the final Patron Gift and the following additional benefits:

Type changes to Aberration. Do not recalculate base attack bonus, saves, or skill points.
Darkvision out to 60 feet.
Immunity to critical hits and sneak attacks.
Immunity to having their thoughts read by any means.


Fae Patronage

Prerequisite: Patron must have the Fey Type.
Saves: Contractors with this Patronage have a Good Reflex Save for their Contractor levels.
Manifestation: When Contractors with Fae Patronage use their techniques, their eye colour turns purple and leaves drift from their leaves drift from their bodies.
Patron Gifts:

Chosen Element - Select one element. You gain energy resistance equal to half your Contractor level to its form of energy damage.

Air = Electricity
Earth = Acid
Fire = Fire
Positive = Positive
Negative = Negative
Water = Cold

Chaming Grace - You gain a permanent +2 untyped bonus to charisma.
Eyes of Existance - You are constantly under the effects of a See Invisibility effect, with a caster level equal to your Contractor level.
Step of Two-Worlds - You may cast Ethereal Jaunt once a day per five Contractor levels. This ability has a caster level equal to your Contractor level. You must possess at least 12 Contractor levels to take this Gift.

Improved End: Your soul is converted into a Mite, with HD equal to half your Contractor level.
Advanced End: Your soul is converted into a Fey of the Patron's choosing with HD equal to your Contractor level.
Apothesis: The Contractor gains the final Patron Gift and the following additional benefits:

Type changes to Fey. Do not recalculate base attack bonus, saves, or skill points.
You gain the elemental subtype of your chosen element.

Contractors who select Air gain a fly speed (good manoeverability) equal to their base land speed.
Contractors who select Earth gain a burrow speed equal to their base land speed.
Contractors who select Earth gain a +2 to caster level when casting spells with the Fire Descriptor.
Contractors who select Positive gain Fast Healing 10.
Contractors who select Negative gain +1 to caster level when casting Necromancy spells.
Contractors who select Water gain a swim speed equal to their base land speed.
Contractors who select Wood gain the Wood Glide ability.

Low Light Vision.


Infernal Patronage

Prerequisite: Patron must have the Devil Subtype.
Saves: Contractors with this Patronage have a Good Reflex Save for their Contractor levels.
Manifestation: When Contractors with Infernal Patronage use their techniques, their eye colour turns red and an azure aura surrounds them.
Patron Gifts:

Call of the Fiends - The Contractor gains the Summon special ability. He can summon up to his Contractor Level in HD per day with the ability. This ability can only summon creatures with the Devil subtype.
Demon Flesh - The Contractor gains energy resistance to fire equal to their contractor level.
Fiendish Ivory- The Contractor gains 5 Damage Reduction per five class levels. This DR is bypassed by good aligned or silver weapons.
Voice of the Mind - The Contractor possesses Telepathy, and can communicate telepathically with any other creature within range that has a language. The range of this ability is 5 ft. per two contractor levels.

Improved End: Your soul is converted into a Devil with HD equal to your Contractor level, which devil you become is chosen by your Patron but restricted by your level. At 7th level, you can become a Barbazu or Imp. At 10th level, you can become an Erinyes or Osyluth.
Advanced End: Your soul is converted into a Devil with HD equal to your Contractor level, which devil you become is chosen by your Patron but restricted by your level. At 14th level, you can become a Gelugon or Hamatula. At 16th level, you can become a Cornugon. At 20th level you can become a Pit Fiend.
Apothesis: The Contractor gains the final Patron Gift and the following additional benefits:

Type changes to Outsider. Do not recalculate base attack bonus, saves, or skill points.
You gain the Devil, Evil, and Lawful Subtypes.
Immunity to Fire.
Energy Resistance 10 to acid and cold.
+4 racial bonus on saves against poison.
See in Darkness (Su): The Contractor can see perfectly in darkness of any kind, even that created by a Deeper Darkness spell.


Undying Patronage

Prerequisite: Patron must have the Undead Type.
Saves: Contractors with this Patronage have a Good Fortitude Save for their Contractor levels.
Manifestation: When Contractors with Undying Patronage use their techniques, their eyes turn into black orbs and they fade in and out of existance.
Patron Gifts:

Dead Flesh - The Contractor gains 5 Damage Reduction per five class levels. This DR is bypassed by bludgeon weapons.
Raise Servant - The Contractor can cast Animate Dead, with a caster level equal to your Contractor level once per day. The contractor must have at least 8 Contractor levels before taking this gift.
Shadowy Form - The Contractor can become incorporeal as a move-action, and return to normal as a free action. The Contractor can only be incorporeal for a number of rounds per day equal to their class level.
Weakening Touch - The Contractor can make a touch attack on an adjacent creature as a standard action. The target must make a Fortitude save (DC 10 + Contractor level + Charisma modifier) or be dealt 1d4 points of strength damage per five contractor levels. The contractor must have at least 8 Contractor levels before taking this gift.

Improved End: Your soul is converted into a Shadow with HD equal to your Contractor level.
Advanced End: Your soul is converted into a Wraith with HD equal to your Contractor level. At 18th level, this changes to a Dread Wraith.
Apothesis: The Contractor gains the final Patron Gift and the following additional benefits:

Type changes to Undead. Do not recalculate base attack bonus, saves, or skill points.
You gain the traits of the Undead type.

Milo v3
2013-01-31, 01:07 AM
Spheres
Conductor

Inspiration: Hei
Completion: Done. :smallbiggrin:
Prerequisite: The Patron must possess an at-will spell-like ability with the Electric descriptor or able to deal electricity damage with an attack.

Minor
Minor Charge Weaponry
Minor Complete Circuit
Minor Discharge
Minor Overcharge
Minor Shock Shield
Static Grip
Stun Shock

Lesser
Heated Resistance
Lesser Charge Weaponry
Lesser Complete Circuit
Lesser Discharge
Lesser Lightning Reflexes
Lesser Overcharge
Lesser Shock Shield
Magnetise
Static Climb

Moderate
Charge Weaponry
Complete Circuit
Discharge
Lightning Reflexes
Overcharge
Shock Shield

Greater
Greater Charge Weaponry
Greater Complete Circuit
Greater Lightning Reflexes
Greater Overcharge
Greater Shock Shield
Negation Field
Static Field

Ultimate
Lightning Bolt
Ultimate Charge Weaponry
Ultimate Complete Circuit
Ultimate Negation Field
Ultimate Overcharge
Ultimate Shock Shield


Flame

Inspiration: Maki
Completion: Done
Prerequisite: The Patron must possess an at-will spell-like ability with the Fire descriptor or able to deal fire damage with an attack.

Minor
Everflame
Minor Animate Flame
Minor Burn
Minor Heat Shield
Minor Heat Weaponry
Minor Overheat

Lesser
Lesser Animate Flame
Lesser Burn
Lesser Heat Shield
Lesser Heat Weaponry
Lesser Overheat

Moderate
Animate Flame
Burn
Heat Shield
Heat Weaponry
Overheat

Greater
Greater Animate Flame
Greater Burn
Greater Heat Shield
Greater Heat Weaponry
Greater Overheat

Ultimate
Ultimate Animate Flame
Ultimate Burn
Ultimate Heat Shield
Ultimate Heat Weaponry
Ultimate Overheat


Glacier

Inspiration: November 11
Completion: Done :smallbiggrin:
Prerequisite: The Patron must possess an at-will spell-like ability with the Cold descriptor or able to deal cold damage with an attack.

Minor
Chill of Winter
Freeze
Frozen Step
Minor Absolute Zero
Minor Ice Blade
Minor Ice Shield

Lesser
Frigid Empire
Lesser Absolute Zero
Snowfall
Lesser Ice Blade
Lesser Ice Shield
Lesser Winter Prison

Moderate
Absolute Zero
For your Ice Only
Ice Blade
Ice Shield
Skyfall

Greater
Greater Absolute Zero
Greater Ice Blade
Greater Ice Shield

Ultimate
Ice is Forever
Ultimate Absolute Zero
Ultimate Ice Blade
Ultimate Ice Shield


Strength

Inspiration: Azusa
Completion: None
Special: When this technique is first gained, the Contractor must select if this sphere will be passive or active.
Prerequisite: The Patron must possess a strength score of 15 or higher.

Minor
Minor Brute [Passive] (Tiny increase in strength)
Minor Colossal Leap [Active] (Powerful Jumping Power)
Minor Lifter [Passive] (Increased Lifting strength)
Minor Powerful Jump [Passive] (Increased jumping power)
Minor Swift Strength [Active] (Short increase in Str)
Minor Titan Strike [Active] (Powerful Unarmed Attack)
Minor Titan Swing [Active] (Powerful Armed Attack)

Lesser
Lesser Brute [Passive]
Lesser Colossal Leap [Active]
Lesser Lifter [Passive]
Lesser Powerful Jump [Passive]
Lesser Swift Strength [Active]
Lesser Titan Strike [Active]
Lesser Titan Swing [Active]

Moderate
Brute [Passive]
Colossal Leap [Active]
Lifter [Passive]
Powerful Jump [Passive]
Swift Strength [Active]
Titan Strike [Active]
Titan Swing [Active]

Greater
Greater Brute [Passive]
Greater Colossal Leap [Active]
Greater Lifter [Passive]
Greater Powerful Jump [Passive]
Greater Swift Strength [Active]
Greater Titan Strike [Active]
Greater Titan Swing [Active]

Ultimate
Ultimate Brute [Passive]
Ultimate Colossal Leap [Active]
Ultimate Lifter [Passive]
Ultimate Powerful Jump [Passive]
Ultimate Swift Strength [Active]
Ultimate Titan Strike [Active]
Ultimate Titan Swing [Active]



Planned Spheres

Alchemy

Inspiration: Ed


Assimiliate

Inspiration: Genma
Completion: Needs a rework
Prerequisite: The Patron must possess an at-will spell-like ability from the Transmutation school.

Minor
Minor Assimilate Life
Minor Assimilation Shield

Lesser
Lesser Assimilate Life
Lesser Assimilation Shield
Lesser Giant Armour
Mobile Assimilation

Moderate
Assimilate Life
Assimilation Shield
Giant Armour
Warrior's Assimilation

Greater
Greater Assimilate Life
Greater Assimilation Shield
Greater Giant Armour
Swift Assimiliation

Ultimate
Immediate Assimilation
Ultimate Assimilate Life
Ultimate Assimilation Shield


Capture Observer

Inspiration: Itzhak


Concussion

Inspiration: Amagiri


Destruction

Inspiration: Maki


Disintergrate

Inspiration: Wei


Flesh

Inspiration: Alma


Gravity

Inspiration: Luise


Memory

Inspiration: Every contractor


Mist

Inspiration: Syndicate Soldier


Observer

Inspiration: Yin


Portal

Inspiration: August


Possession

Inspiration: Mao


Sense

Inspiration: Barry

Speed
Inspiration: Goran


Strength
Inspiration: Azusa


Swarm

Inspiration: Tanya


Time

Inspiration: Amber


Travel
Inspiration: Brita


Water
Inspiration: Michiru


Weapon
Inspiration: Mina


Weather

Inspiration: April

Milo v3
2013-01-31, 01:09 AM
Techniques
Techniques Template
Technique Name
Level Level Sphere
Casting Time
Range
Target
Duration
Save
Casting Cost
Maintainance Cost

A description of the Technique's function, and effects goes here.

Techniques
A
Absolute Zero
Level Moderate Glacier [Cold]
Casting Time Free Action
Target Personal
Duration See below
Casting Cost 9

This Technique can only be cast when you use a Technique of the Glacier sphere that deals damage. The damage the technique does is increased by +1d6 points of cold damage per caster level.

Absolute Zero, Greater
Level Greater Glacier [Cold]
Casting Time Free Action
Target Personal
Duration See below
Casting Cost 12

This Technique can only be cast when you use a Technique of the Glacier sphere that deals damage. The damage the technique does is increased by +1d8 points of cold damage per caster level.

Absolute Zero, Lesser
Level Lesser Glacier [Cold]
Casting Time Free Action
Target Personal
Duration See below
Casting Cost 6

This Technique can only be cast when you use a Technique of the Glacier sphere that deals damage. The damage the technique does is increased by +1d4 points of cold damage per caster level.

Absolute Zero, Minor
Level Minor Glacier [Cold]
Casting Time Free Action
Target Personal
Duration See below
Casting Cost 3

This Technique can only be cast when you use a Technique of the Glacier sphere that deals damage. The damage the technique does is increased by +1d6 points of cold damage.

Absolute Zero, Ultimate
Level Ultimate Glacier [Cold]
Casting Time Free Action
Target Personal
Duration See below
Casting Cost 15

This Technique can only be cast when you use a Technique of the Glacier sphere that deals damage. The damage the technique does is increased by +1d10 points of cold damage per caster level.

Animate Flame
Level Moderate Flame [Fire]
Area One Large or smaller nonmagical fire source
Casting Cost 8
Maintainance Cost 4

As Minor Animate Fire except for the above and the following: The flames deal 4d6 points of fire damage to any creature that is surrounded by the flames (in the fire’s space).

Animate Flame, Greater
Level Greater Flame [Fire]
Area One Huge or smaller nonmagical fire source
Casting Cost 12
Maintainance Cost 4

As Minor Animate Fire except for the above and the following: The flames deal 5d8 points of fire damage to any creature that is surrounded by the flames (in the fire’s space).

Animate Flame, Lesser
Level Lesser Flame [Fire]
Area One Small or smaller nonmagical fire source
Casting Cost 4
Maintainance Cost 2

As Minor Animate Fire except for the above and the following: The flames deal 1d10 points of fire damage to any creature that is surrounded by the flames (in the fire’s space).

Animate Flame, Minor
Level Minor Flame [Fire]
Casting Time Standard Action
Range Medium (100 ft. + 10 ft./level)
Area One Diminutive or smaller nonmagical fire source
Duration Concentration, up to 1 min./level
Save See text
Casting Cost 2
Maintainance Cost 1

This technique allows enables you to make a fire move as if it were a living creature. An animated fire moves at a speed of 30 feet. A fire that moves away from its fuel or its original location dies as soon as your control over it lapses.

An animated fire takes up the same amount of space as flame it was prior to animation and can enter any square, even if a creature already occupies it. If an animated fire enters a square occupied by a creature, that creature can make a Reflex save to get out of the way (DC 12 + Int modifier). A successful Reflex save moves the creature to the nearest unoccupied square. The flames deal 1d3 points of fire damage to any creature that is surrounded by the flames (in the fire’s space).

At the start of your turn, the animated fire deals damage to any creature in its space, and the creature catches on fire unless it makes a Reflex save (DC as noted above). A victim on fire takes 1d6 points of damage each round. Additional rounds in the same space as the animated fire occupies mean additional chances of ignition. The damage from multiple normal fires stacks, but the victim gets a saving throw each round to negate each fire.

Animate Flame, Ultimate
Level Greater Flame [Fire]
Area One nonmagical fire source
Casting Cost 16
Maintainance Cost 5

As Minor Animate Fire except for the above and the following: The flames deal 8d8 points of fire damage to any creature that is surrounded by the flames (in the fire’s space).

B
Brute
Level Moderate Strength [Passive]
Range Personal
Casting Cost 10

You gain a +3 untyped bonus to Strength.

Brute, Greater
Level Greater Strength [Passive]
Range Personal
Casting Cost 15

You gain a +4 untyped bonus to Strength.

Brute, Lesser
Level Lesser Strength [Passive]
Range Personal
Casting Cost 6

You gain a +2 untyped bonus to Strength.

Brute, Minor
Level Minor Strength [Passive]
Range Personal
Casting Cost 3

You gain a +1 untyped bonus to Strength.

Brute, Ultimate
Level Ultimate Strength [Passive]
Range Personal
Casting Cost 20

You gain a +5 untyped bonus to Strength.

Burn
Level Moderate Flame [Fire]
Casting Time Standard Action
Range 10 ft./2 levels
Area Cone Shaped burst
Duration Instantaneous
Save Reflex half
Casting Cost 9

This technique releases waves of invisible heat which can cook the area. This technique deals 1d6 points of fire damage per caster level (maximum 15d6). By increasing the cost to 12 the maximum increases to 20.

Burn, Greater
Level Greater Flame [Fire]
Casting Time Standard Action
Range Medium (100 ft. + 10 ft./level)
Area 80-ft.-radius burst
Duration Instantaneous
Save Reflex partial
Casting Cost 16

Greater Burn causes a globe of searing flame to errupt from a point you select. All creatures in the burst are blinded and take 6d6 points of fire damage. A successful Reflex save negates the blindness and reduces the damage by half.

This dispels any darkness spells of lower than 7th level within its area.

Burn, Lesser
Level Lesser Flame [Fire]
Casting Time Standard Action
Range Close (25 ft. + 5 ft./2 levels)
Target Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, all of which must be within a 30-ft. circle
Duration 1d6 rounds
Save Fortitude negates (object)
Casting Cost 6
Maintainance Cost 2; see text

Lesser burn makes metal extremely warm. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw bonus unless its own is higher.

A creature takes fire damage if its equipment is heated. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing metal armor and the metal that it’s carrying weighs less than one-fifth of its weight.

On the first round of the technique, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell’s duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, causing more damage, as shown on the table below.

While the technique is at the Searing tier, you can spend the Maintainance cost to make it remain Searing for an additional round and push the other tiers to the next round, adding another round to its duration. This can be done an ulimated amount of times.

Round|Tier|Damage
1|Warm|-
2|Hot|1d6 points
3-5|Searing|2d6 points
6|Hot|1d6
7|Warm|1

Burn, Minor
Level Minor Flame [Fire]
Casting Time Standard Action
Range Touch
Target Creature or Object Touched
Duration Instantaneous
Save None
Casting Cost 2

Your successful melee touch attack sets the target on fire. This follows the standard rules for fire, and it can't function against water or similiarly non-flamable materials.

Burn, Ultimate
Level Ultimate Flame
Casting Time Standard Action
Range 10 ft./4 levels
Area Radius spread, centered on you
Duration Instantaneous
Save Reflex partial
Casting Cost 18

When you cast this spell, flame rolls from your body in all directions. The flames do not harm objects or creatures in the area you wish to exclude from damage. Any others within the area take 1d10 points of fire damage per caster level (maximum 25d10) and are set on fire. A successful saving throw halves the damage and negates being set on fire.

C
Charge Weapon
Level Moderate Conductor [Electricity]
Casting Time Move-Action
Target Held Object
Duration 1d8 rounds
Casting Cost 8
Maintainance Cost 3

You charge a conductive object (such as one made of metal) with electricity. For the duration of the technique attacks with the object deal +3d6 points of electricity damage. This damage is also dealt to its wielder at the end of their turn unless they are a Contractor with the Conductor sphere.

Charge Weapon, Greater
Level Greater Conductor [Electricity]
Casting Time Move-Action
Target Held Object
Duration 1d10 rounds
Casting Cost 16
Maintainance Cost 4

You charge a conductive object (such as one made of metal) with electricity. For the duration of the technique attacks with the object deal +4d6 points of electricity damage. This damage is also dealt to its wielder at the end of their turn unless they are a Contractor with the Conductor sphere.

Charge Weapon, Lesser
Level Lesser Conductor [Electricity]
Casting Time Move-Action
Target Held Object
Duration 1d6 rounds
Casting Cost 4
Maintainance Cost 2

You charge a conductive object (such as one made of metal) with electricity. For the duration of the technique attacks with the object deal +2d6 points of electricity damage. This damage is also dealt to its wielder at the end of their turn unless they are a Contractor with the Conductor sphere.

Charge Weapon, Minor
Level Minor Conductor [Electricity]
Casting Time Move-Action
Target Held Object
Duration 1d4 rounds
Casting Cost 1
Maintainance Cost 1

You charge a conductive object (such as one made of metal) with electricity. For the duration of the technique attacks with the object deal +1d6 points of electricity damage. This damage is also dealt to its wielder at the end of their turn unless they are a Contractor with the Conductor sphere.

Charge Weapon, Ultimate
Level Ultimate Conductor [Electricity]
Casting Time Move-Action
Target Held Object
Duration 1d12 rounds
Casting Cost 20
Maintainance Cost 5

You charge a conductive object (such as one made of metal) with electricity. For the duration of the technique attacks with the object deal +5d6 points of electricity damage. This damage is also dealt to its wielder at the end of their turn unless they are a Contractor with the Conductor sphere.

Chill of Winter
Level Minor Glacier [Cold]
Casting Time Standard Action
Range Touch
Target Creature or Object Touched
Duration Instantaneous
Save None
Casting Cost 2

Your successful melee touch attack deals 1d6 points of cold damage per caster level (maximum 5d6). By increasing the cost by 4 the maximum caster level increases to 10. By increasing the cost by a further 4 it increases the maximum to 20.

Complete Circuit
Level Moderate Conductor [Electricity]
Casting Time Swift Action
Target Personal
Duration 1d8 rounds
Casting Cost 7
Maintainance Cost 3

You gain energy resistance 20 against electricity.

Complete Circuit, Greater
Level Greater Conductor
Casting Time Swift Action
Target Personal
Duration 1d10 rounds
Casting Cost 10
Maintainance Cost 4

You gain energy resistance 30 against electricity.

Complete Circuit, Lesser
Level Lesser Conductor [Electricity]
Casting Time Swift Action
Target Personal
Duration 1d6 rounds
Casting Cost 4
Maintainance Cost 2

You gain energy resistance 10 against electricity.

Complete Circuit, Minor
Level Minor Conductor [Electricity]
Casting Time Swift Action
Target Personal
Duration 1d4 rounds
Casting Cost 1
Maintainance Cost 1

You gain energy resistance 5 against electricity.

Complete Circuit, Ultimate
Level Ultimate Conductor [Electricity]
Casting Time Swift-Action
Target Personal
Duration 1d12 rounds
Casting Cost 13
Maintainance Cost 5

You gain energy immunity against electricity.

D
Discharge
Level Moderate Conductor [Electricity]
Casting Time Standard Action
Range Touch
Target Liquid Touched
Duration Instantaneous
Save Reflex half
Casting Cost 8

You deals 1d8 points of electricity damage per 2 caster levels to all other creatures in contact with the touched liquid to a range of 10 feet per caster level, though a succesful reflex save halves the damage. By increasing the cost to 12, the damage dealt increases to 1d8 points of electricity damage per caster level.

Discharge, Lesser
Level Lesser Conductor [Electricity]
Casting Time Standard Action
Range Touch
Target Metallic Surface Touched
Duration Instantaneous
Save Reflex half
Casting Cost 5

Your successful melee touch attack deals 1d4 points of electricity damage per caster level to all other creatures in contact with the metallic surface to a range of 10 feet per caster level, though a succesful reflex save halves the damage.

Discharge, Minor
Level Minor Conductor [Electricity]
Casting Time Standard Action
Range Touch
Target Creature or Object Touched
Duration Instantaneous
Save None
Casting Cost 2

Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). By increasing the cost by 4 the maximum caster level increases to 10. By increasing the cost by a further 4 it increases the maximum to 20.


E
Everflame
Level Minor Flame
Casting Time Standard Action
Range Medium (100 ft. + 10 ft./level)
Area One nonmagical fire source; see text
Duration Concentration, up to 1 min./level
Save See text
Casting Cost 2
Maintainance Cost 1

With this technique, you can artificially keep a fire burning that would normally expire for lack of fuel; even dousing a controlled flame with water does not put it out (though completely submerging the flame would).

Normally, a creature at risk of catching on fire can avoid this fate by making a DC 15 Reflex saving throw, with success indicating that the fire has gone out. If the fire is one that has been kept burning by the use of control flames, then the DC of the Reflex save needed to put out the flames increases to 25.

You can freely switch control between fire sources, while you maintain concentration


F
For your Ice only
Level Moderate Glacier [Cold]
Casting Time Free Action
Target One creature that would be hit by your technique
Duration See below
Casting Cost 6/Target

This Technique can only be cast when you use a Technique of the Glacier sphere. Each target selected with is protected from the effects of the orginal technique used.

Freeze
Level Minor Glacier
Casting Time Standard Action
Range Touch
Target Touched Liquid
Duration Instantaneous
Save See text
Casting Cost 3

The touched liquid immediately freezes. If this technique is used on a large area of water, it freezes the connecting liquid in a radius of 5 feet per level. Any creature that would be trapped in the freezing ice must make a reflex save or be entangled. A creature trapped in the ice can free themselves with a Strength check (DC 20), which also removes the entangled condition.

Frigid Empire
Level Lesser Glacier
Casting Time Free Action
Range 100 ft. + 10/level
Casting Cost 3

Until your next turn, you may use Glacier techniques with a range of touch against anything within 5 ft. of ice within this Techniques range.

Frozen Step
Level Minor Glacier
Casting Time Standard Action
Range Personal
Duration 1d8 rounds
Casting Cost 2
Maintainance Cost 1

For the duration of the Technique, the Contractor can travel over ice as if it was normal ground.

H
Heated Resistance
Level Lesser Conductor [Electricity]
Casting Time Free Action
Target Personal
Duration See below
Casting Cost 6

This Technique can only be cast when you use a Technique that deals electricity damage. The electricity damage the technique does is changed to fire damage.

Heat Shield
Level Moderate Flame [Fire]
Casting Time Full-Round Action
Range Personal
Duration 1 round/level
Save Reflex half
Casting Cost 9
Maintainance Cost 3

Any who hit the contractor with metallic melee weapons, natural weapons, or unarmed attacks are dealt 2d6 points of fire damage, a successful reflex save halves the damage. The casting cost can be increased to 12 to change the casting time to a move-action. The casting cost can be increased to 15 to make it a free action. The casting cost can be increased to 18 to make it an immediate action.

Heat Shield, Greater
Level Greater Flame [Fire]
Casting Time Full-Round Action
Range Personal
Duration 1 round/level
Save Reflex half
Casting Cost 12
Maintainance Cost 4

Any who hit the contractor with metallic melee weapons, natural weapons, or unarmed attacks are dealt 2d8 points of fire damage, a successful reflex save halves the damage. The casting cost can be increased to 15 to change the casting time to a move-action. The casting cost can be increased to 18 to make it a free action. The casting cost can be increased to 21 to make it an immediate action.

Heat Shield, Lesser
Level Lesser Flame [Fire]
Casting Time Full-Round Action
Range Personal
Duration 1 round/level
Save Reflex half
Casting Cost 6
Maintainance Cost 2

Any who hit the contractor with metallic melee weapons, natural weapons, or unarmed attacks are dealt 1d8 points of Fire damage, a successful reflex save halves the damage. The casting cost can be increased to 9 to change the casting time to a move-action. The casting cost can be increased to 12 to make it a free action. The casting cost can be increased to 15 to make it an immediate action.

Heat Shield, Minor
Level Minor Flame [Fire]
Casting Time Full-Round Action
Range Personal
Duration 1d4 rounds
Save Reflex half
Casting Cost 3
Maintainance Cost 1

Any who hit the contractor with metallic melee weapons, natural weapons, or unarmed attacks are dealt 1d4 points of fire damage, a successful reflex save halves the damage. The casting cost can be increased to 6 to change the casting time to a move-action. The casting cost can be increased to 9 to make it a free action. The casting cost can be increased to 12 to make it an immediate action.

Heat Shield, Ultimate
Level Ultimate Flame [Fire]
Casting Time Full-Round Action
Range Personal
Duration 1 round/level
Save Reflex half
Casting Cost 15
Maintainance Cost 5

Any who hit the contractor with metallic melee weapons, natural weapons, or unarmed attacks are dealt 3d8 points of fire damage, a successful reflex save halves the damage. The casting cost can be increased to 18 to change the casting time to a move-action. The casting cost can be increased to 21 to make it a free action. The casting cost can be increased to 24 to make it an immediate action.

Heat Weapon
Level Moderate Flame [Fire]
Casting Time Move-Action
Target Held Object
Duration 1d8 rounds
Casting Cost 8
Maintainance Cost 3

You heat a weapon in your hands. For the duration of the technique attacks with the object deal +3d6 points of fire damage. This damage is also dealt to its wielder at the end of their turn unless they are a Contractor with the Flame sphere. If the target object is flamable, it also deals maximum fire damage to itself.

Heat Weapon, Greater
Level Greater Conductor [Electricity]
Casting Time Move-Action
Target Held Object
Duration 1d10 rounds
Casting Cost 16
Maintainance Cost 4

You heat a weapon in your hands. For the duration of the technique attacks with the object deal +4d6 points of fire damage. This damage is also dealt to its wielder at the end of their turn unless they are a Contractor with the Flame sphere. If the target object is flamable, it also deals maximum fire damage to itself.

Heat Weapon, Lesser
Level Lesser Flame [Fire]
Casting Time Move-Action
Target Held Object
Duration 1d6 rounds
Casting Cost 4
Maintainance Cost 2

You heat a weapon in your hands. For the duration of the technique attacks with the object deal +2d6 points of fire damage. This damage is also dealt to its wielder at the end of their turn unless they are a Contractor with the Flame sphere. If the target object is flamable, it also deals maximum fire damage to itself.

Heat Weapon, Minor
Level Minor Flame [Fire]
Casting Time Move-Action
Target Held Object
Duration 1d4 rounds
Casting Cost 1
Maintainance Cost 1

You heat a weapon in your hands. For the duration of the technique attacks with the object deal +1d6 points of fire damage. This damage is also dealt to its wielder at the end of their turn unless they are a Contractor with the Flame sphere. If the target object is flamable, it also deals maximum fire damage to itself.

Heat Weapon, Ultimate
Level Ultimate Flame [Fire]
Casting Time Move-Action
Target Held Object
Duration 1d12 rounds
Casting Cost 20
Maintainance Cost 5

You heat a weapon in your hands. For the duration of the technique attacks with the object deal +5d6 points of fire damage. This damage is also dealt to its wielder at the end of their turn unless they are a Contractor with the Flame sphere. If the target object is flamable, it also deals maximum fire damage to itself.


I
Ice Blade
Level Moderate Glacier
Casting Cost 10

This technique acts as Minor Ice Blade except for the above and following: the weapon functions as normal though possesses a +1 enhancement bonus.

Ice Blade, Greater
Level Greater Glacier
Casting Cost 14

This technique acts as Minor Ice Blade except for the above and following: the weapon functions as normal though possesses a +1 enhancement bonus and the Frost enchantment.

Ice Blade, Lesser
Level Lesser Glacier
Casting Cost 6

This technique acts as Minor Ice Blade except for the above and following: the weapon functions as normal.

Ice Blade, Minor
Level Minor Glacier
Casting Time Move-Action
Range Touch
Effect A Weapon formed of Ice
Duration Instantaneous
Casting Cost 4

This technique can only be used while your hand is immersed in water or in the rain. This technique forms a simple melee weapon of your choice. This weapon functions as normal except it deals damage as if it was one size smaller.

As the weapon is formed of ice it is still susceptible to melting.

Ice Blade, Ultimate
Level Ultimate Glacier
Casting Cost 20

This technique acts as Minor Ice Blade except for the above and following: the weapon functions as normal though possesses a +1 enhancement bonus and the Icy Burst enchantment.

Ice is Forever
Level Ultimate Glacier [Cold]
Casting Time Free Action
Target Ice created
Duration See below
Casting Cost 10

This Technique can only be cast when you use a Technique of the Glacier sphere that produces ice. The ice created by the technique doesn't melt. This technique is instantaneous, but can be ended if 5 points of fire damage is dealt to the created ice.

By increasing the cost by 10, you can increase the amount of fire damage required to end the spell by 5 per 10 points increased.

Ice Shield
Level Moderate Glacier [Cold]
Casting Time Full-Round Action
Range Personal
Duration 1 round/level
Save Reflex half
Casting Cost 9
Maintainance Cost 3

Any who hit the contractor with metallic melee weapons, natural weapons, or unarmed attacks are dealt 2d6 points of cold damage, a successful reflex save halves the damage. The casting cost can be increased to 12 to change the casting time to a move-action. The casting cost can be increased to 15 to make it a free action. The casting cost can be increased to 18 to make it an immediate action.

Ice Shield, Greater
Level Greater Glacier [Cold]
Casting Time Full-Round Action
Range Personal
Duration 1 round/level
Save Reflex half
Casting Cost 12
Maintainance Cost 4

Any who hit the contractor with metallic melee weapons, natural weapons, or unarmed attacks are dealt 2d8 points of cold damage, a successful reflex save halves the damage. The casting cost can be increased to 15 to change the casting time to a move-action. The casting cost can be increased to 18 to make it a free action. The casting cost can be increased to 21 to make it an immediate action.

Ice Shield, Lesser
Level Lesser Glacier [Cold]
Casting Time Full-Round Action
Range Personal
Duration 1 round/level
Save Reflex half
Casting Cost 6
Maintainance Cost 2

Any who hit the contractor with metallic melee weapons, natural weapons, or unarmed attacks are dealt 1d8 points of cold damage, a successful reflex save halves the damage. The casting cost can be increased to 9 to change the casting time to a move-action. The casting cost can be increased to 12 to make it a free action. The casting cost can be increased to 15 to make it an immediate action.

Ice Shield, Minor
Level Minor Glacier [Cold]
Casting Time Full-Round Action
Range Personal
Duration 1d4 rounds
Save Reflex half
Casting Cost 3
Maintainance Cost 1

Any who hit the contractor with metallic melee weapons, natural weapons, or unarmed attacks are dealt 1d4 points of cold damage, a successful reflex save halves the damage. The casting cost can be increased to 6 to change the casting time to a move-action. The casting cost can be increased to 9 to make it a free action. The casting cost can be increased to 12 to make it an immediate action.

Ice Shield, Ultimate
Level Greater Glacier [Cold]
Casting Time Full-Round Action
Range Personal
Duration 1 round/level
Save Reflex half
Casting Cost 15
Maintainance Cost 5

Any who hit the contractor with metallic melee weapons, natural weapons, or unarmed attacks are dealt 3d8 points of cold damage, a successful reflex save halves the damage. The casting cost can be increased to 18 to change the casting time to a move-action. The casting cost can be increased to 21 to make it a free action. The casting cost can be increased to 24 to make it an immediate action.

LLightning Bolt
Level Ultimate Conductor [Electricity]
Casting Time Standard Action
Range Medium (100 ft. + 10 ft. per caster level)
Effect Ray
Duration Instantaneous
Save None
Casting Cost 18

A bolt of lightning discharges from your hands. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d12 points of electricity damage per caster level. You can increase the damage by +1d12 by spending 4 additional points, this can be obtained multiple times.

Lightning Reflexes
Level Moderate Conductor [Electricity]
Casting Time Move-Action
Target Personal
Duration 1 round/2 levels
Casting Cost 8
Maintainance Cost 3

For the duration of the technique you gain a +4 dodge bonus to armour class (which stacks from any gained from feats) and a +6 bonus to reflex saves.

Lightning Reflexes, Greater
Level Greater Conductor [Electricity]
Casting Time Move-Action
Target Personal
Duration 1 round/2 levels
Casting Cost 12
Maintainance Cost 2

For the duration of the technique you gain a +6 dodge bonus to armour class (which stacks from any gained from feats) and a +9 bonus to reflex saves.

Lightning Reflexes, Lesser
Level Lesser Conductor [Electricity]
Casting Time Move-Action
Target Personal
Duration 1 round/2 levels
Casting Cost 5
Maintainance Cost 2

For the duration of the technique you gain a +2 dodge bonus to armour class (which stacks from any gained from feats) and a +3 bonus to reflex saves.

M
Magnetise
Level Lesser Conductor
Casting Time Standard Action
Area 30 ft. radius spread
Target Touched Object
Duration 1 round/level
Save None
Casting Cost 8
Maintainance Cost 4

When this is used, you must select if the magnetic field is attractive or repulsive. Whenever magnetic or ferrous metal objects (or creatures) enter into the area, they are immediately subject to the magnetic force.

This effect is equivalent to a bull rush, either directly towards or away from the object. The effective attack roll for the bull rush is equal to your caster level + intelligence modifier. Objects and creatures which start their turn inside of the area are immediately subject to another magnetic bull rush. If obstacles prevent them from completing the forced movement, they take damage as if from falling the same distance.

Unattended objects are treated as taking 10 on their 'opposed' Strength checks for a magnetic bull rush, and the technique is treated as being Medium in size, although it can affect any sized object or creature.


N
Negation Field
Level Greater Conductor
Casting Time Full-Round action
Range Touch
Target Touched creature or object
Duration Instananeous
Save Fortitude partial (object)
Casting Cost 20

You remove the electrical fields in the target, disintergrating it. You must make a successful touch attack to hit. Any creature hit takes 1d6 points of damage per caster level (to a maximum of 20d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s magical equipment is unaffected.

When used against an object, the technique simply disintegrates as much as one 5- foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. This technique cannot affects objects constructed entirely of force, such as forceful hand or a wall of force, nor magical effects such as a globe of invulnerability or an antimagic field.

A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.

Negation Field, Ultimate
Level Ultimate Conductor
Casting Time Full-Round action
Range Close (25 ft. + 5 ft./2 levels)
Target Creature or object
Duration Instananeous
Save Fortitude partial (object)
Casting Cost 20

You remove the electrical fields in the target, disintergrating it. You must make a successful ranged touch attack to hit. Any creature hit takes 1d12 points of damage per caster level (to a maximum of 20d12). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s magical equipment is unaffected.

When used against an object, the technique simply disintegrates as much as one 10- foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. This technique cannot affects objects constructed entirely of force, such as forceful hand or a wall of force, nor magical effects such as a globe of invulnerability or an antimagic field.

A creature or object that makes a successful Fortitude save is partially affected, taking only 5d12 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.


OOvercharge
Level Moderate Conductor [Electricity]
Casting Time Free Action
Target Personal
Duration See below
Casting Cost 9

This Technique can only be cast when you use a Technique of the Conductor sphere that deals damage. The damage the technique does is increased by +1d6 points of electricity damage per caster level.

Overcharge, Greater
Level Greater Conductor [Electricity]
Casting Time Free Action
Target Personal
Duration See below
Casting Cost 12

This Technique can only be cast when you use a Technique of the Conductor sphere that deals damage. The damage the technique does is increased by +1d8 points of electricity damage per caster level.

Overcharge, Lesser
Level Lesser Conductor [Electricity]
Casting Time Free Action
Target Personal
Duration See below
Casting Cost 6

This Technique can only be cast when you use a Technique of the Conductor sphere that deals damage. The damage the technique does is increased by +1d4 points of electricity damage per caster level.

Overcharge, Minor
Level Minor Conductor [Electricity]
Casting Time Free Action
Target Personal
Duration See below
Casting Cost 3

This Technique can only be cast when you use a Technique of the Conductor sphere that deals damage. The damage the technique does is increased by +1d6 points of electricity damage.

Overcharge, Ultimate
Level Ultimate Conductor [Electricity]
Casting Time Free Action
Target Personal
Duration See below
Casting Cost 15

This Technique can only be cast when you use a Technique of the Conductor sphere that deals damage. The damage the technique does is increased by +1d10 points of electricity damage per caster level.

Overheat
Level Moderate Flame [Fire]
Casting Time Free Action
Target Personal
Duration See below
Casting Cost 9

This Technique can only be cast when you use a Technique of the Flame sphere that deals damage. The damage the technique does is increased by +1d6 points of fire damage per caster level.

Overheat, Greater
Level Greater Flame [Fire]
Casting Time Free Action
Target Personal
Duration See below
Casting Cost 12

This Technique can only be cast when you use a Technique of the Flame sphere that deals damage. The damage the technique does is increased by +1d8 points of fire damage per caster level.

Overheat, Lesser
Level Lesser Flame [Fire]
Casting Time Free Action
Target Personal
Duration See below
Casting Cost 6

This Technique can only be cast when you use a Technique of the Flame sphere that deals damage. The damage the technique does is increased by +1d4 points of fire damage per caster level.

Overheat, Minor
Level Minor Flame [Fire]
Casting Time Free Action
Target Personal
Duration See below
Casting Cost 3

This Technique can only be cast when you use a Technique of the Flame sphere that deals damage. The damage the technique does is increased by +1d6 points of fire damage.

Overheat, Ultimate
Level Ultimate Flame [Fire]
Casting Time Free Action
Target Personal
Duration See below
Casting Cost 15

This Technique can only be cast when you use a Technique of the Flame sphere that deals damage. The damage the technique does is increased by +1d10 points of fire damage per caster level.


S
Shock Shield
Level Moderate Conductor [Electricity]
Casting Time Full-Round Action
Range Personal
Duration 1 round/level
Save Reflex half
Casting Cost 9
Maintainance Cost 3

Any who hit the contractor with metallic melee weapons, natural weapons, or unarmed attacks are dealt 2d6 points of electricity damage, a successful reflex save halves the damage. The casting cost can be increased to 12 to change the casting time to a move-action. The casting cost can be increased to 15 to make it a free action. The casting cost can be increased to 18 to make it an immediate action.

Shock Shield, Greater
Level Greater Conductor [Electricity]
Casting Time Full-Round Action
Range Personal
Duration 1 round/level
Save Reflex half
Casting Cost 12
Maintainance Cost 4

Any who hit the contractor with metallic melee weapons, natural weapons, or unarmed attacks are dealt 2d8 points of electricity damage, a successful reflex save halves the damage. The casting cost can be increased to 15 to change the casting time to a move-action. The casting cost can be increased to 18 to make it a free action. The casting cost can be increased to 21 to make it an immediate action.

Shock Shield, Lesser
Level Lesser Conductor [Electricity]
Casting Time Full-Round Action
Range Personal
Duration 1 round/level
Save Reflex half
Casting Cost 6
Maintainance Cost 2

Any who hit the contractor with metallic melee weapons, natural weapons, or unarmed attacks are dealt 1d8 points of electricity damage, a successful reflex save halves the damage. The casting cost can be increased to 9 to change the casting time to a move-action. The casting cost can be increased to 12 to make it a free action. The casting cost can be increased to 15 to make it an immediate action.

Shock Shield, Minor
Level Minor Conductor [Electricity]
Casting Time Full-Round Action
Range Personal
Duration 1d4 rounds
Save Reflex half
Casting Cost 3
Maintainance Cost 1

Any who hit the contractor with metallic melee weapons, natural weapons, or unarmed attacks are dealt 1d4 points of electricity damage, a successful reflex save halves the damage. The casting cost can be increased to 6 to change the casting time to a move-action. The casting cost can be increased to 9 to make it a free action. The casting cost can be increased to 12 to make it an immediate action.

Shock Shield, Ultimate
Level Greater Conductor [Electricity]
Casting Time Full-Round Action
Range Personal
Duration 1 round/level
Save Reflex half
Casting Cost 15
Maintainance Cost 5

Any who hit the contractor with metallic melee weapons, natural weapons, or unarmed attacks are dealt 3d8 points of electricity damage, a successful reflex save halves the damage. The casting cost can be increased to 18 to change the casting time to a move-action. The casting cost can be increased to 21 to make it a free action. The casting cost can be increased to 24 to make it an immediate action.

Skyfall
Level Moderate Glacier
Casting Time Full-Round Action
Area 20 ft. radius/level
Duration 1 hour/level
Casting Cost 10
Maintainance Cost 2

This technique chills the clouds above the spells area, making it rain.

Snowfall
Level Lesser Glacier
Casting Time Full-Round Action
Area 20 ft. radius/level
Duration 1 hour/level
Casting Cost 6
Maintainance Cost 1

This technique chills the air, changing any rain which would fall in the area into snow.

Static Climb
Level Greater Conductor [Electricity]
Casting Time Standard Action
Target Personal
Duration 1 round/levels
Casting Cost 6
Maintainance Cost 2

For the duration of the technique you gain a climb speed equal to your base land speed.

Static Field
Level Greater Conductor [Electricity]
Casting Time Standard Action
Range Personal
Area 10 ft./3 levels radius spread
Duration Instantaneous
Save Reflex half
Casting Cost 12

All creatures in the area are dealt 1d10 points of electricity damage per 2 caster levels, a successful reflex save halves this damage. By increasing the cost to 15, the damage is increased to 1d10 points of electricity damage per caster level.

Static Grip
Level Minor Conductor [Electricity]
Casting Time Move Action
Range Touch
Target Touched Object
Duration 1 hour/level (D)
Save None
Casting Cost 1
Maintainance Cost 1/hour

The object clings to your touch, resulting in it magnetically adhering to you. Any attempts to disarm or remove the object from you takes a -10 penalty to the check (normally appling to CMB).

Stun Shock
Level Minor Conductor
Casting Time Standard Action
Range Touch
Target Touched Creature
Duration 1 minute/level
Save Fort negates
Casting Cost 4

This shock scrambles the nervous system of a target leaving them unconscious. This technique only functions on creatures with HD equal to or lower than your caster level (maxmimum 5, though increasing the casting cost to 8 increases the maximum to 10).

Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

This techinque can't target unconscious creatures, constructs, deathless, or undead creatures.


W
Winter Prison
Level Lesser Glacier
Casting Time Standard Action
Range Close (25 ft. + 5 ft./2 levels)
Target One creature
Duration 1 round/level (D); see text
Save Fortitude negates; see text
Casting Cost 6
Maintainance Cost 3

The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)

A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

Milo v3
2013-01-31, 01:13 AM
Alternate Class Features
Singularly Focused
Instead of gaining multiple forms of power, these Contractors are focused towards a single sphere of power.

Bonus Feat: At 9th level, the Contractor gets a bonus combat feat in addition to the feat that any they would normally get. The contractor gains an additional bonus feat at 12th level and every three contractor levels thereafter. These bonus feats must be drawn from the feats noted as either combat, style, or tactical feats. A contractor must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

This ability replaces the Second Sphere and Final Sphere ability of the Contractor.

Dual Focused
Instead of gaining multiple forms of power, these Contractors are focused towards only two spheres of power.

Bonus Feat: At 18th and 20th level, the Contractor gets a bonus feat in addition to the feat that any they would normally get. A contractor must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

This ability replaces the Final Sphere ability of the Contractor.

Passive Techniques
Some spheres possess two forms of techniques which you must choose from, active and passive. The active techniques are normal techniques and function as such, but passive techniques function very differently. Sphere's which possess Active and Passive techniques can be taken twice, thus gaining access to both types of techniques from the sphere.

As a full-round action the contractor can activate or deactivate any of his passive techniques which will remain until his technique points lower to 0 or he deactivates them. While they are active, they bestow their benefit and permanently lower the Contractors number of technique points by the techniques cost.

Note
While this isn't technically complete, the class itself is 100% complete and the system itself is at a playable level. As such it will be a proper candiate for this competition.

Please remember that the current spheres are only a tiny amount of the planned number (which can be seen above), and that this doesn't represent all the options of the Contractor subsystem

Tanuki Tales
2013-02-01, 12:24 AM
This contest is hereby closed. Please go to the voting thread (http://www.giantitp.com/forums/showthread.php?t=269988) and cast your vote for this month's entries.