(Playtest) The Avowed: Promises of Power

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This is no longer the most up-to-date copy of the Avowed playtest. Thanks to some logistical difficulties, we’ve moved our playtest to a series of google docs, which you can find in the main Forrestfire Studios public folder, at the following link: https://drive.google.com/open?id=0B5HkyGRtGZy3T3lfQThtVDRkMU0

P r o m i s e s o f P ow e r







1

The Avowed Promises of Power 

playtest version 16 (full beta) Authors: Forrest Heck, Katia Oakes Additional Design: Astral Carona, Michael Shih Artwork: Tithi Luadthong, Gary Dupis Publisher: Forrest Heck Special thanks to everyone who's enjoyed, hated, or even just glanced at my work. You've all been a great help to us along the way, and we wouldn't be here without you. I also want to thank Amber Underwood, Joanassie Naluiyuk, and N. Jolly, as well as the people on several forums and in several chatrooms for their feedback and assistance so far. Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http:// paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. The Avowed: Promises of Power is published by Forrestfire Studios under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. © 2017 Forrestfire Studios The most recent version of this PDF can be found at the following link: https://drive.google.com/drive/folders/0B5HkyGRtGZy3T3lfQThtVDRkMU0?usp=sharing Want more stuff like this? Visit our patreon at http://patreon.com/forrestfirestudios

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Table of Contents Table of Contents

INTRODUCTION 3 CHAPTER 1: THE AVOWED CHAPTER 2: PACTS Types of Pacts Pact Descriptions Celestial Pact Court Fey Pact Dragon Pact Elemental Pact Fiend Pact Nation Pact Old One Pact Otyugh Pact Self Pact Shadow Pact

Making Pacts CHAPTER 3: CLAUSES & PULSES General Rules List of Clauses and Shapes Shapes Least Clauses Lesser Clauses Greater Clauses Final Clauses

4 8 8 8 9 11 13 15 17 18 21 23 25 26 28 31 31 31 34 41 44 48 51

CHAPTER 4: FEATS

56

CHAPTER 5: CHARACTER OPTIONS Tinker Archetype Class Feature Substitutions Silver Shoes (New Magic Item)

62 62 63 64

APPENDIX 65 Favored Class Bonuses 65 Referenced Spells 69 MAGE'S MAGNIFICENT SKYMARKET Souls: A Buyer's Guide

2

73 74

Introduction THERE'LL EVENTUALLY BE AN INTRODUCTION HERE

I GUESS

Introduction

DISCUSSING WHAT THE CLASS IS ABOUT PROBABLY

Using This Book This book is divided into five chapters, an appendix, and one final section, as given in the overview below. Chapter 1 (The Avowed): This chapter includes the avowed, a new base class focused around using the subsytem introduced in this book. Chapter 2 (Pacts): This chapter details each of the various pacts an avowed can make, fueling their power and modifying how the class plays. Chapter 3 (Clauses & Pulses): This chapter details clauses—an avowed's core abilities—and customization options for aether pulses. Chapter 4 (Feats): In addition to new feats for the avowed, you'll also find several feats with altered function for avowed characters, as well as reprintings of each of the feats an avowed can gain as a bonus feat. Chapter 5 (Character Options): This chapter includes an archetype for the avowed class, several new class feature substitutions, and a useful magic item. Appendix: The appendix includes several unique interactions of rules with the avowed (including prestige class prerequisites and item use), as well as alternate favored class bonus options for 90 races. Mage's Magnificent SkyMarket: This "bonus" section provides a set of variant rules for buying, selling, and using souls in a campaign, along with a section on how to handle soul-selling and suggested plot hooks for doing so.

Books Needed To use this book, we recommend that you have the Pathfinder Roleplaying Game Core Rulebook and Pathfinder Roleplaying Game: Occult Adventures on hand. Otherwise, while the avowed references materials in many other books, all of the rules you need to play an avowed are included in this book.

3

Chapter 1: The Avowed Chapter 1: The Avowed

"When I'm done, I'm headed down below... But I ain't done yet,

—Gibbons Engel, a fiend-pact avowed

his choice, and aether pulses (including weapons created by shapes). He is also proficient with light armor and

There are many avenues to power. Study, faith, training,

shields (except tower shields). An avowed gains no special

birthright—the paths towards strength are as innumerable

proficiency in weapons altered or enhanced by aether pulses,

as the stars in the sky, and for some, just as unreachable.

however.

But there are easier paths towards greatness. By seeking

Pact: An avowed's power comes from a unique psychic

out and bargaining with another, one can gain a mystical

connection they've formed with another being. Though

power. By coalescing this power in the right manner, one

these connections may take many styles, they are

can become an avowed.

colloquially known as "pacts," and are magically etched

An avowed is not merely someone who sold their soul

on the beings of both the avowed and the other party of

to a devil, nor did they simply trade for someone else's

the pact. At 1st level, an avowed chooses a single pact from

magic­­—an avowed is a unique existence, a being defined

those listed below:

by a powerful psychic connection forged between them and another. Through this connection, they can warp the world around them, tugging at the strings of reality and

• Celestial (page 9): Pacting with a celestial makes the avowed a bastion of defense for his allies.

making their word law. Becoming an avowed is simple, but

• Court Fey (page 11): The capricious fey courts grant

growing as one is not easy. Only those with enough willpower

their favored servants an affinity for trickery and

to take their pact and expand it can create a strong enough link, and as such, these individuals are greatly coveted by supernatural beings from all ends of the planes.

movement, both on and off of the battlefield. • Dragon (page 13): Making a pact with a dragon shares their arcane might with the avowed.

Role: The avowed can take a great many roles in a party,

• Elemental (page 15): The primal incarnations of the

but tend to focus on destroying their foes with aether pulses

elements share their appetite for mass destruction

or debilitating them with their clauses.

with an avowed who pacts with them.

Alignment: Any. Some pactmakers prefer avowed of

• Fiend (page 17): The cruel outsiders of the lower

specific alignments, but pacts themselves have no hard

planes grant an avowed the ability strip away their

restrictions on alignment, and exceptions to a patron's desires are not uncommon.

enemy's defenses and leave them vulnerable. • Nation (page 19): An intense devotion of service to their

Starting Age: Intuitive.

country bestows the avowed the ability to protect the

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition,

land they stand on, and the allies within.

each character begins play with an outfit worth 10 gp or less. Hit Die: d8.

Class Skills The avowed’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise

• Old One (page 21): Terrifying horrors from the beyond share a fragment of their unfathomable power, driving the avowed's enemies to madness and servitude. • Otyugh (page 23): These surprisingly amicable refusedwellers have an affinity for disease that flows through their psychic bond.

(Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int),

• Self (page 25): A relentless desire for self-improvement

Knowledge (local) (Int), Linguistics (Int), Perception (Wis),

may be enough to break through what was thought to

Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha). Skill Ranks per Level: 6 + Int modifier.

Class Features The following are the class features of the avowed. An

4

Weapon and Armor Proficiencies: An avowed is proficient with simple weapons, one martial weapon of

am I?"

be mortally possible. • Shadow (page 26): Darkness given form, the nevercast shadows grant an avowed the ability to move unseen and untouched by their enemies. The psychic connection of an avowed's pact grants him the

avowed's caster level for any avowed class features is equal

following class features. If a pact ability prompts a saving

to his class level plus any bonuses that might apply from

throw, its DC is equal to 10 + 1/2 the avowed's caster level +

items or abilities.

the avowed's Charisma modifier.

Table 1–1: Avowed Fort Save

Reflex Save

Will Save

Shapes Known

Clauses Known

Special

1st

+0

+2

+0

+2

Clauses (least), aether pulse, pulse shapes, pact

2+1

1

2nd

+1

+3

+0

+3

Bonus feat, pact sense (detect magic)

3+1

2

3rd

+2

+3

+1

+3

­—

3+1

3

4th

+3

5th

+3

+4

+1

+4

Pact empowerment

4+1

4

+4

+1

+4



4+1

5

6th

+4

+5

+2

+5

Clauses (lesser)

5+1

6

7th

+5

+5

+2

+5



5+1

7

8th

+6/+1

+6

+2

+6

Pact empowerment

6+1

8

9th

+6/+1

+6

+3

+6



6+1

9

10th

+7/+2

+7

+3

+7

Ascension, bonus feat

7+1

10

11th

+8/+3

+7

+3

+7

Clauses (greater)

7+1

11

12th

+9/+4

+8

+4

+8

Pact empowerment

8+1

12

13th

+9/+4

+8

+4

+8



8+1

13

14th

+10/+5

+9

+4

+9



9+1

14

15th

+11/+6/+1

+9

+5

+9



9+1

15

16th

+12/+7/+2

+10

+5

+10

Clauses (final), pact empowerment

10+1

16

17th

+12/+7/+2

+10

+5

+10



10+1

17

18th

+13/+8/+3

+11

+6

+11

Bonus feat

11+1

18

19th

+14/+9/+4

+11

+6

+11



11+1

19

20th

+15/+10/+5

+12

+6

+12

Pact empowerment

12+1

20

Psychic Skill Unlocks: An avowed can use psychic skill

avowed levels thereafter, an avowed gains another ability

unlocks as if he could cast psychic spells (see Pathfinder

from his pact. The exact abilities a particular avowed

Roleplaying Game: Occult Adventures for more details).

gains are detailed in the individual pacts. Some pacts grant

Attunement (Ex or Su): At 1st level, an avowed gains an ability called an attunement. This ability may grant him a

unique clauses; no avowed without the proper pact can learn these clauses, and they cannot be selected normally.

new clause, a bonus feat, or a unique power; bonus feats

Aether Pulse (Sp): An avowed's most basic ability is the

granted by an attunement are considered extraordinary

power to exert his will as a physical force. At-will, he can

abilities, and an attunement is otherwise supernatural.

Chapter 1: The Avowed

Level

Base Attack Bonus

recite a piece of his pact to use one of his pulse shapes. Unlike

Pact Sense (Su): At 1st level, an avowed gains a sense

other spell-like abilities, aether pulses have both thought and

related to his pact. If a pact sense has an effect that requires

verbal components. Each shape lists its action cost and its

concentration, doing so is a move action that can be done

damage in Chapter 3: Clauses and Pulses. An aether pulse's

while concentrating normally on other effects. Unless

save DC, if applicable, is equal to 10 + 1/2 the avowed's caster

noted in the ability, a pact sense does not work through

level + the avowed's Charisma modifier.

barriers, and requires line of effect to function. The save

Aether pulses count as a type of weapon for the purposes

DC of a pact sense, if any, is the same as that of the avowed's

of feats such as Weapon Focus, and such feats apply to all the

pact abilities. In addition, starting at 2nd level, an avowed

avowed's shapes (including shapes used through weapons,

gains detect magic as a continuous spell-like ability, using

such as aether channel) as well. Likewise, aether pulses are

his avowed caster level as its caster level.

their own weapon group for the purposes of abilities and

Pact Skills (Ex or Su): At 1st level, an avowed gains two

effects. Unless a shape allows it to be wielded as a weapon,

additional class skills, determined by his pact. In addition,

the avowed is never considered to be wielding or gripping

an avowed's pact grants him an insight bonus equal to 1/2

the aether pulse (this means, among other things, that an

his avowed level on checks with a single skill, listed in his

avowed can't use Vital Strike with an aether pulse unless

pact's description. This insight bonus is a supernatural

it's wielded like a weapon). Likewise, an avowed cannot

effect, but the gained class skills are not inherently magical.

apply metamagic feats to his aether pulses, since they are

Pact Empowerments (Su): At 4th level and every four

not spells. However, the Ability Focus (aether pulse) feat

5

Chapter 1: The Avowed

will add a +2 bonus to the save DCs of any aether pulses

does not require an action, and in fact may change the

he makes as well as his modulation clauses, and feats that

action required to use the aether pulse.

modify spell-like abilities work with aether pulses, though

At 1st level, an avowed gains the 1st selection of aether

some (such as Quicken Spell-Like Ability) have an altered

blow or aether ray, and two other shapes of his choice. At

effect, as noted in Chapter 4: Feats.

every even-numbered class level, the avowed gains one

Unless affected by a modulation clause, an aether pulse is

additional shape selection. Shapes can be selected multiple

not subject to spell resistance. Individual modulation clauses

times, increasing their power each time the avowed does

will note whether or not they are affected by spell resistance.

so. Each time the avowed learns a new shape, he can also

If a clause, shape, or other ability deals damage equal to

replace a shape selection he has made with another (in

some fraction of a shape's damage, this damage is dealt in

addition to learning the new shape). However, he may not

d6s, and determined by dividing the number of dice. If this

exchange any of the shapes gained at 1st level for a choice of

would reduce the damage below 1d6, it instead deals 1 point

another shape he gained at 1st level.

of damage. If an aether pulse deals damage of an energy type, it gains that type as a descriptor (though immunities only apply to the damage in question, for aether pulses that deal multiple types of damage).

More information on pulse shapes can be found in their section on page 34. Clauses (Sp): An avowed has access to a small group of special powers. These powers, called clauses, stem from

Pulse Shapes: An avowed has a number of specialized

the details of their pact, and are a special type of spell-like

shapes he can use with his aether pulse. A shape is used

ability. An avowed can use his clauses at will, with the

to change how an aether pulse functions, altering its area,

following qualifications:

damage, or delivery mechanism. Some shapes allow the

Unlike other spell-like abilities, a clause has both thought

avowed to target multiple creatures or an area, and others

and verbal components. They provoke attacks of opportunity

allow the avowed to channel his aether pulse through a

unless otherwise stated, and the avowed can cast defensively

weapon (or wield it as a weapon itself).

normally (albeit with a +10 increase to the check DC from

Whenever the avowed uses his aether pulse, he can choose to apply a single shape he knows to the effect. This

the thought component). The avowed's caster level for his clauses equals his class level. As clauses are not actually spells, they do not benefit from the Spell Focus feat or similar abilities. However, the Ability Focus (clauses) feat will add a +2 bonus to the save DCs of his non-modulation clauses, and feats that modify spell-like abilities (such as Quicken Spell-Like Ability) work normally with clauses. There are four different grades of clauses: least, lesser, greater, and final. At 1st level, an avowed has access to least clauses. At 6th level, he gains access to lesser clauses, at 11th level, greater clauses, and at 16th level, final clauses. An avowed learns one clause at every class level he gains. In addition, at every even-numbered avowed level, he can also replace a clause he knows with a clause of the same grade, in addition to learning a new clause. Unless otherwise noted, a given clause can only be selected once. If a clause prompts a saving throw, its DC is equal to 10 + 1/2 the avowed's caster level + the avowed's Charisma modifier. Most clauses do not allow spell resistance (as noted in their descriptions); however, if a clause emulates a spell effect that is affected by spell resistance, so too does the clause. If a clause has a duration longer than instantaneous, the avowed can dismiss it for any or all of its targets as a free action. More information on the types of clauses and how they

Gibbons Engel, an avowed

6

function can be found in Chapter 3: Clauses & Pulses.

Bonus Feats: At 2nd, 10th, and 18th levels, an avowed gains a bonus feat from the following list: Ability Focus,*

Other Rules

Aether Duelist,* Aether Equilibrium,* Aether Outburst,*

Racial favored class options, as well as other reference materials, can be found in the Appendix on page 65.

Aether Torrent,* Aetheric Armor,* Chokehold, Combat Casting, Deadly Aim, Empower Spell-Like Ability,* Extra

Multiclassing into Avowed Becoming an avowed can change a person entirely, the

Mystic Reflexes,* Overcharge Modulation,* Pactbound

pact rewriting their abilities as much as they allow it to. By

Guardian,* Piranha Strike, Point-Blank Shot, Power Attack,

trading power for power, a new avowed can reach heights

Precise Shot, Quicken Spell-Like Ability,* Rapid Grappler,

far above what a normal beginner mage might be able to.

Silent Recitation,* Skillful Pact,* Steadfast Personality, Village Burner, Weapon Finesse, or Weapon Focus. He must still meet the feat's prerequisites, and several

When a character takes their first avowed level, they have the option to immediately retrain any number of their previous levels (including skill ranks and feats, if necessary)

of these feats have alternate effects when applied to an

into avowed levels with no cost or time required. If, after

avowed's class features, as noted in Chapter 4: Feats. Feats

retraining, they no longer qualify for feats they possess,

marked with an asterisk (*) are new feats introduced or

they may either keep those feats (losing access to them

adjusted in that chapter.

until they regain the prerequisites) or exchange them for

Ascension (Su): Flight is one of the surest signs of power that one can possess. Starting at 10th level, an avowed gains a fly speed equal to his base land speed, with good

feats on the avowed bonus feat list.

Magic Item Interactions

maneuverability. This ability may manifest in many ways,

While most of an avowed's class features work normally

such as wings, elemental jets, or even just the ability to float.

with items that affect spell-like abilities, the following

Regardless of its appearance, it functions as supernatural

two items in particular have unique interactions with the

flight, rather than winged flight. If he has other fly speeds,

avowed.

such as from the take flight clause, he also increases those

Conductive Weapons: When a conductive weapon is used

fly speeds by 30 feet and their maneuverabilities by one

to deliver an aether pulse or aether blow, the avowed may

step (to a maximum of perfect).

not apply a pulse shape to the delivered ability, and if he has

Avowed Caster Level

Chapter 1: The Avowed

Clause,* Flyby Attack, Greater Grapple, Improved Grapple, Intuitive Recitation,* Lingering Pulse,* Merciful Pulse,*

already used a modulation clause during this round, he must either apply the same modulation to the delivered ability, or

An avowed's caster level with his aether pulse and clauses

not apply any at all (he cannot use a different modulation

is similar to the caster level of a spellcaster. Feats, traits,

than the one already used).

items, and similar abilities that increase the caster level of

Ioun Stone (Orange Prism): As noted above, items

a spellcaster will likewise function for an avowed, as will

that increase the caster level of a spellcaster will likewise

items (such as an orange prism ioun stone). Likewise, he

function for an avowed. As such, orange prism ioun stones

meets caster level prerequisites using his avowed caster

increase an avowed's caster level with his aether pulse and

level.

clauses by +1, as normal for its effect.

Avowed and Prestige Classes Avowed can enter prestige classes meant for spellcasters and progress their abilities. For the purposes of prestige class requirements, an avowed is treated as being able to cast arcane, divine, and psychic spells of a level up to 1/2 his avowed caster level. For example, a 6th-level avowed could enter the eldritch knight prestige class (which requires 3rdlevel arcane spells). When taken by an avowed, any prestige class level that would normally advance a character's spellcasting can instead advance the avowed's, caster level, clauses known (and grade available), shapes known. An avowed can only gain this benefit once per level, however, even if he enters a prestige class such as the mystic theurge that offers progression to two classes.

7

Chapter 2: Pacts Chapter 2: Pacts

The pacts that an avowed can form are as varied as the avowed themselves. However, though the exact details

Name The name of the pact's source; some pacts are gained from

of what is offered and what is given are unique to those

specific creatures, and some are more general; the specifics

who make them, pacts tend to share particular aspects and

of how pacts are made with such creatures are detailed at

abilities. A pact between a human and a particular type of

the end of this chapter.

demon will often be similar to that formed by a different humanoid and a different demon of that type.

Patron Pacts

Description A description of who makes these pacts, what they tend to entail, and common titles an avowed may carry.

By far the most common pact made, a patron pact is a bargain between an avowed and a particularly powerful or

Pact Features

unique supernatural being. As the majority of an avowed's

This section include's the pact's pact skills, attunement, and

power comes from the pact itself, a patron loses very little

sense. Each of these benefits are gained at 1st level.

on their side of the bargain. The payment they take in exchange varies from patron to patron, but tends to involve service using the avowed's newfound powers.

Pact Empowerments At every 4th class level, an avowed gains a pact ability.

Occasionally, a patron pact is made that includes a promise of power for the avowed's bloodline; as a result, many avowed are born into their power. By discovering

Some pacts grant bonus clauses. These function the same

the details behind their ancestor's bargain, they can gain

way as the clauses described in Chapter 3, except they can

the same powers that were granted to them (sometimes

only be granted by certain pact features or empowerments.

freely, though more rarely, they too must pay a price to access the pact).

Symbiotic Pacts Symbiotic pacts differ from patron pacts in that they are two-way. The psychic bond created by the pact is not a mere

New Mechanic In their attunement abilities, the celestial and old one pacts refer to an ability called reactive healing. This is a brandnew mechanic, made to account for the avowed's nature. Reactive Healing: Reactive healing is a special type of

bargain for symbiotic pactmakers, but a powerful tether

healing that is only granted in response to taking damage.

between them. Though the individual pactmakers may not

When a character regains hit points through a reactive

be personally powerful, this pact ensures that as one gains

healing effect, they cannot regain more hit points than the

power, so too does the other, each drawing strength from

number of real (non-temporary) hit points they lost in that

the connection they've forged.

round it was applied, even if they are affected by reactive

Esoteric Pacts Esoteric pacts are rare, unique, and not, strictly, pacts.

healing effects. A reactive healing effect that grants healing over time counts its entire amount of healing for the purposes of this limit.

Unlike the pacts forged by an avowed and another, esoteric

For example, a character who takes 60 points of damage

pacts are a method of self-empowerment. By creating

from a creature under the effect of the celestial pact's rune of

a special psychic link and enforcing it on the world, an

penance would receive 30 points of reactive healing normally.

esoteric avowed can contract with abstract concepts,

If 10 of the damage they took was absorbed by temporary hit

uncaring beings, or even their own pride, gaining powers

points, then they would only receive 25 points of reactive

that few others possess.

healing (half of the 50 points of real damage). If they

Pact Descriptions

8

Pact Clauses

were also an old one-pact avowed whose attunement was triggered by this damage, it could grant them a maximum of

While every pact has different origins and connotations,

25 further points of reactive healing, as any healing beyond

each has the following features. Some pacts grant unique

that would be more than the damage taken.

clauses. Any clause learned through a pact is only available

For ease of play, we recommend that the player with a

to characters with that pact's ability; an avowed cannot

reactive healing ability track the damage taken by their

choose to learn it as he levels up.

allies, to save time when applying it.

Celestial Pact (Patron) It takes a great deal of influence to convince a celestial to

others. You may use your Charisma instead of Wisdom on

make a pact. A creature of law may give out its blessing

Sense Motive checks, and as a free action, you can read the intents of each creature within 30 feet as if you had taken

expecting greater gain later, and a creature of chaos may

10 on a Sense Motive check against them.

do so just because it can. A creature of good, however, must be concerned with the potential uses of its power; unlike a paladin or cleric’s power, a pact cannot be revoked once it

Celestial Pact Empowerments The following are the celestial pact's empowerments.

is made. It is with great caution, then, that a celestial opts

Martyrdom (4th): Your magic is enhanced when you

to make a pact—an empowerment to protect someone in

defend your allies. At the end of each of your turns, you

need, a blessing on someone who has proven time and time

gain a bonus on attack and damage rolls for 1 round based

again they can resist corruption, or a reward for someone

on how much damage you've taken since the end of your

who has sacrificed everything in the service of what is

last turn. This bonus to damage is doubled when using

noble and right are common reasons for celestial pacts to

aether pulses that deal 1d6 damage per caster level, and

be made. Of course, not all celestials stay good. Fallen celestials seem more prevalent than other creatures, thought to

tripled when using aether pulses that deal 3d6 damage per 2 levels.

be because they are the most likely to see what is still

Damage Taken

Attack and Damage Bonus

good in their wayward comrades. Unwilling to kill what

1–9

+1

can still be redeemed, rogue celestials may escape their

10–19

+2

pursuers, making a bargains with mortals to gain power

20–29

+3

and influence. No longer concerned with the consequences,

30–39

+4

40+

+5

the sheer recklessness with which these rare entities are willing to make pacts makes fallen celestial pacts seem nearly as prevalent as those made by their considerably more numerous siblings.

Rune of Detention (8th): Your rune of penance clause gains an additional effect, allowing you to temporarily halt

As the powers granted by the pact are inherently selfless

and imprison those who dare strike your allies. Whenever

in nature, putting their bodies on the line for those of their

a creature marked by your rune of penance damages an

allies, celestial-pact avowed are usually known as “martyrs”,

ally other than you, you become aware of the action and

though in cases where the avowed is particularly faithful

can choose to discharge the rune as a free action (even if

and illustrious, they are often canonized, and granted the

it isn't your turn), ending its current effect (after granting

title of “saint.”

your ally fast healing) on the opponent. The rune expands

A celestial-pact avowed's aether pulses often take the appearance of brilliant light and golden, celestial flames.

Chapter 2: Pacts

because it is expected to, a creature of evil may do so

into a prison-like cylinder of light, and that creature must succeed at a Reflex save or become trapped in their space. While trapped, they are unable to move willingly from

Celestial Pact Features The following are the celestial pact's features. Pact Skills: Heal, Knowledge (planes). A celestial-pact avowed gains their insight bonus on Diplomacy checks. Attunement: As a free action, you can call a halo of

their space (even with teleportation effects), and unable to perceive anything more than 30 feet away from them. This effect lasts for 1 minute, though the creature can make another Reflex save during each of its turns as a standard action; success means they can move up to half their speed

celestial fire into being around you. The halo sheds light

and stop being imprisoned by the rune. Otherwise, this

with the same intensity as a torch, and can be dismissed as

effect surrounds and follows them until it expires, even if

a free action.

they are moved by another creature.

In addition, regardless of whether or not your halo is

At 12th level, the distance at which an imprisoned

active, the celestial power within you protects you from

creature cannot perceive things is reduced to 20 feet. At 16th

harm. You gain 2 temporary hit points at the start of each of

level, it is reduced to 10 feet. At 20th level, an imprisoned

your turns, up to a maximum of 2 + 2 per avowed level at any

creature can only perceive the spaces adjacent to it.

given time. These temporary hit points stack with temporary

Purifying Radiance (12th): You can take the ills of

hit points from other sources, as normal. In addition, you

others onto yourself. By praying or meditating with another

gain rune of penance as a bonus clause.

creature for 1 hour, you use the heal (or harm, if the other

Sense: You can sense the hostility and emotional states of

creature is healed by negative energy) and atonement spells

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on that creature. You do not need to

real damage (not damage absorbed by temporary hit points). Though for this atonement spell, even if this is applied during the round they you're using it to redeem a cleric took damage, it occurs over time: or druid. Using this ability inflicts they heal half of this amount at the 1 temporary negative level on start of each of their turns during you that lasts for one week. This the next two rounds after being negative level is inflicted even damaged. if you are normally immune to You can only use this clause negative levels. once per round, but may have any Cleansing Fire (16th): number of opponents marked with Your celestial fires burn away its effect at any given time. The rune impurities in the soul, leaving ends if they move out of range, and others with a blank slate. a creature affected by multiple runes Whenever you would reduce a of penance only triggers this effect creature to 0 or fewer hit points, once when they deal damage. you can instead reduce them to 1 A non-mindless creature under Saints take the battle directly to the forces of evil. hit point. If you do, that creature the effect of this clause is aware becomes helpless for 8 hours and you have this ability, and any you may have their alignment shift one step towards yours consequences of triggering it (including from other abilities).

Chapter 2: Pacts

provide the material components

on each axis (good/evil and lawful/chaotic). This ability does not, inherently, change the creature's personality or motivations; it merely cleanses their soul of their prior acts, allowing them a truly open path forwards. Many fall back to evil after being cleansed, but just as many turn over a new leaf, their minds opened by the fires of your soul. However, regardless of their decision, the flames leave them numb and peaceful for a brief moment; their attitude towards you and your allies changes to indifferent (though it can be changed later as normal), and they can, by meditating for 1 hour, gain the effect of the atonement spell to become any alignment they wish (and regain alignmentbased powers, if applicable). Celestial Guardian (20th): At 20th level, you ascend to a purer form. You gain damage reduction 10/evil and the alignment subtypes for your alignment (for example, if you are lawful good, you gain the good and lawful subtypes). In

RUNE OF PROTECTION Pact (9th); immediate action; spell resistance no Granted by Celestial Guardian (20th) You shield an ally from death or destruction, sending them away to keep them alive in their moment of need. You can use this clause whenever an ally you can see within 30 feet of you would be reduced to 0 or fewer hit points. That ally is instead reduced to –1 hit points (and stable), then transported to a safe location, as if by the wish spell. This location varies from person to person, but is always a place that they call home, and not immediately dangerous to them. If the ally is not willing to be transported by this effect, it fails entirely. If you use this clause on a creature that would be destroyed at 0 hit points, you instead reduce them to 1 hit point and cause them to become helpless for 8 hours after they're transported. Once a creature is affected by this clause, they cannot be affected again for 24 hours.

addition, you gain rune of protection as a bonus clause.

Celestial Pact Clauses The following two clauses are granted by the celestial pact, and cannot be selected normally.

RUNE OF PENANCE Pact (1st); free action; spell resistance no Granted by Attunement (1st) You mark an opponent you can see within 10 feet per caster level with a rune of penance. This rune lasts for 1 minute, and while marked by this rune, any time that opponent damages a creature other than you, the damaged creature gains reactive healing equal to half the damage dealt. This effect only counts

10

What is a Rune? The celestial pact makes extensive use of a form of imagery that we at Forrestfire Studios call runes. These are intended to represent angelic halos, beacons of light, and holy words of power, and do not, necessarily, have to be letters, glyphs, or even "runic." Players and GMs using the celestial pact should think about what their avowed's personal power looks like— is it a symbol of their patron? Power flowing from their convictions? Is it merely an energy they tap, regardless of its origin? The appearances of runes varies from avowed to avowed, and a player is free to come up with their own.

Court Fey Pact (Patron) Court fey are creatures of contradictions, simultaneously

make a ranged attack roll, it does not provoke attacks of

free-spirited and impulsive, and yet bound by law to an

opportunity. If the result is greater than the attack roll of

extent that would make a devil shudder at the tyranny. The

the melee attack against you, the attack is deflected away from you, causing it to miss. If there is at least one creature

their positions in local myths and legends. Indeed, they’re

other than you and your attacker within your reach, you

frequently bound to, in some sense, the stories that develop

can choose to redirect the attack to one of them, using

around them, as though they were a set of rules all their own

your opponent's attack roll. Resolve the attack against that

that must be abided by. This, along with their rather alien

creature as if they had been the initial target, even if they

mentality, makes their dispositions remarkably difficult to

would normally have been out of range.

judge, even for the more experienced at interacting with them.

Sense: You automatically detect the presence or absence of illusion effects within 30 feet, even through walls and

Fey pacts are one of the most common ones formed. Fey

other barriers. This does not reveal the location of illusions

are beings of bargains and trades sealed by law, and to make

or which objects are illusory, only that they are there. If you

a pact with a mortal for power is—while somewhat out of

wish, you can exclude specific effects that you are aware of

the ordinary—no stranger than an elf engaging in a trade

from this sense.

Chapter 2: Pacts

lords and ladies of the faerie realms are well known for

deal with a dwarf. What they ask, however, is always rather abstract. Childhood memories, a strand of hair from a loved one, or even the supplicant’s name itself. Services in their favor are also common, though they can vary from being as complex as assassinating a rival to ensure the crown to shining their shoes on a street, or as absurd as inverting every book on a certain shelf in a certain library, and only those books. They are inherently capricious, but they will always repay their favors. Ultimately, court fey care most about the emotional resonance of their payment, and this alongside their natural affinity with pacts and bargains leads many to believe that they were the first to pact with mortals. Whether or not this is true, the ramifications of their pacts echo in the folklore of many smaller settlementswhether they may be worshipped as deities, or viewed inherently as a force of nature, they are never taken lightly- or at least, not for long. While those pacted with court fey aren’t accorded anything approaching equal status in faerie, they are at least known to them and occasionally allowed among their company. As such, they are known as "courtiers." Their aether pulses tend to appear insubstantial and delicate, catching whatever light is shone upon them in curious ways.

Court Fey Pact Features The following are the court fey pact's features. Pact Skills: Knowledge (nature), Stealth. A court feypact avowed gains their insight bonus on Bluff checks. Attunement: As an immediate action when a melee attack is made against you, you can use fey magic to misdirect it. You must be aware of the attack to use this ability. Make a melee or ranged attack roll at your

INSERT FEY CAPTION HERE

highest bonus with a weapon you are wielding. If you

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Court Fey Pact Empowerments The following are the court fey pact's empowerments Fairy Ring (4th): As a move action, you may mark a

Court Fey Pact Clauses The following three clauses are granted by the court fey pact, and cannot be selected normally.

square you occupy with a ring of mushrooms for a number

Chapter 2: Pacts

of rounds equal to your avowed level. Once per round as a free action, you may return to that circle. This is a teleportation effect, and you may only have one Fairy Ring at a time. If you use this ability to make a new one, the older one withers and fades. In addition, whenever you deal damage to a creature that is flanked (including by other creatures) or denied their Dexterity bonus to AC, you deal additional damage equal to half your avowed level.

FAIRY CIRCLE Pact (9th); 1 hour; spell resistance no Granted by Fairy Circle (16th) You use teleportation circle, as the spell. Unlike a normal clause, you must provide the 1,000 gp amber dust material component in order to use it. Otherwise, the effect fails. If you also provide 22,500 gp worth of diamond dust as a material component, the teleportation circle you create becomes permanent, as if the permanency spell had been cast on it.

Furtive Manipulator (8th): Creatures that cannot observe you (such as by being invisible or successfully using Stealth against them) take a –2 penalty on saving throws against your abilities (including abilities that cause them to become aware of your presence). In addition, any time a creature succeeds at their saving throw against a mind-affecting effect you used on them while they were unaware of you gains no indication that you used the effect at all (not even a chill or bad feeling that might have normally come with succeeding at a save). Fetch (12th): You gain fetch as a bonus clause. Fairy Circle (16th): You gain fairy circle as a bonus clause. Fair Folk (20th): Creatures that are unaware of your presence (such as by being invisible or successfully using Stealth against them) are treated as willing for the purposes of clauses, abilities, and effects originating from you. Such creatures automatically fail saves against your teleportation effects, and take a –4 penalty on saves against your other

FETCH Pact (4th); 1 hour; spell resistance no Granted by Fetch (12th) You use lesser simulacrum, as the spell, save that you require a body part—hair and fingernails suffice—of the creature to be mimicked. The simulacrum has a starting attitude towards you one step higher than normal, but otherwise acts as normal for the creature, even believing that it is the creature in question. Its memories are muddled, though; whenever it needs to remember somethnig specific, it must succeed at an Intelligence check to do so (DC 10 + 1 per day since the event being remembered). It cannot retry this check for a given memory if it fails. However, the fetch gains a +20 bonus on Bluff checks to convince others that it is the original and merely lost its memory somehow, or to gloss over the situation. If you expend 250 gp worth of rare plants and vines per Hit Die of the simulacrum, the duration changes to instantaneous.

abilities. In addition, when you reach 20th level, you gain a fey realm of your own. This realm is created the moment you gain this ability, as if by a permanent create greater demiplane spell, except that its area is always 100 1-mile cubes instead of one acre. Your fey realm has the Bountiful, Shape, Seasonal, Structure, and Morphic features, with the manifestations of each determined by you when you gain this ability. Finally, you gain homecoming as a bonus clause.

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HOMECOMING Pact (7th); standard action; spell resistance yes Granted by Fair Folk (20th) You move yourself and others to or from your realm. This clause functions as the plane shift spell, except that it only works on yourself and willing creatures, and you can only travel to the realm created by your pact (or to the last plane you were on, if you are already on your demiplane).

Dragon Pact (Patron) Among mortal beings, true dragons are the undisputed top

on saving throws, and a competence bonus on Appraise,

of the food chain. Possessing natural sorcery, elemental

Bluff, Diplomacy, and Intimidate checks based on how much wealth (including money, goods, and magic items) you have

are known across the planes as dangerous enemies and

on your person at a given time.

powerful allies. However, as awe-inspiring as they are,

If your campaign includes a variant that reduces the

dragons rarely go through their lives completely alone. A

expected wealth of a character by some fraction of their

wyrmling relies on stronger beings to keep it safe, an adult

normal amount (such as the Automatic Bonus Progression),

dragon might look for companionship, allies, or minions,

the required value of your hoard should be reduced by an

and when a mighty wyrm needs someone around, someone

equal fraction.

will be there for them.

Hoard Value

AC Bonus

Save Bonus

Skill Bonuses

rare. Dragons tend to ask for treasure, service, or both in

4,000 gp

+1

+1

+2

exchange for their patronage, and expect their avowed to

16,000 gp

+2

+1

+4

come to their aid when needed. On the flip side, many true

36,000 gp

+3

+2

+6

64,000 gp

+4

+2

+8

100,000 gp

+5

+3

+10

As such, dragon-pact avowed are not particularly

dragons are loyal to their minions (or protective of their "possessions"), and an avowed can generally count on their assistance when they themselves need help. The titles a dragon-pact avowed might possess vary.

Draconic Infiltrator (8th): Like a true dragon, you

Dragons are highly proud and individualistic, and so they

can take another form to blend into society. You gain an

tend to bestow personalized ranks and epithets upon their

alternate form. This works like the alter self spell, except

favored subordinates. A dragon-pact avowed's aether pulse is generally reminiscent of the great monsters he's contracted with.

Chapter 2: Pacts

power, and immense physical strength, these monsters

that the form you take is the same every time (chosen when you gain this ability), and your ability scores do not change. Changing form is a standard action, and you can remain in your alternate form for as long as you wish.

Dragon Pact Features The following are the dragon pact's features.

Unlike normal transformative magic, however, this form is as much a change of mind as it is body. You gain a +10

Pact Skills: Climb, Knowledge (history). A dragon-pact

bonus on Bluff and Disguise checks to convince others that

avowed gains their insight bonus on Knowledge (arcana)

you are your alternate form (in addition to the normal

checks.

+10 bonus on Disguise checks for magical alteration), and

Attunement: You can count as being dragon type when

your alternate form can have a different alignment than

it would be advantageous for you to do so (including for

you (chosen initially when you gain this ability, but subject

prerequisites and requirements), and become immune to

to change based on your actions in that form). When in

sleep and paralysis effects. In addition, you gain a bonus

your alternate form,you are treated as having that form's

feat you qualify for from the avowed bonus feat list at 1st

alignment for all spells, magic items, and abilities that rely

level and again at 6th level, 11th level, and 16th level.

on alignment. For the purpose of meeting a qualification

Sense: You can sense material wealth, such as gold, silver, jewels, and magic items. You know whether or not such objects are within 30 feet of you (even through walls and

for a feat, class, or any ability, you are only eligible if both of your alignments meet the requirements. Any attempts to scry or otherwise locate you work only

other barriers), and by concentrating as a move action, you

if you are currently in the form the creature is attempting

can pinpoint the exact location of the most valuable object

to locate (or if the creature knows that both forms are

within range. If you wish, you can exclude the possessions

you). Otherwise, the spell or effect has no effect, revealing

of yourself and other beings of your choice from this sense.

nothing but darkness, as if the target were invalid or did not exist.

Dragon Pact Empowerments The following are the dragon pact's empowerments. Hoarding Instinct (4th): Like your draconic superiors,

At 12th, 16th, and 20th levels, you gain another alternate form you can take with this ability. These forms function exactly like the first.

you begin to collect a hoard of your own, basking in your

Sorcerous Rebound (12th): As an immediate action,

wealth and gaining confidence and power from it. You gain

when you succeed at a saving throw against a spell or spell-

a natural bonus to your AC (or increase your existing natural

like ability, you can make a caster level check (DC 11 + the

armor bonus, if any, by the same amount), an insight bonus

spell or spell-like ability's caster level). If you succeed, the

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entire effect is negated, as if it were counterspelled. Draconic Infusion (16th): The power of dragons flows in your veins, and by sharing your blood with another, you

Dragon Pact Clause The following clause is granted by the dragon pact, and cannot be selected normally.

can empower them, too. When you gain this ability, you

Chapter 2: Pacts

gain a +2 bonus to one of your ability scores and learn one new least clause. In addition, by performing a ritual with a willing recipient that takes one minute, you can grant them a +2 inherent bonus to a single ability score. Unlike a normal bonus, this stacks with any existing or future inherent bonuses they gain, up to a maximum of +5. They also gain the ability to use a single least clause of your choice (chosen from the entire list, not just the ones you know) at will (caster level 1st). If you grant them a modulation clause, they also gain the ability to use an aether pulse as a 1st-level avowed. They do not, however, gain any shapes. A character can only receive this benefit once (even if multiple dragon-pact avowed try), and once it's been given, it remain with them indefinitely. Realm-Ender (20th): Your body is perfectly adapted to unleashing devastating elemental power. Each of your energy resistances increase by 10 (if you did not have an energy resistance of a given type, you instead gain resistance 10 to it). In addition, you learn realm-ending breath as a bonus clause.

REALM-ENDING BREATH Pact (9th); standard action; spell resistance no Granted by Realm-Ender (20th) You exhale a blast of elemental power like nothing your foes have ever seen. You create a spread shaped like either a 75-foot cone or a 150-foot line. This spread deals 10d6 points of damage each of acid, cold, electricity, fire, and sonic damage to each opponent and unattended object within the area (dealing full damage before hardness). A successful Reflex save halves each element's damage. A creature only receives one saving throw to halve this damage, and the evasion class feature does not apply (a creature with improved evasion takes full damage on a failed save). This clause counts as a breath weapon for the purposes of abilities and effects, as well as for requirements and prerequisites. Using this shape does not provoke an attack of opportunity. If you use the Empower Spell-Like Ability or Maximize SpellLike Ability feats with this clause, these feats only apply to a single element's damage, not each one. Using this clause is stressful, and when you use it, you cannot use it again for two rounds (the turn after your next one).

Pacts are often formed by seemingly-unlikely partners.

14

Elemental Pact (Symbiotic) The primordial, alien manifestations of the elemental

(of your chosen type) instead. Your choice of elemental

planes are capricious, single-minded entities that are

attunement also determines how the rest of the pact

surprisingly eager to form pacts. For those seeking power

functions. In addition, when a creature succeeds on a saving throw

forest to the ground or destroying a dam can often be all

against one of your aether pulses or clauses, or when you

it takes for an elemental to create the psychic link to the

miss an attack roll or fail a combat maneuver check against

inner planes necessary to channel the primal elements.

a creature with such an ability, you may have that creature

Elementals, however, trend towards neutrality, and a more

take 1 point of damage per class level (no save). This damage

thoughtful bargainer may make their pact by finding a

is the type that you chose for your attunement. You can only

way to spread their element without destroying people’s

affect a given creature once per round with this effect.

lives, such as by diverting a river through an aqueduct or

Finally, you can survive on the plane of your element.

teaching a technologically primitive race how to harness

You do not take damage from the plane's default effects on

the powers of lightning.

the plane of fire, can breathe underwater on the plane of

Elementals rarely have the long-term planning ability

water (or in the zone created by your elemental dominion

to demand favors or bargains, and prefer immediate

clause, at 20th level), do not suffocate on the plane of earth,

gratification. To an elemental, the most important thing

and so on.

is that they spread, whether literally through the world

Sense: You can sense your element. As a move action,

or through the minds and bodies of mortals—and the

you can focus, learning the location of all sources of

metaphysical power of an avowed is a victory to them;

your element (air, earth, fire, or water) within 30 feet of

turning the figurative into the literal.

you. When you do, you can focus on a single source of

Elemental-pact avowed are often mistaken for sorcerers,

this element, making a specialized Perception check that

but the preferred form of address among them depends on

uses your Charisma instead of your Wisdom. You learn

the favored manifestation of their element. “Windcaller”

information about the example of your element (be it an

or “earthcaller” are common choices, though a particularly

object, creature, or merely a phenomenon) as if you had

arrogant avowed may blaspheme against the masters of

examined it closely with this Perception check. Generally,

the elemental planes, and choose to go by “firelord.”

you can always sense creatures in the area; assume that

An elemental-pact avowed's aether pulses take on an

have some example of your element in their bodies. If

appearance similar to his element, even if it's not dealing

the source is a magical effect, you can make a Knowledge

damage of that type.

(arcana) or Spellcraft check as well to identify it, as if you

Chapter 2: Pacts

without a concern for the ethical ramifications, burning a

had examined it for three rounds with detect magic.

Elemental Pact Features The following are the elemental pact's features. Some of these abilities refer to elemental creatures; for the purposes

Elemental Pact Empowerments The following are the elemental pact's empowerments.

of these abilities, use the specific elementals (such as fire

Elemental Eruption (4th): Whenever you damage a

elementals and water elementals), rather than using any

creature with your element's associated damage type, you

creature with the elemental subtype. Pact Skills: Knowledge (planes), Survival. An elemental-

inflict an additional effect, based on your element. Damage from this ability does not trigger these effects. Creatures

pact avowed gains their insight bonus on Knowledge

protected from your aether pulse with the weatherproofing

(planes) checks.

clause are likewise protected from this ability.

Attunement: Choose air (electricity), earth (acid), fire

Air (electricity): Energy arcs to a creature within 20 feet

(fire), or water (cold). You gain resistance equal to twice

of the initial target, dealing electricity damage equal to

your avowed level to the this type of energy (or increase

your class level to the second creature. A creature can only

your existing resistance, if any, by that amount). Whenever

be damaged by this effect once per round.

you use an aether pulse that would deal untyped damage or

Earth (acid): You create a pool of acid underneath the

damage of the energy type listed for your element, it deals

creature. This pool is treated as a 5-foot spread centered on

a particularly-intense form of energy damage instead. This

a corner of their space. At the start of your next turn, the

damage ignores resistance and immunity, but still counts

pool erupts to deal acid damage equal to your class level

as your chosen for effects such as vulnerability. Whenever

to everything in its area, then dissipates. If you use this

you use an aether pulse that deals a different type of energy

ability multiple times on the same creature, you expand the

damage, you can choose to deal this intense energy damage

pool instead of making overlapping pools, creating a 5-foot

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Elemental Ally (12th): You become immune

to

your

element's

associated

damage type, and as a swift action, you can summon an elemental of your element's type to grant momentary aid. When you do,

Chapter 2: Pacts

you summon a Small or Medium elemental of your element into an unoccupied space you can see within 30 feet. It immediately makes a single slam attack, adding your Charisma bonus to its attack roll (if it has any targets you wish it to attack), and otherwise remains for 1 round before vanishing. It takes no further combat actions after its slam attack, but can flank normally. In each of your turns, you can take another swift action to maintain the summon, allowing the elemental to remain for another round. If you do, it can take one move action and make a single slam attack, but still takes no Fiends are among the most dangerous outsiders to traffic with, but remain a common patron thanks to the reliability with which they deliver on their bargains.

other combat actions. You can only have one elemental summoned at any given time with this ability.

spread contiguous to the existing pool. You do not need to

Finally, you can use plane shift as a spell-like ability to

place these spreads on a surface; if used in the air, the effect

move yourself and your equipment to your element's plane

creates a corrosive cloud instead of a pool.

or back to the last plane you were on.

Fire (fire): A clinging blaze covers the creature, setting

Control Elements (16th): When you use the Elemental

them alight. They take fire damage equal to half your class

Ally ability, you can summon a Large-sized elemental

level at the start of each of your turns until the fire is put

instead of a smaller one. In addition, you gain control

out. A creature can extinguish the fire on themselves as a

elements as a bonus clause.

standard action. If you trigger this ability on a creature that

Elemental Dominion (20th): When you use your

is already burning from it, the fire flares up and leaps to

Elemental Ally ability, you can summon a Huge-sized

another creature within 20 feet of the initial target, setting

elemental instead of a smaller one. In addition, you gain

them on fire in the same way.

elemental dominion as a bonus clause.

Water (cold): You create a pool of elementally-pure water underneath the creature. This pool is treated as a 5-foot

Elemental Pact Clauses

spread centered on a corner of their space, and lasts for 1

The following two clauses are granted by the elemental

minute. The first time in a round that a creature within the

pact, and cannot be selected normally.

area takes electricity or cold damage, the pool enhances the effect, increasing the damage taken by half your class level. If you use this ability multiple times on the same creature, you expand the pool instead of making overlapping pools, creating a 5-foot spread contiguous to the existing pool and resetting the duration of the entire area to 1 minute. A creature can take a standard action to clear their space and all adjacent squares of this effect. You do not need to place these spreads on a surface; if used in the air, the effect creates a conductive mist instead of a pool. No Escape (8th): The effects of your avowed class features (including aether pulses and clauses) cannot be ignored with the evasion or stalwart abilities, and a creature with improved evasion instead gains the effect of normal evasion against your abilities.

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CONTROL ELEMENTS Pact (7th); standard action; spell resistance no Granted by Control Elements (16th) You use one of the following effects, based on the element you chose for your pact. Air: You use control winds, as the spell. In each round that you concentrate on this effect, the winds bear you aloft (even if you're outside of the currently affected area), allowing you to fly up to your speed as part of the action to concentrate. Earth: You use move earth, as the spell, except that its base casting time is 1 standard action for a 150-foot square (up to 10 feet deep), and then 1 extra minute per additional 150-foot square, instead of 10 minutes per. This can potentially allow you to lower creatures down, but as the effect does not break

ELEMENTAL DOMINION Pact Zone (9th); standard action; spell resistance no Granted by Elemental Dominion (20th)

You summon a piece of an elemental plane to your presence, creating a spread-shaped zone with a radius of 60 feet, centered on your position. This area gains all the environmental and planar traits of your associated elemental plane (the elemental plane of air, earth, fire, or water). For example, if your element is fire, creatures within the area take 3d10 points of fire damage per round, objects ignite, and fire spells and spell-like abilities are cast at +2 CL. If your element is water, the area fills with water, and water spells and spell-like abilities are similarly enhanced. If your element is earth, however, the zone functions slightly differently from the original plane. The area fills with porous dirt that blocks line of sight and line of effect, but does not cause creatures to suffocate within it. Creatures can move by digging at half speed, and creatures with burrow speeds or that can earth glide use those speeds normally. In addition, all damage of your element's type is increased by half (50%, as the Empower Spell feat) within the area. This does not stack with Empower Spell or similar effects. This clause remains in effect for 1 year, after which the plane you used it on reasserts itself.

Chapter 2: Pacts

the ground's surface, trapping a creature in a way other than reducing its elevation is normally impossible. Fire: You touch an object and burn or melt it, turning up to a 10-foot cube worth of material into lava. If you use this ability on an object of greater size than a 10-foot cube, you transform only a 10-foot cube of it (which will then damage the rest of the object). Attended items and unattended magic items receive a Reflex save against this effect, and if you attempt to touch an object held or worn by another creature, you must succeed at a melee touch attack. In addition, when you use this clause, you gain the benefits of the Sustained Force function of the telekinesis spell, but you can only lift and manipulate fire, lava, and molten materials with it. The lava created by this ability cools to stone 1 minute after you stop manipulating it. Water: You use control water, as the spell. If you use this ability in a place with no water, you create one 10-foot cube worth of water in contiguous spaces within range to control per two caster levels. This water disappears once the effect ends.

Fiend Pact (Patron) Fiends are one of the most common patrons for avowed;

Attunement: Whenever you deal damage to a creature

denizens of the lower planes' propensity for corrupt

that is flanked (including by other creatures), denied their

bargains lends a certain ease to forming the ties required to

Dexterity bonus to AC, or believes you to be an ally, all

empower an avowed. The bargains tend to involve service

morale bonuses on the creature are suppressed and they

on the Material Plane, often fighting the forces of good,

take a –1 penalty on all saving throws until the start of your

corrupting innocents, or merely standing ready for further

next turn. This effect applies after the ability or attack that

instruction.

damaged them (including any additional effects that might

Some fiends ask for the avowed's soul as well, but this is

have been inflicted).

relatively rare; an avowed is much more useful as an ally

Starting at 6th level, the penalty you inflict with this ability

or minion than as a currency, and by leaving the avowed's

becomes cumulative (though it still only lasts 1 round). You

soul their own, a fiend fosters ill-placed good will. More

can inflict a maximum penalty of –2 at 6th level, –3 at 12th

commonly, a fiend will offer their pact on the condition that

level, and –4 at 18th level. If you use an area-of-effect aether

the avowed commits an act of pure evil, putting him on a

pulse that deals 1 damage die per caster level, you increase

path that ensures his soul will eventually find its way in the

the current penalty against a given creature damaged by it

fiend's grasp regardless.

by –2 instead of –1.

Fiend-pact avowed are called by many names, from titles

Sense: You can sense the desires of creatures within 30

bestowed by their patrons to insults screamed by paladins

feet. This works like a constant detect desires effect (see the

that hunt them. However, the most common term for a

Appendix), except that it senses within 30 feet of you, and

fiend-pact avowed is "warlock."

can be concentrated on as a move action.

A fiend-pact avowed's aether pulse tends to appear as seemingly-uncontrolled blasts of dark energy.

Fiend Pact Empowerments The following are the fiend pact's empowerments.

Fiend Pact Features The following are the fiend pact's features. Pact Skills: Knowledge (planes), Knowledge (religion). A

Disquieting Gaze (4th): Those touched by your power are left unsettled or terrified. Once per round, when you penalize a creature with your attunement ability, you can

fiend-pact avowed gains their insight bonus on Intimidate

make an Intimidate check to demoralize that creature

checks.

as a free action, even if it isn't your turn and regardless

17

of the distance between you and them. On a successful

Fiend Pact Clauses

demoralization with this ability, the creature’s attitude

The following three clauses are granted by the fiend pact,

towards you is temporarily improved as though you had

and cannot be selected normally.

used Intimidate to coerce them—though this is unlikely to

Chapter 2: Pacts

have any effect during the combat itself. Temptation (8th): You gain temptation as a bonus clause. Soul Eater (12th): You feed on the souls of others. Once per round, when you damage a creature with an aether pulse, you sap some of their immortal essence, gaining temporary hit points equal to 1/2 that creature's Hit Dice. These temporary hit points last for 1 minute or until used, and successive uses of this ability overlap, rather than stacking.

HOMECOMING Pact (7th); standard action; spell resistance yes Granted by Dark Metamorphosis (20th) You move yourself and others to or from your realm. This clause functions as the plane shift spell, except that it only works on yourself and willing creatures, and you can only travel to the realm created by your pact (or to the last plane you were on, if you are already on your demiplane).

If you killed the creature with your aether pulse, you instead gain temporary hit points equal to that creature's Hit Dice. Soulreaver (16th): You gain soulreaver as a bonus clause. Dark Metamorphosis (20th): You become a true fiend in your own right. You count as an outsider with the evil subtype whenever it would be advantageous for you, and if you had sold your soul to your patron, it returns to your ownership. Whenever a creature you've penalized with your attunement would regain hit points, they instead gain no hit points, and you gain temporary hit points equal to the healing they would have received. These temporary hit points last for 1 minute or until used, and stack with those granted by your Soul Eater ability (though not with other temporary hit points granted by this ability). In addition, when you reach 20th level, you gain a dark realm of your own. This realm is created the moment you gain this ability, as if by a permanent create greater demiplane spell, except that its area is always 100 1-mile

SOULREAVER Pact (8th); standard action; spell resistance no Granted by Soulreaver (16th) You use powerful dark magic, grasping at the souls of those around you. All opponents within 30 feet must succeed at a Will save or die immediately. A creature with greater than half its normal maximum hit points remaining gains a +4 bonus on its saving throw. A creature with full hit points instead gains a +8 bonus on its saving throw. This is a death effect. Any creature killed by this clause has its soul stolen, crystallized into a gemstone in your possession as if they had sold it to you (see the Selling Souls sidebar on page 29, or the Mage's Magnificent SkyMarket section on page 74). In addition, you gain 5 temporary hit points per creature affected, regardless of how many souls you successfully stole. These temporary hit points last for 1 minute or until used, and successive uses of this ability overlap, rather than stacking.

cubes instead of one acre and it is located somewhere on a lower plane of your choice. Your realm has the Alignment, Gravity, Seasonal, Shape, and Structure features, with the manifestations of each determined by you when you gain this ability. In addition, the realm contains a permanent portal to the lower plane it is located on, that you can open and close as a free action. This realm's borders are just as absolute as a normal demiplane's, even though it exists within an existing non-Astral and non-Ethereal plane. Whenever you would gain a soul gem (normally with the soulreaver clause, but if your campaign includes the optional rules for selling souls on page 74, then you might have other ways), you can choose to have the creature's soul imprisoned within your realm instead of within a gem. They lose all of their abilities, and cannot take actions unless you allow them to. While you are in your realm, you can torment, converse with, or even free these souls as you please. Once per week, you can use true resurrection as a spell-like ability on one of the souls you've claimed, inflicting a geas/quest on that creature in the process if they choose to return to life. In addition, you gain homecoming as a bonus clause.

18

TEMPTATION Pact (4th); full-round action; spell resistance yes Granted by Temptation (8th) You give an enemy a taste of power. Choose a creature you can see within 30 feet. That creature must succeed at a Will save or immediately take a standard action of your choosing (even if it isn't their turn). If they do not have the ability to take this action (such as if you chose for them to cast a damaging spell on their allies, but the target does not have any damaging spells remaining), the creature does not take the action, instead becoming staggered for 1 round. If they deal damage to a creature they consider an ally, then you may affect the damaged creature with your attunement as if you had damaged them while pretending to be an ally.

Nation Pact (Esoteric) Though still rare, nation-pact avowed are nonetheless the

Stealth, and Survival checks. These bonuses increase by +2

most common of esoteric pacts, in part because it’s entirely

at 12th level and 20th level. When traveling within your nation, you normally leave no trail and cannot be tracked

patriotic fervor, an act in defense of one’s country, and

(though you may leave a trail if you wish). This ability

a devout oath of servitude can be all it takes to form the

counts as favored terrain for the purposes of meeting

psychic bond characteristic of avowed with the citizens

requirements and prerequisites.

and, more importantly, the concept of the nation itself.

In addition, other allies within the area of your attunement

When someone does make a conscious and deliberate

are spurred into swift, efficient action. They gain a +10-foot

pact with their nation, it’s often validated by the rulers

enhancement bonus to each of their movement speeds,

or people of their nation, and thus their coronations tend

and do not provoke attacks of opportunity while moving

to be major public events. Gaining the powers of a nation

through that area. This bonus increases by 10 feet at 8th

pact can prove one’s loyalty and belief before the eyes of

level and every four avowed levels thereafter. An ally that

onlookers, and such events been used to absolve people’s

started their turn within the area of your attunement of

intentions in public trials. However, the act of service to

you gains this bonus until the start of their next turn, even

one’s nation need not be continued, and traitorous pact-

if they leave the area.

makers may slaughter their countrymen under an occult flag of their victim’s nation.

Appeal to Patriotism (8th): In a settlement or populated area, you can cause a crowd to spontaneously generate,

A nation-pact avowed is often bestowed a noble title or

psychically manipulating the bonds of community and

military rank by the nation they work under—“captain”

causing the populace to congregate at your location. The

or “lord” before the avowed’s name are rather common,

size of the crowd depends on the local population, but

though they are nearly always ceremonial. As a whole,

typically is a number of people equal to your avowed level

however, they are simply known as “patriots.”

Chapter 2: Pacts

possible to do so without even intending to. Enough

times itself. The crowd gathers over the next 1d10 rounds,

A nation-pact avowed tends to incorporate ornate

during which time the avowed must concentrate on this

heraldry and sigils of his nation into the appearance of his

ability. If the avowed fails to engage the crowd (such as

aether pulse.

by performing, giving a speech, engineering a conflict, or otherwise providing a reason to remain), it disperses over

Nation Pact Features The following are the nation pact's features. Pact Skills: Knowledge (geography), Knowledge (nobility). A nation-pact avowed gains their insight bonus on Knowledge (local) checks.

the next 1d10 rounds. The crowd’s demeanor depends on the populace, but generally, 70% of the crowd is friendly to you, 10% indifferent, 10% unfriendly, and 10% helpful. Hearts Beat As One (12th): At the end of each of your turns, you may momentarily bond the souls of you and your

Attunement: You create an area of control around you.

allies as a free action. A number of willing creatures within

Opponents treat all squares within 5 feet of you as difficult

the area of your attunement up to your Charisma bonus

terrain (even in the air). The range of this effect increases

(including yourself, minimum 1 other creature) can choose

by 5 feet at 5th level and every five avowed levels thereafter.

to reduce their current hit points by any amount, forming

Sense: You can detect the nationality of others. As a move

a combined pool of healing that you can distribute to any

action, you can sense the nation that each creature within

of the allies who donated hit points. Creatures are aware of

30 feet of you calls home. If you cannot otherwise see a given

the effect of this ability when you use it, allowing them to

creature, you know that someone of their nationality exists

choose to give up hit points as they like. Unconscious and

in range, but do not automatically determine their location.

helpless creatures are not considered willing for this effect.

This sense is blocked by the undetectable alignment spell

Band of Brothers (16th): Your power flows through you

and any other effect that would foil the detect evil spell.

to your army, allowing you to lead your nation against even

Such protected creatures are sensed as if they were citizens

the most dangerous foes. Weapons wielded by you and

of your nation.

your allies within 10 miles gain the benefits of the magic weapon spell and overcome damage reduction as if they

Nation Pact Empowerments The following are the nation pact's empowerments.

were aligned to your alignment (if you are true neutral, you choose a single alignment to count as when you gain

Guardian of the Homeland (4th): While you are within

this ability). In addition, if your campaign is using the mass

the boundaries of your nation, you gain a +2 bonus on

combat rules, any squad or group that you direct with a

initiative checks and Knowledge (geography), Perception,

Profession (soldier) check gains these benefits for 24 hours.

19

True Patriot (20th): You can now sense treason against your nation, regardless of your location (even on other planes), and can sense treasons before they happen. You

Chapter 2: Pacts

detect a minor treason (such as breaking a law or aiding a criminal) 1 minute before it happens, a moderate treason

SPECIAL ABILITIES

(such as attacking officers of your government, defecting

Aether Army (Su): An aether army is a manifestation of a patriot's will and belief in his nation. As such, it carries a small part of his power, dealing 5d6 points of additional damage (as if by an aether pulse) with its troop attack. Answered Call (Ex): An aether army's purpose is to defend its avowed's allies and destroy their enemies. As such, it does not deal troop damage to any of its creator's allies, and can always tell the avowed's allies from their enemies. The avowed's allies do not need to make Concentration checks to use abilities within the troop. Troop Subtype: A troop is a collection of creatures that acts as a single creature, similar to a swarm, but typically as part of a military unit. A troop has the characteristics of its type, except as noted here. A troop has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A troop makes saving throws as a single creature. A single troop occupies a 20-foot-by-20foot square, equal in size to a Gargantuan creature, though the actual size category of the troop is the same as that of the component creatures. The area occupied by a troop is completely shapeable, though the troop must remain in contiguous squares. A troop has a reach equal to that of the component creatures based on size or armament. A troop can move through squares occupied by enemies and vice versa without impediment, although the troop provokes an attack of opportunity if it does so. A troop can move through any area large enough for its component creatures. The exact number of a troop's component creatures varies, but in general, a troop of Small or Medium creatures consists of approximately 12 to 30 creatures.

from your military, or killing your citizens) 1 hour before it happens, and a major treason (such selling state secrets, dealing to both sides of a war, or attacking your ruler) 1 day before it happens, learning the time and location of the act, but no other details. Whenever you sense a major treason, you may use plane shift and teleport as spell-like abilities (caster level 20th) once each in the next minute. In addition, you gain call for aid as a bonus clause.

Nation Pact Clause The following clause is granted by the nation pact, and cannot be selected normally.

CALL FOR AID Pact (9th); standard action; spell resistance no Granted by True Patriot (20th) You send a message into the ether and your nation answers, the power of its people manifesting as an army of ephemeral soldiers under your command. When you use this clause, you summon a unique type of troop called an aether army. It appears immediately and acts on your initiative, following your orders to the letter. You can only have one aether army summoned at any one time, and can dismiss it as a free action If your aether army is destroyed, the ephemeral soldiers fade, but you can resummon them by using this clause again. Otherwise, they remain for 24 hours. Your aether army is automatically summoned when you use the plane shift or teleport spell-like abilities of your True Patriot pact empowerment. AETHER ARMY N Medium humanoid (troop) Init as creator; Senses as creator; Perception as creator DEFENSE

AC 21, touch 12, flat-footed 19 (+9 armor, +2 Dex) hp 126 (12d8+72) Fort +13, Ref +6, Will +12 Defensive Abilities troop traits, Improved Iron Will OFFENSE

Speed 20 ft. Melee troop (3d6+5 and 5d6 aether pulse) Space 20 ft.; Reach 5 ft. STATISTICS

Str 20, Dex 15, Con 20, Int 10, Wis 10, Cha 10 Base Atk +9; CMB +14; CMD 27

20

Feats Combat Reflexes, Great Fortitude, Iron Will, Lightning Reflexes, Toughness, Improved Iron Will Languages Common SQ aether army, answered call

• A troop is never staggered or reduced to a dying state by damage. • A troop cannot be tripped, grappled, or bull rushed, except by area effects that include such effects. A troop can grapple an opponent. • A troop is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate and multiple target spells such as haste), though it is affected by spells or effects that target an area or a nonspecific number of creatures (such as fireball or mass hold monster). • A troop takes half again as much damage (+50%) from spells or effects that affect an area. If a troop is rendered unconscious by nonlethal damage, it disperses until its hit points exceed its nonlethal damage.

attacks. Some troops also have other special attacks in addition to normal damage. Troops threaten all creatures within their reach or within their area, and attempt attacks of opportunity as normal with their troop attack. • Because of the chaos of combat, spellcasting or concentrating on spells within the area of a troop or within its reach requires a caster level check (DC 20 + spell level). Using skills that involve patience and concentration requires a successful DC 20 Will save.

Old One Pact (Patron) Alien beings of incomprehensible power lurk in the depths

hoping for the mercy of a god who cannot comprehend

of the planes and deep in space. Uncaring, terrifying

their insignificant lives. There are those who attempt to

monstrosities, even knowing their names has been enough

fight against it, struggling for all their lives to protect the

to drive mortal scholars mad. To stare into the abyss and

world from the destruction of a god whose very existence

know that you are only here because the cosmic arm of a

warps reality in ways a mortal cannot survive. Then, there

mad god has never had cause to go near your world can

are those who look upon these impossible beings and see

shatter the minds of the weak-willed and break the wills

an opportunity.

of those who resist. There are those whose reaction to

To make a pact with a great old one requires a degree of

learning of these horrors is mindless servitude, desperately

recklessness, regardless of the circumstances. To survive

Chapter 2: Pacts

• Creatures with the troop subtype don't make standard melee attacks. Instead, they deal automatic damage to any creature within reach or whose space they occupy at the end of their move, with no attack roll needed. A troop's stat block has “troop” in its Melee entry with no attack bonus given. Unless stated otherwise, a troop's attacks are non-magical. Damage Reduction sufficient to reduce a troop attack's damage to 0 or other special abilities can give a creature immunity (or at least resistance) to the troop's

contact with them, a mortal mind needs an intermediary— whether that be with the rare great old one willing to take a human form, a madman who hears their whispers, or an aberrant cultist whose mind survived contact with their god. To make a pact with a great old one, like any god, often requires spreading their influence. Doing so is always a risky proposition, and a socially conscious avowed will often struggle to find a way to gain the blessing of a great old one without harming the world. Good-aligned great old one pactmakers often seek to mitigate the effects of their previous actions, though rare cunning ones with a warped style of thinking can contrive a mutually beneficial scheme, bringing madness and despair upon their enemies. The prevalence of great old one pacts among their maddened followers has lead to them, for the most part, being known as "cultists," even though many followers— and indeed, most adventurers—have no interest in serving the dark beings beyond what is absolutely necessary. An old one-pact avowed's aether pulse tends to have a maddening simplicity of appearance that gently tears at minds that view it. Though this does not have any real effect, many find these powers to be unsettling.

Old One Pact Features The following are the old one pact's features. Pact Skills: Knowledge (nobility), Knowledge (planes). An old one-pact avowed gains their insight bonus on Knowledge (planes) checks. Attunement: Fear conditions that affect you are downgraded by one step (from panicked to frightened, Even a small fragment of power can change a person forever.

frightened to shaken, and shaken to unafraid). In addition,

21

Chapter 2: Pacts

you gain the ability to defensively discorporate into an

If you use an ability score other than Constitution to

untargetable and undamageable cloud of acrid smoke.

determine your hit points, you also use that ability score

Whenever you lose real hit points—not temporary

instead of Constitution to determine the healing gained.

hit points—equal to or greater than half your normal

At the end of each turn during this duration, you may

maximum hit points in a space of 1 round (tracked from

end this effect, reforming in your space and becoming able

the end of your turn to the end of your next turn), you

to act normally again. If you end this effect prematurely,

can activate this ability to protect yourself. You transform

any remaining healing you could have gained is lost. You

at the end of the turn where you took enough damage to

automatically return to your normal form at the end of the

pass that threshold (even if it's an opponent's turn), and

second round.

the transformation lasts for 2 rounds. This ability does not

If your campaign uses the massive damage variant rule,

require an action, and can even be used on an opponent's

this ability means that you are not at risk of death from massive damage, instead activating this ability if you would

turn. During this duration, you can move through other

die from it.

creatures' spaces and ignore difficult terrain, but cannot

Sense: You always know whether or not another creature

end your turn in another creature's space. While in this

within 30 feet is currently suffering from a fear condition

form, you cannot take any actions (not even free actions)

or mind-affecting effect (including morale effects), and

other than speaking, using telepathy, and movement.

whether or not you can see the affected creature. As a move

Creatures within or adjacent to your space while you're in

action, you can pinpoint the location of each such creature

this form become dazzled.

within 30 feet, even through walls and other barriers. If you

While you are dispersed into smoke, you gain reactive healing equal to the amount listed in the table below.

wish, you can exclude yourself and other beings of your choice from this sense.

Though this is applied during the round you dispersed, it occurs over time: you heal half of this amount at the start of each of your turns during the two rounds you are under this effect. Ending the effect prematurely will likewise end the healing, losing any unhealed hit points.

Old One Pact Empowerments The following are the old one pact's empowerments. Falter (4th): You gain telepathy out to a range of 50 feet + 10 feet per avowed level, and your alien powers can affect even the most guarded minds. If you use a mind-

Avowed Level

Total Amount Healed

1st

2 + 1/2 × Constitution modifier

2nd

5 + 1 × Constitution modifier

3rd

7 + 1-1/2 × Constitution modifier

4th

10 + 2 × Constitution modifier

5th

12 + 2-1/2 × Constitution modifier

6th

15 + 3 × Constitution modifier

7th

17 + 3-1/2 × Constitution modifier

8th

20 + 4 × Constitution modifier

9th

22 + 4-1/2 × Constitution modifier

resistance (as normal for a supernatural ability), and you

10th

affecting or fear effect on a creature that would normally be immune, you can treat them as not immune. However, such creatures gain a +3 resistance bonus on saving throws (if any) against your mind-affecting and fear effects. Obey (8th): You channel the authority of the great old one you represent, causing lesser beings to follow your orders without question. As a swift action, you can use command (as the spell) against a creature within the range of your telepathy, except that its save DC is equal to your normal pact ability save DC and it does not allow spell

25 + 5 × Constitution modifier

can only use the Drop or Fall commands. Alternatively, you

11th

28 + 5-1/2 × Constitution modifier

can use this ability as a standard action, in which case you

12th

30 + 6 × Constitution modifier

can use any of the commands available. They do not need

13th

33 + 6-1/2 × Constitution modifier

to understand your words or even speak any languages to

14th

35 + 7 × Constitution modifier

15th

38 + 7-1/2 × Constitution modifier

16th

40 + 8 × Constitution modifier

into your surroundings, withering those around you. At the

17th

43 + 8-1/2 × Constitution modifier

end of each of your turns, every other creature within 30

18th

45 + 9 × Constitution modifier

feet takes 2 points of damage to a physical ability score of

19th

48 + 9-1/2 × Constitution modifier

your choice (even if they would normally be immune), and

20th

51 + 10 × Constitution modifier

receive this command; merely being in contact with your power is enough. Wither (12th): You passively leak otherworldly power

all non-creature plants within the area immediately wither and die. A creature damaged by this ability heals 2 points of the ability damage it took at the end of each of its turns

22

outside of the area of this ability (for example, a creature

save or become shaken for as long as they remain within

damaged could run away and heal the ability damage taken

range. Successive failed saves against this ability escalate

at the end of its turn).

the fear as normal (to frightened, then panicked). If this

You can suppress or resume this ability as a free action, and you wish, you may affect an area with a smaller radius

effect causes a creature to become panicked, they also become confused for 1 hour (as the confusion spell). Shatter (20th): Your presence permanently damages the

can choose a number of creatures equal to your Charisma

minds of those around you. You gain a new order you can

bonus, allowing them to ignore the effects of this ability (and

give with the command effect of your Obey ability: "shatter."

your Flee and Shatter abilities, when you gain them later).

You can use this command as a swift action, and a creature

You may change which creatures are safe as a free action.

that fails its saving throw against it has its mind shatter,

Flee (16th): Your otherworldly powers grow stronger.

becoming permanently confused (as the insanity spell).

At the end of each of your turns when using your Wither

Whenever a creature becomes confused by your Flee ability,

ability, all creatures within range must succeed at a Will

you may drive them insane in the same manner.

Otyugh Pact (Symbiotic) The strange creatures known as otyughs are often thought

the aberrations themselves recognize them on sight and

of as vile abominations or dangerous lurkers. Because of

scent, knowing them as "friends."

their filthy dietary habits and often-repulsive lairs, these aberrations are commonly assumed to be merely mindless

Chapter 2: Pacts

(reducing its radius in 5-foot increments). In addition, you

An otyugh pact avowed's aether pulse often takes the shape of an otyugh's tentacles.

beasts, but they are in fact fairly intelligent, and often form alliances and bargains with others in exchange for food or protection.

Otyugh Pact Features The following are the otyugh pact's features.

An otyugh pact is one such alliance; rarely, an otyugh

Pact Skills: Knowledge (dungeoneering), Survival. An

has the psychic talent and willpower required to create the

otyugh-pact avowed gains their insight bonus on Perception

bond needed, and sometimes otyughs are sought-out by

checks.

potential avowed to form a pact with. While these beings

Attunement: You become immune to the effects of

are not nearly as supernaturally adept as most patrons, a

disease (but can still carry diseases without being affected).

symbiotic pact with an otyugh is surprisingly powerful,

You can choose to have contagious diseases you carry not

granting the avowed power over filth and, ironically, an

infect others. In addition, whenever you would become

affinity for cleanliness.

nauseated, you become sickened for the same duration

Otyugh-pact avowed are not particularly common,

instead.

and their titles are few. Thanks to their association with

In addition, as at 4th level and every four avowed levels

otyughs, some call them "filth lords" or similar epithets, but

thereafter, your magic synthesizes a disease of your choice, infecting you as a carrier for use with your abilities. The

Scent Messages Otyughs can communicate through scent, although the messages are very rudimentary. These are some common messages, and what they smell like. • Rotting fish: "Danger is near" • Smoke: "Come quickly" • Flowers: "Stay away" • Sour apples: "I am hungry, got food?" • Rancid meat: "No food here" • Wet fungus: "Delicious food here" • Rotten potatoes: "Bad food here" • Ammonia: "Time for a moot" • Overripe fruit: "Looking for a mate" • Vinegar: "Intruders" • Onion: "I am lost" • Old wine: "I am injured and need help"

created disease must be one that only deals ability damage with no other effects, with a normal save DC equal to or less than your aether pulse save DC. Sense: You gain the scent ability, and can generate unique scents of your own, marking an object with a particular scent that allows you to communicate with those who know the scents in question (see the Scent Messages sidebar). These scents remain until cleaned off by or a stronger scent infuses the area or object.

Otyugh Pact Empowerments The following are the otyugh pact's empowerments. Filth Absorption (4th): As a standard action, you can absorb filth and detritus. You clean that area completely, consuming all disease, grime, food, and trash within 5 feet. This functions as a remove disease spell targeting all adjacent creatures (caster level equal to your avowed caster level)

23

and a prestidigitation to clean the area. If you cure someone

Chapter 2: Pacts

of a disease, you become infected with it.

of abilities with your trash swarm's construction points. You may only have one animated object created with

In addition, whenever you damage a creature with an

this ability at any one time, but it lasts for as long as you

aether pulse, you can infect them with one disease you carry.

wish or until it strays further than medium range (100

This works as if they had caught it normally, except its save

feet + 10 feet per caster level) from you. You can dismiss it

DC is equal to your aether pulse save DC, and its onset time

as a free action at any time, and if you use this ability to

is immediate, dealing its first instance of damage as they fail

animate a different collection of objects, the older one is

the save against this ability. You can only infect a creature in

automatically destroyed (but can later have its collection of

this way once per round.

trash reanimated, if you use this ability again).

Pathogen Acceleration (8th): Diseases you infect others with ignore disease immunity, though a normally-immune creature gains a +3 resistance bonus on their saving throws against the disease.

Disease Application (16th): Diseases you infect others with ignore immunity to ability damage and ability drain. In addition, by concentrating for 10 minutes, you can condense up to half your class level in diseases you are

In addition, as a standard action, you can channel power

currently infected with into a transparent liquid you can

through all diseases within 60 feet of you (even if you do not

spray on an object or 5-foot section of ground within your

have line of sight or line of effect to their carriers). Creatures

reach. Any creature that touches the object or enters the

other than you in the area who are currently affected by one

space must succeed at a Fortitude save (DC equal to your

or more diseases must succeed at a saving throw against

clause save DC) or contract all of the diseases at once. Any

each of their diseases. This save does not count towards

further saves against the diseases also use this save DC. The

curing the disease, but a failed save deals damage or applies

sprayed disease can smell like whatever you like, and can

effects as normal. If a creature fails at least one save against

only be removed with a remove disease spell cast on the

their diseases, then they take 1d6 points of damage per odd-

object or area (even though it normally targets a creature).

numbered avowed caster level. Even though this isn't an

You can only have one such object or area created at once;

aether pulse, you may apply a modulation to this damage,

if you create another, the older one loses its potency.

affecting each damaged creature with that modulation.

Trash Awakening (20th): You can create a brand-

If you have the weatherproofing clause, you may exclude

new soul, awakening sapience in the animated swarm of

creatures under its effect from this ability.

detritus you've created with your Trash Animation ability.

Trash Animation (12th): As a standard action, you give

In order to do so, you must spend 1 day in meditation with

detritus in an area a semblance of life. This functions as an

the swarm, at which point it gains Intelligence, Wisdom,

animate objects spell (caster level equal to

and Charisma scores of 3d6 (rolled separately for each, and

your avowed caster level), except that

replacing the latter two's existing scores). It gains skills

it targets trash, loose objects, and

and feats as normal for a creature of its Hit Dice, chosen

even secured objects (such as

by you. When you awaken a swarm of trash, it is no

floor tiles) in the area to create

longer under your control, but also no longer

a single, unique creature.

requires your power to maintain itself.

This object is treated as

An awakened swarm of trash is friendly

an animated object of the

to you, but generally will not risk its

maximum size you could

newfound sapience in battle unless

create with the spell, except

you offer it something in return (in

it has the swarm subtype

effect, it is an NPC that you can convince

(gaining traits as if it were

to aid you as normal). You can then

made of Tiny creatures).

use Trash Animation to create a

Unlike a normal swarm,

new animated swarm of trash

your

animated

trash

can still use its natural attacks, and it can be a

(and potentially awaken it too, if you wish). In addition, you can have

larger size than a 10-foot

up to two animated swarms

cube (for example, a Huge

created at a given time,

swarm of trash created with this ability is 15 feet on a side,

rather than just one, and they can stray as far as 1 mile

from you before disassembling into and composed of nine 5-foot cubes). Though otyughs lurk in foul places, they're far their component parts. You may assign any combination more amicable than one might expect.

24

Self Pact (Esoteric) The pact of the self is unique among the bonds an avowed can

go unnoticed (no action needed on their part), add +10 to the

form, even compared to other esoteric pacts. It is rare indeed

DC, and if they are actively fighting or displaying their power,

that a being's sense of self is strong enough to make this pact,

subtract 10 from the DC. If you succeed, you determine how many Hit Dice they have, their base attack bonus, and the

of the self is most often gained through extensive training,

highest level spell or power they can cast (if any). If a creature

self-empowerment, and meditation, though occasionally

with at least 10 more Hit Dice than you have is within 30

one can be made as a result of unbridled arrogance or

feet, you automatically detect their presence, though you

self-assuredness. In such a case, all it really takes is for the

don't automatically know any details about them, nor do you

potential avowed to swear on their own name—the power

pinpoint their location.

will flow, henceforth. The results tend to be the same regardless: a self-pact avowed is a being of supernatural perfection. The pact

Self Pact Empowerments The following are the self pact's empowerments.

enhances his mind and body alike, elevating him to a

Aetheric Flurry (4th): Whenever you take the full attack

standing above lesser beings. Some self-pact avowed claim

action, you may make one additional unarmed strike attack

regal titles such as "noble" or "lord," regardless of their

by taking a –2 penalty on all of your attack rolls during the

social standing, but the most common word for these rare

action. On a successful hit, this attack deals 1d6 points of

mages is "paragon."

damage per odd-numbered avowed caster level, and you

A self-pact avowed's aether pulse has a very personal

Chapter 2: Pacts

and rarer still that the being is aware of how to do so. A pact

do not add any bonuses or further damage to this attack,

display that varies from avowed to avowed. No two are the

such as through feats, ability scores, or pulse shapes. It still

same.

gains any other benefits, such as bonuses to the attack roll or applying the effects of a modulation.

Self Pact Features

Strength of Body (8th): Your speed and reaction time

The following are the self pact's features. Skills: Climb, Swim. A self-pact avowed gains their insight bonus on Acrobatics checks.

improve, allowing you to deliver extra blows where others could only strike once. Once per turn (including other creatures' turns), when you make a melee attack, you can

Attunement: You gain Improved Unarmed Strike as a

also make an unarmed strike against the same creature.

bonus feat, and you add 1 point of your Charisma bonus

This attack is made at your highest attack bonus, with a –2

(if any) per avowed level as a bonus on each saving throw. This does not stack with similarly untyped Charisma bonuses on saves (such as from a paladin's divine grace or the who help themselves clause). In

addition,

your

body

strengthens,

enhanced by your magic. You gain 1 additional hit point per avowed level and increase each of your speeds by your avowed level (the total speed increase is rounded down to the nearest multiple of 5; a speed of 34 feet is effectively the same as a speed of 30 feet). For the purposes of determining your carrying capacity, you treat your Strength score as being 1 point higher per avowed level. Sense: You can sense the general strength of others. As a move action, you can focus on a creature within 30 feet. When you do so, make a Perception check, using your Charisma instead of your Wisdom to determine your bonus. The DC of this check is equal to 10 + the creature’s Hit Dice + the creature’s Charisma modifier. If the creature is trying to hide, lay low, or otherwise

Regardless of their style, paragons are all capable warriors.

25

penalty, and can be made even if the target would normally

effect, you are instead reduced to –1 hit point and stable.

be unreachable (such as if you hit with a reach weapon).

You no longer gain negative levels from being returned to

This attack otherwise functions exactly like the bonus

life by spells and effects, and your soul cannot be trapped

attack granted by your Aetheric Flurry ability, including for

or destroyed. If your soul was owned by someone else, it

Chapter 2: Pacts

damage.

returns to your ownership, and it cannot be sold or bought

Force of Will (12th): You can power through even the

again (a prospective buyer becomes aware of this when they

most debilitating effects. As a standard action, you can

attempt to buy it). You can be returned to life by raise dead,

cleanse yourself of up to one non-permanent effect that

resurrection, and similar effects regardless of the state of

is currently affecting, or one of the following conditions:

your body (so long as some piece of it is in the spellcaster's

blinded, confused, dazed, dazzled, deafened, entangled,

hands), and regardless of the amount of time that has passed

exhausted, fascinated, fatigued, frightened, nauseated,

since you died.

panicked, paralyzed, petrified, shaken, sickened, staggered,

Perfection of Form (20th): You have transcended,

or stunned. Alternatively, as a full-round action, you can

becoming perfection in a mortal frame. You no longer

end any number of the above conditions or effects. You can

take penalties for aging (and lose such penalties if you

use this ability even if you would normally be unable to

had already taken them), and no longer automatically

take these actions as a result of conditions on you.

fail saving throws and miss attack rolls on natural 1s. In

Indomitable (16th): Your soul strengthens, allowing you stubbornly cling to life, even when your return seems

addition, you automatically confirm critical hits without having to roll.

impossible. Whenever you would die outright from an

Shadow Pact (Patron) Deep within the plane of shadow lurk a group of strange,

Most of the time, all the avowed needs to do is promise to

alien creatures. These beings, known by scholars as

search for a way to achieve the nevercast's wish.

nevercast shadows, are unique among the denizens of

These agents of darkness are often bestowed a title by his

the primordial dark. They are true natives of the plane of

patron, but to others, they tend to be known as "shades." A

shadow, rather than originating as the shadow of a Material

shadow-pact avowed's aether pulse often appears to be his

Plane resident, and hold a great and terrifying power over

shadow, ripped up from the floor to attack his foes.

the fabric of darkness as a result.

True Darkness: Some of the shadow pact's abilities refer

However, unlike most shadows, the nevercast cannot

to darkness as areas of dim light or lower. As these abilities

exist within the light. Illumination is anathema to them,

are tied innately to beings of pure darkness they only

and though they have many goals and desires, a nevercast

function in darkness created by the absence of light. Items

shadow tends to have one core desire, at the deepest parts

that raise the light in an area to a still-dark level will not

of its mind: to escape the darkness and walk in the light.

activate a shadow-pact avowed's attunement and similar

Whether they want to explore, to learn, or to destroy, the

abilities.

nevercast have an innate, instinctual fascination with their

For example, a palelight torch is a magic item that creates

opposite, and as such, they are easy to make pacts with.

an area of dim light by emanating a faint, ephemeral radiance. Such an item would not function with a shadow-

Using Nevercast Shadows Nevercast shadows are not a monster that exists in the Pathfinder Roleplaying Game; these alien beings live deep in the plane of shadow, and generally avoid combat unless directly attacked, preferring to spend their time drifting or watching others. A nevercast shadow's game statistics tends to be unique, even among other shadow beings. They share very few traits beyond their origin and ability to manipulate shadows. In order to stat a nevercast shadow, as a starting point the GM should grant an existing monster shadow conjuration and shadow evocation as at-will spell-like abilities and the following abilities from the shadow pact: Shadow Blend, Shadow Step, Shadow Form, and Nowhere to Hide.

26

pact avowed's abilities. In contrast, the areas of dim light surrounding a daylight spell or normal torch are the result of darkness surrounding a light source, rather than the light source itself, and as such, those would work normally.

Shadow Pact Features The following are the shadow pact's features. Pact Skills: Knowledge (planes), Stealth. A shadow-pact avowed gains their insight bonus on Stealth checks. Attunement: Whenever you are within an area of darkness (dim light or lower), each of your speeds is increased by 5 feet per avowed level. This increase only applies while you remain in darkness; if you move into an area of light and you've already moved further than your

normal speed would allow, your movement ends (though it doesn't cost you any extra actions). If you move at least your base speed in a single round, you gain a +4 bonus to AC and spell resistance equal to 11 + your class level against effects originating from

Chapter 2: Pacts

opponents. Both of these benefits last until the start of your next turn. Sense: You gain sightseer as a bonus clause (see page 42). In addition, when you can see a creature's shadow, you gain insight into their true nature, granting you a +1 insight bonus on Sense Motive checks against them. This bonus increases by +1 at 4th level and every four levels thereafter.

Shadow Pact Empowerments The following are the shadow pact's empowerments. Shadow Blend (4th): In illumination other than bright light, you blend into the shadows, gaining concealment (20% miss chance). If you already had concealment, the miss chance gained from concealment increases to 50% (though this does not count as total concealment). You can suppress or resume this ability as a free action. Shadow Step (8th): You gain the ability to travel through your shadow to another shadow you can see. As a move action that does not provoke attacks of opportunity, you can teleport up to 30 feet to an unoccupied space with a shadow in it. For the purpose of this ability, any area of dim light counts as having shadows. In brighter areas, you can use this ability to teleport to any space that is both adjacent to a creature or unattended object and something they could cast a shadow on. At 12th, 16th, and 20th levels, the range of this ability increases by 30 feet. At the GM's option, other spaces might be considered to

Wielders of darkness are not necessarily afraid of the light, but they almost always bring a cloak of shadows with them wherever they go.

have shadows as well. Shadow Form (12th): As a full-round action, you can

gain a +2 bonus on all rolls and checks (including but not

merge with nearby shadows. You gain the incorporeal

limited to attack rolls, damage rolls, saving throws, opposed

subtype and become nearly imperceptible: to all eyes, you're

skill checks, and the like) against creatures within an area

just a shadow without anything casting it. While you're in

of darkness, and such creatures take a –2 penalty on all

your shadow form and not in an area of bright light, you

rolls and checks against you and your abilities.

gain a bonus on Stealth checks equal to your caster level

Bringer of Night (20th): You become a true being of

and can make such checks while being observed, without

shadow, darkening the world merely by existing. You gain

needing any sort of cover or concealment. While you

the ability to project a 120-foot-radius field of dim light

remain in your shadow form, you cannot leave surfaces;

around you. Light effects within the area are automatically

you must remain within 5 feet of something you can cast

dispelled, and nonmagical light sources are automatically

a shadow on at all times or this ability ends. Otherwise, it

snuffed out. Any time you use a clause that creates an area

lasts until you dismiss it as a free action.

of darkness or dim light (such as the nightfall or writhe

Nowhere to Hide (16th): You gain blindsight out to a

clauses), you can have it fill your zone of dim light, rather

range of 120 feet, except that it only allows you to see things

than using its normal area. You can suppress or resume

in areas of darkness (dim light or lower). In addition, you

this ability as a free action.

27

Making Pacts

Chapter 2: Pacts

Unlike many classes, an avowed's abilities come from not

Symbiotic Pacts

from training, study, heritage, or even belief, but from a

Symbiotic pacts, unlike patron pacts, do involve a significant

combination of his willpower and the seed of magic gifted

investment of power and effort on the part of both of the

by his pact partner. As such, any character has the potential

pact partners. This is because the pact is two-way: not only

to become an avowed.

does the avowed gain power, but the partner does as well.

Sometimes, taking one's first avowed level involves bit

As the avowed gains levels, the partner might gain levels

more collaboration between the player and the GM than a

in the class as well (or advance by Hit Dice), as determined

normal class; the pact system necessitates, in many cases,

by the GM. This might mean that the avowed and their

the creation of a new NPC and plot hooks to go with them.

partner want to adventure together to pool their resources,

As such a player should always be allowed to access a "no

and in such a case, a player might be allowed to take the

strings attached" pact for their character—perhaps they

Leadership feat or a similar ability to gain access to their

inherited their ancestor's pact, were gifted their power

partner as a cohort, once they're sufficient level to do so.

free of charge, or possibly even don't know (in-character or

Most partners, however, have their own lives and goals,

out-of-character) the origin of their power, simply gaining

and though they'll keep in touch with the avowed, they do

mysterious abilities over the course of their adventures.

not adventure alongside them. In part this is because of

As noted on page 7, when a character becomes an avowed

the nature of the pact itself—the avowed and his partner

by taking their first avowed level, they have the option to

are bound together at the soul. If one dies, the other can

immediately retrain any number of their previous levels

feel it, knowing the location of their death (even across the

(including skill ranks and feats, if necessary) into avowed

planes). If one or the other is present when their partner

levels with no cost or time required. If, after retraining,

is returned to life with raise dead or a similar effect, the

they no longer qualify for feats they possess, they may

spellcaster casting the spell only requires half the normal

either keep those feats (losing access to them until they

material components. Thus, while staying together might

regain the prerequisites) or exchange them for feats on the

be a good option, many symbiotic pact partners use each

avowed bonus feat list.

other as insurance against the dangers of an adventuring

If a player wishes to make a more involved pact, the GM

life.

should work together with them to build a story for their pact and patron that fits well with the existing characters

Esoteric Pacts

and campaign. Otherwise, the details of pacts vary from

Uniquely among pacts, esoteric pacts require no partner.

pact partner to pact partner.

An esoteric pact is formed when a prospective avowed

Patron Pacts

meets the right conditions and possesses the right will. These pacts have no costs to acquire, and no creature to

As noted on page 8, a patron pact requires very little

hold leverage over the avowed. However, they are rare in

involvement from the patron themselves. A patron can be

comparison to the other two types, precisely because of the

any particularly magical being, ranging from outsiders to

conditions required. With no patrons to seed the avowed's

fey to even creatures like krakens, rakshasa, and sphinxes.

power, and no partners to share power with, the avowed

When a patron pact is made, the patron provides a "seed" of

must pull himself up by his own bootstraps, in a sense, to

power, from which the abilities of the avowed grow. There

gain his abilities. Once they do, though, they tend to be

are no hard requirements on the exchange for this power—

uniquely powerful mages as a result.

some patrons ask for payment or services, but some are willing to give their patronage free of charge.

Ancestral and Inherited Pacts

There is no taking this power back, however. Once an

Though they are not a true subset of pacts, inherited pacts

avowed is created, the patron has no special control or

do not follow the same "rules" as other pacts. Any of the

influence over them by dint of their donation, though some

three types of pacts can be inherited along a bloodline,

might take steps to gain such leverage over their new ally.

even esoteric pacts. This is most common for patron pacts,

Patron pacts are one of the more common ancestral pacts;

as one can bargain to share the power down their line, but

a creature can bargain to have their power granted to their

symbiotic pacts often empower the avowed and his partner

future children and their children, possibly allowing their

such that their children gain their powers too, and esoteric

descendents freer access to the powers of the avowed than

pacts, depending on the nature of the avowed, might pass

most.

from the avowed to his offspring, allowing them much easier access to the abilities than the avowed needed.

28

A character that inherited a pact might have a great

and mechanically. If your campaign does not use drawbacks

family or ancestor they look up to, or possibly need to

(or if a character already has a drawback), but a player still

investigate their lineage to find the source, if the power has

wishes to use one of these effects, they should be allowed to

lain dormant for generations.

gain these effects anyway, even at the expense of personal power. Indebted: You have sold your soul to another. You gain

Lastly, it might happen that two (or more) players want to

the indebted subtype (see the sidebar to the right), with a

link up their characters' stories, playing an avowed and

being determined by you and your GM as the owner of your

his patron or partner, with both as PCs. In such a case, we

soul. If you later regain ownership of your soul, you lose this

recommend, for patron pacts, statting up the patron with

drawback and must replace it with another one, or lose the

whatever combination of race and class fits the concept,

bonus trait you had gained from it.

then running the avowed alongside them. For symbiotic

Physical Contract: Your pact takes a physical form. You

pacts, both the avowed and the partner should gain the

gain a physical contract. You take a –1 penalty on saving

benefits of the pact regarding returning from death, but the

throws against the abilities of any creature that has your

details of the partner could be more difficult to figure out.

physical contract on their person. You must possess the

One possibility we recommend is to write a backstory

pact class feature to select this drawback.

Chapter 2: Pacts

Player Collaboration

involving a more powerful than normal pact that transformed the partner into a form closer to the avowed themselves. For example, an air elemental might become

Physical Contract

a sylph, changing shape to more easily adventure with

SLOT none

others, then taking avowed levels and choosing abilities

AURA strong

that thematically tie them to their true nature. Similarly, a fiend might become a tiefling. There are no set rules for playing many types of monsters, though, so these sorts of characters should be handled on a case-by-case basis by the players and GM.

New Drawbacks The following abilities are listed as drawbacks because they present clear downsides to the avowed, both narratively

Selling Souls When an avowed sells his soul to a patron, he retains the soul itself, but it flows through the planes to them after his death. Indebted (new subtype): Your soul is owned by another. When you die, it passes to their possession, crystallizing into an indestructible gemstone and allowing them to do whatever they wish with it. You cannot be raised from the dead unless your soul's current owner allows it. However, if your soul gem is physically present when a spellcaster uses raise dead, resurrection, or a similar ability, the spellcaster does not need your body on hand, and only requires half the normal material components. The gem is consumed in the process of casting the spell. If you later die again, a new gem is created. The owner of a soul gem can crush it as a standard action, releasing the soul and allowing it to pass to its proper afterlife. More information on the ownership of souls can be found in the Mage's Magnificent SkyMarket section on page 74.

CL see text

WEIGHT —

Sometimes, when a creature becomes an avowed, the process of creating their bond involves an item or contract representing the bargain. This object becomes a physical contract, and its caster level is equal to the avowed's class level, but its aura is always strong (of no particular school). The forms of these contracts vary from pact to pact; demons' contracts tend to be very informally-worded and handwritten, while celestial contracts are often symbolic representations. A devil invariably fills their contract with legalese specifying exactly who is obligated in what ways, and an otyugh's physical contract might simply be a trinket it dug out of the trash for its new friend. The only true consistency between physical contracts is that they are always small enough to be held in one hand by the avowed, and they weigh nothing, even if the object they used to be had a significant weight. The exception to this is if an avowed has a masterwork weapon or armor sized for them on hand when they gain this drawback. If they do, they may have that object become their physical contract. An already-magical item cannot become a physical contract, but a physical contract can later be magically enhanced. A physical contract's purpose is to represent its avowed's psychic bond. It details the current capabilities (even those the avowed has gained since the start of his pact) of the avowed. A creature reading or otherwise examining the physical contract can make a Perception check (DC 10 + the avowed's caster level) to decipher it, learning the level of avowed its owner has attained, what pact they made, and what clauses they know, as well as any feats from the avowed bonus feat list they've taken (even if they weren't taken as bonus feats).

29

An avowed always knows the direction of and distance to his physical contract, as long as it's on the same plane. If it is on another plane, he knows that it's on another plane, but cannot automatically determine which one.

Chapter 2: Pacts

DESTRUCTION

A physical contract cannot be destroyed without first killing (or destroying, in the case of a construct or undead avowed) the avowed who owns it, at which time it can be destroyed as a normal item of its type.

Physical contracts come in many forms.

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Chapter 3: Clauses & Pulses As noted on page 5, an avowed's aether pulse and clauses are

Shapes and Modulations In addition to normal clauses, there are two special types of

action unless noted otherwise, and unlike normal spell-like

clauses, with their own rules for how they're used. Applying

abilities, aether pulses and clauses require thought and

shapes and modulations to an aether pulse is done as part of

verbal components (see the sidebar on the next page). Every

that ability's action, and an avowed can only apply one of

clause has the following features:

each to a given aether pulse. Shapes and modulations use the

Name

level of the aether pulse they are used with, and do not have their own spell level equivalents.

The name that a clause is generally known by. The exact

Shapes: Shapes alter how an aether pulse works, and can

names differ from avowed to avowed and pact to pact, but

only be learned through the shapes class feature. Whenever

the effects remain the same.

an avowed uses his aether pulse, he can apply up to one

Grade The grade of the clause. An avowed gains access to least clauses at 1st level, lesser clauses at 6th level, greater clauses at 11th level, and final clauses at 16th level.

Spell Level Equivalent

shape to it, potentially altering its effect or action needed. Shapes do not have grades; instead, a shape can be selected up to four times. Modulations: Modulations alter what an aether pulse does, and are learned the same way as normal clauses. Whenever an avowed uses his aether pulse, he can apply up to one modulation to it. Some modulations cause the

The clause's spell level equivalent is listed on the same

aether pulse to be subject to spell resistance; as noted in

line as the grade in parentheses. For the purposes of

their descriptions. The effect of a modulation applies

concentration check DCs, globe of invulnerability effects, and

to all attacks or damage that the aether pulse does. If a

the like, a clause is treated as a spell of its level equivalent.

Action The clause's activation action. Clauses are normally

modulation causes the aether pulse to deal a different type of damage, it gains that type as a descriptor.

Zones

standard actions, but some require the avowed take other

Some clauses have the zone descriptor. These clauses create

types of actions to use them.

unique area effects that cannot overlap with another zone.

Spell Resistance A clause will note whether or not it is affected by spell

Chapter 3: Clauses & Pulses

a special type of spell-like ability. Using a clause is a standard

If a new zone completely covers another zone, the older zone ends. Otherwise, where there's an overlap, the newer zone takes effect, suppressing older zones in its area.

resistance. Spell effects emulated by clauses are affected by spell resistance as normal for the emulated spells.

List of Shapes and Clauses Basic Shapes Aether Blow: You channel aether into a melee attack. Aether Ray: You channel aether into a ranged ray.

Shapes Aether Barrage: You fire a series of rays. Aether Beam: You create a wide line of energy. Aether Blade: You create a short-lived weapon of pure energy, allowing you to make a melee touch attack. Aether Blast: Your aether pulse becomes an explosion. Aether Breath: You create a line or cone of energy. Aether Cascade: Your aether pulse chains between targets. Aether Channel: You charge melee and thrown weapons with destructive energy.

Aether Command: You empower an ally to attack. Aether Eruption: You center a massive explosion of aether on yourself. Aether Grasp: You grapple a target, then fire a point-blank aether pulse. Aether Rampage: You form natural weapons out of your aether pulse. Aether Retaliation: You reactively fire an aether pulse. Aether Rounds: You charge ranged projectile attacks you make with destructive energy. Aether Swarm: You create a cloud of minute constructs that devour your foes. Aether Wrath: Your aether pulse becomes a cylinder.

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Chapter 3: Clauses & Pulses

Thought Components hought components represent mental constructs necessary for the ability's function, such as picturing a dragon in vivid detail—and the results of its fiery breath— in order to activate the aether breath clause. Thought components are so mentally demanding that they make interruptions and distractions extremely challenging. The DC for any concentration check for an ability with a thought component increases by 10. An avowed using an ability with a thought component can take a move action before beginning to activate the ability to center himself; he can then use the normal DC instead of the increased DC.

Verbal Components A verbal component is a spoken incantation. To provide a verbal component, an avowed must be able to speak in a strong voice. A silence spell or a gag spoils the incantation (and thus the ability). An avowed who has been deafened has a 20% chance of spoiling any ability with a verbal component that he tries to use.

Least Clauses Air Lock: You control the characteristics of nearby air. Athletic Edge: You become better at Acrobatics, Climb, and Fly. Aquatic Affinity: You gain a swim speed, can breath underwater, and can walk on water. Blend In: You become better at Disguise, Sleight of Hand, and Stealth. Bonechilling PulseM: Your aether pulse deals cold damage and slows targets' movements. Cover of Darkness: You gain a deflection bonus to AC and concealment against ranged attacks. Deafening PulseM: Your aether pulse deals electricity damage and makes a thunderclap that deafens targets. Dungeon Crawler: You can disarm traps, and become better at Disable Device, Knowledge (dungeoneering), and Knowledge (engineering). Dusk PulseM: Your aether pulse deals nonlethal damage and fatigues targets. Eldritch Knowledge: You become better at Knowledge (arcana), Knowledge (planes), and Knowledge (religion). Fist of the Sky: You create a hand of force that grabs, lifts, and performs combat maneuvers for you. Frightening PulseM: Your aether pulse causes targets to become shaken. Hunter's Instincts: You gain the scent ability and leave no tracks. Lifeleech Pulse: Your aether pulse steals life from a target and redistributes it to one ally (including you). Lock and Key: You create an explosive arcane lock effect.

32

Nightfall: You create an area of darkness. One With Nature: You can speak with animals and gain the wild empathy ability. Pest Control: You create a fog that's toxic to others. Personal Gravity: You ignore difficult terrain and can move on surfaces as if by spider climb. Resonance PulseM: Your aether pulse deals sonic damage, ignores hardness, and shatters objects. Reveal Your Secrets: You identify an object, as the spell. Sickening PulseM: Your aether pulse sickens targets. Sightseer: You can see in the dark and detect invisible creatures. Silver Tongue: You become better at Bluff, Diplomacy, and Intimidate. Surge: You move in a straight line in any direction. Survivalist: You become better at Heal, Knowledge (geography), Knowledge (nature), and Survival. Volksgeist: You become better at Knowledge (history), Knowledge (local), Knowledge (nobility) and Perform. Weatherproofing: You grant an ally an endure elements effect and protection from your area aether pulses. Who Help Themselves: You add your Charisma bonus on saving throws of one type.

Lesser Clauses Abrasive PulseM: Your aether pulse reduces the damage reduction and spell resistance of affected creatures. Airspace Control: You create a region of difficult terrain that grants you concealment. Binding Disagreement: You curse a target, offering them terms that can remove the curse. Caustic PulseM: Your aether pulse deals acid damage and continues to deal acid damage for several rounds. Center of Attention: You fascinate nearby creatures for as long as you concentrate + 5 rounds. Chameleon Clause I: You gain a changeable clause. Chameleon clause I can be taken multiple times. Create Friendship: Charm a creature. Dragon's Teeth: You animate a corpse and control it. Escape Clause: You fake your death, leaving a corpse behind and turning invisible for one round. Exit Stage Right: You teleport a short distance and leave an illusion of yourself behind. Facechanger: You alter your appearance or steal another's. Fade from Sight: You become invisible, as the spell. Feral Rush: You gain the pounce ability. Firewalker: You gain resistance to an energy type. Fly on the Wall: You create a Fine-sized scout. Frostbite PulseM: Your aether pulse deals cold damage and additional Dexterity damage. Gravedigger: You use create pit, creating larger pits at higher levels. Gravity PulseM: Your aether pulse affects targets with a flightbreaker and slow effect.

Greater Clauses Akashic PulseM: Your aether pulse steals essence and dazes targets. Ash Flow: You create a moving cloud of volcanic ash. Balefire Wall: You make a wall of extraplanar fire that can burn those normally immune to flames. Bewitch: You use the suggestion spell and may wipe memories of the suggestion from the target. Chameleon Clause II: You gain a changeable clause. Chameleon clause II can be taken multiple times. Cloaked in Shadow: You can use Stealth in darkness while observed. Opponents near you who can't see you take a –4 penalty to Strength and Dexterity. Concussive PulseM: Your aether pulse knocks targets back. Eyes of Fate: You use vicarious view, except you can see the area as if by deathwatch and see invisibility. Frozen Isolation: You trap a creature in a prison of ice. Ghostly PulseM: Your aether pulse is made of invisible force that affects ethereal and incorporeal creatures. Kinetosis PulseM: Your aether pulse inflicts motion sickness. Immortality Clause: You gain temporary hit points equal to your caster level, and do not age. Maddening PulseM: Your aether pulse confuses targets. Rebind Spell: Counter or undo a dispel magic effect. Roaring PulseM: Your aether pulse deals sonic damage and terrifies creatures that are weaker than you. Secret Message: You use sending and can obscure your identity while doing so. Shadow StrandsZ: You make a shadow-infused solid fog that hinders your foes. Slumber for Eternity: You put a creature to sleep until they're forcibly woken. A successful save exhausts them. Spell Consumption: You use greater dispel magic, and gain temporary hit points based on the spells dispelled. Stained-Glass Mirror: You use a veil effect that damages those who disbelieve it. Stutter Step: You teleport a short distance as an immediate action, gaining a 50% miss chance against an attack. Tar Trap: You create an area of burning tar.

Waking NightmareZ: You create an area of shadow-infused terrain that entangles and unsettles creatures. Winding WoodsZ: You create a zone that disorients and redirects creatures' movements. WritheZ: You create an area of darkness or daylight filled with a black tentacles effect that damages Wisdom.

Final Clauses Agonizing PulseM: Your aether pulse nauseates targets. Always Ready: You use foresight and can communicate telepathically with creatures under its effect. Annihilation PulseM: Your aether pulse disintegrates objects it touches. Banish Into Light: You steal a creature's shadow. Breach: You puncture a hole in reality, disrupting time and distance in the area. Chameleon Clause III: You gain a changeable clause. Chameleon clause III can be taken multiple times. Create Weakness: You make a creature vulnerable to an energy type. Emaciating PulseM: Your aether pulse inflicts negative levels. Fire-Eater: You become immune to a type of energy. Flesh Sculptor: You use baleful polymorph, but can also turn the target into a plant. Fractured Shadows: You become a swarm. Inescapable Domain: You create a short-lived dimensional lock that creatures have difficulty entering and leaving. Into the Night: You use the shadow walk spell. March of the Damned: You use flesh wall, except you can order the wall to move. Now You See Me: You use greater invisibility, can tell when someone can see you anyway, and can blind such creatures by ending the effect. Pactbound Retribution: You use bloodsworn retribution, as the spell. Relinquish: Use break enchantment or control summoned creature spells, or counterspell with greater dispel magic. Ruin: You create an earthquake that also affects creatures as if by antipathy. Shadow RealmZ: You create a massive area of darkness that disorients and warps directions within. Shear Space: You create a gap in space that behaves like an indestructible, opaque wall of force. Singularity: You create a point of extreme gravity. Soul Shackle: You use leashed shackles, except it deals additional damage based on distance. Such Fragile Playthings: You use enemy hammer, and can control the bodies of creatures you damage for 1 round. Switcheroo: You swap places with a creature in response to an attack. Time-Splitting PulseM: Your aether pulse briefly severs targets' connection to time, stunning them for 1 round.

Chapter 3: Clauses & Pulses

Inferno PulseM: Your aether pulse deals fire damage and sets targets ablaze. Insectile Transformation: You transform into a vermin. Light Show: You create one of several light effects. Scream: You cause opponents to become shaken when you use your aether pulse. Sixth Sense: You gain blindsense out to 30 feet. Solar PulseM: Your aether pulse blinds targets. Take Flight: You gain a fly speed. Unbind Spell: Use dispel magic, and on a failed dispel check, you follow it up with another in the next round. Wall of Pain: You create a wall that wracks creatures with unbearable pain.

33

Chapter 3: Clauses & Pulses

Pulse Shapes Shapes do not have grades or level

use a weapon shape in the same

requirements to take them, and can

round as a non-weapon shape, and

be selected multiple times. Each

vice-versa.

additional time an avowed takes a

When a modulation clause is used

shape, he gains the next step of its

with a weapon shape, the modulation's

effect. A shape can be taken up to

effect is applied each time a target

four times, and the benefits for doing

is damaged by the shape. However,

so are cumulative.

attacking a creature multiple times

Each shape has the damage it deals

with a modulation makes its effect

listed in its description. Unless noted,

harder to resist. Each time in a

shape damage scales by avowed

round that a creature succeeds on a

caster level.

save against a modulation applied

A character concentrating on a

to

an

avowed's

weapon

shape,

shape is not barred from using other,

that creature takes a cumulative

non-shape abilities (such as spells

–1 penalty on saves against that

or clauses), and concentration does

modulation for the rest of the round.

not provoke attacks of opportunity

This only applies against the avowed

(though the initial cast of a shape

in question's attacks, and the penalty

will). Ongoing

is reset to 0 when the avowed's next Shapes:

Though

not

turn begins.

listed as a descriptor, some pulse

Weapon Shapes and Bonuses:

shapes, like aether grasp and aether

When using a weapon shape, each of

swarm have an effect that requires

the avowed's attacks with the shape

the avowed maintain or otherwise

are considered part of the spell-like

continue to use them actively. When

ability. This means that, for example,

using a shape in this way, the avowed

a feat that adds a bonus on attack rolls

cannot use other aether pulses unless

with spell-like abilities would add its

otherwise noted. Shapes with a

bonus to weapon attacks while under

duration continue to use the same

the effect of aether channel. However,

modulation they started with unless

if an effect would add additional

they specifically allow the avowed to

damage to a spell-like ability, this

change it.

damage is only applied to the aether

Weapon Shapes: Aether barrage, aether blade, aether channel, aether

pulse

portion.

For

example,

the

Empower Spell-Like Ability feat would

rampage, and aether rounds are

increase the bonus damage added by

weapon shapes. A weapon shape's

aether channel by 50%, but would not

casting time is a free action that does

affect the weapon's damage.

not provoke attacks of opportunity, and every weapon shape has a

Basic Shapes

duration of 1 round. During that

All avowed gain one of the following

round, the avowed can use the shape

two shapes at 1st level. They can

to make weapon attacks as described

select the other one normally.

in the shape's description. Unless they have an ability that allows them to do so, a character cannot use more than one weapon shape in a round— once an avowed uses a weapon shape,

AETHER BLOW Shape; standard action Damage Dice: 1d6/odd level Damage Bonuses: See text.

he must wait for his next turn to use a different one. Likewise, he cannot

34

You channel energy into a creature or object within your reach. Make a melee

touch attack; if it hits, it deals the shape's damage. 2nd Selection: In any round where you have moved at least 10 feet, you add the higher of your Strength and Dexterity modifiers to the damage roll of your aether blow. If your base attack bonus is at least +6, your aether blow's damage increases to 1d6 per caster level in such rounds. If your base attack bonus is at least +11, it increases to 1d6 points of damage per caster level + 1d6 points of damage per odd-numbered caster level. 3rd Selection: As a full round action, you may move up to your speed and use aether blow at any point during the movement. 4th Selection: When using this shape as a full-round action, you may move freely through squares occupied by other creatures, and do not provoke attacks of opportunity for doing so. You still provoke attacks of opportunity for leaving threatened spaces, however. AETHER RAY Shape; standard action Damage Dice: 1d6/odd level Damage Bonuses: See text. You launch a blast of pure energy at an enemy. Make a ranged touch attack against a creature or object within 60 feet; if it hits, it deals the shape's damage. 2nd Selection: In any round where you have moved at least 10 feet, you add the higher of your Strength and Dexterity modifiers to the damage roll of your aether ray. If your base attack bonus is at least +6, your aether ray's damage increases to 1d6 per caster level in such rounds. If your base attack bonus is at least +11, it increases to 1d6 points of damage per caster level + 1d6 points of damage per odd-numbered caster level. 3rd Selection: As a full round action, you may move up to your speed and

Other Shapes Along with aether blow and aether ray, all avowed have access to the following shapes. These shapes are presented in alphabetical order.

AETHER BARRAGE Weapon Shape; free action Damage Dice: 1d6/odd level Damage Bonuses: After selecting this shape three times, you add your Dexterity or Charisma bonus to the damage of each ray (as listed below). You channel your aether pulse into streams of energy that can be fired at targets as ranged touch attacks until the start of your next turn. These are treated as one-handed thrown weapons for the purposes of making attacks, and can be used to make any attacks a real ranged weapon could. Each beam deals the shape's damage on a successful hit, and uses the same modulation applied to this shape (if any). You can target your rays at the same or different targets, just like a normal ranged weapon. Whenever you make a full attack while under the effect of this shape, you can make one extra attack with these beams, as if you were under the effect of a haste spell. This does not stack with the haste spell itself or similar effects, and if you make an attack with this shape, you cannot gain extra attacks other than from your base attack bonus or this effect. As such, Rapid Shot and similar feats do not function with it, though you may still make the attacks from your base attack bonus using other weapons if you wish. Since you

don't gain extra attacks from fighting with multiple weapons (just the haste effect of this shape), you don't take the normal penalties for fighting with two weapons if you do so. 2nd Selection: This shape's range increases, allowing you to make attacks against targets within medium range (100 feet + 10 feet per caster level). 3rd Selection: You add your Dexterity or Charisma bonus (whichever is higher) to the damage of each ray fired with this shape. 4th Selection: The rays you fire with this shape veer towards targets, negating any miss chances that would otherwise apply, such as from concealment. You still have to aim the rays at the right square, if you can't see the targets. Rays mistakenly shot into an empty space do not veer and hit invisible enemies, even if they are nearby. AETHER BEAM Shape; standard action Damage Dice (1st): 1d6/odd level Damage Dice (8th): 1d6/level Damage Dice (15th): 1d6/level + 1d6/ odd level Damage Bonuses: At 1st level, you also add 1/2 your Charisma bonus to your damage roll. At 6th level, you instead add your full Charisma bonus, at 11th level, 1-1/2 times your Charisma bonus, and at 16th level, twice your Charisma bonus. When you use this shape, you create a line-shaped spread of energy 30 feet long that deals the shape's damage to all creatures within its area (Reflex half). Unlike normal line attacks, this shape affects all squares that the line touches, rather than just the lines it passes through. At caster level 6th and every five levels thereafter, the line’s length increases by 30 feet. If you wish, you may choose to create a shorter line (reducing its length in 5-foot increments). 2nd Selection: You can use this shape as a full-round action to treat

your caster level as 5 levels higher for the purposes of the line’s length. 3rd Selection: Using this shape no longer provokes attacks of opportunity. In addition, when you use this shape, you can choose to have the line function normally, effectively halving its width. If you do, its length doubles. 4th Selection: You can accompany your aether beam with a blast of wind. For 1 round after using such a beam, the area of the shape covered is considered to be under the effects of strong wind, blowing in the same direction as the line. At 6th level and every five caster levels thereafter, the wind force is increased by one step. AETHER BLADE Weapon Shape; free action Damage Dice: 1d6/odd level Damage Bonuses: You add your Strength modifier to your damage roll as if this were a one-handed weapon (adding 1/2 if wielded in an off hand, and 1-1/2 if wielded in two hands, as normal).

Chapter 3: Clauses & Pulses

use aether ray at any point during the movement. 4th Selection: When using this shape as a full-round action, you may move freely through squares occupied by other creatures, and do not provoke attacks of opportunity for doing so. You still provoke attacks of opportunity for leaving threatened spaces, however.

You channel your aether pulse to create a weapon-like mass of energy. This aether blade is treated as a one-handed weapon for all purposes, and vanishes after 1 round. Attacks with your aether blade are melee touch attacks, and their base damage is equal to 1d6 per odd caster level you possess. You add your Strength modifier to your damage with an aether blade, as normal for a onehanded weapon, and threaten a critical hit on a natural 20. Weapon Finesse may also be used with an aether blade, even though it isn't a light weapon. 2nd Selection: Your aether blade can extend, allowing you to use it as a reach weapon. You can still attack adjacent creatures with it. 3rd Selection: Your aether blade gains an enhancement bonus on attack and damage rolls of +1 per three caster levels (minimum +1, maximum +6). 4th Selection: You gain a limited form of the pounce ability. When you

35

Chapter 3: Clauses & Pulses

charge while wielding your aether blade, you can make a full attack with it (but not any other weapons). If you have the Aether Duelist feat, you can make attacks with both aether blades, and if you already have the pounce ability (such as from the feral rush clause), you can make a single turn during your charges. AETHER BLAST Shape; standard action Damage Dice (1st): 1d6/odd level Damage Dice (8th): 1d6/level Damage Dice (15th): 1d6/level + 1d6/ odd level Damage Bonuses: At 1st level, you also add 1/2 your Charisma bonus to your damage roll. At 6th level, you instead add your full Charisma bonus, at 11th level, 1-1/2 times your Charisma bonus, and at 16th level, twice your Charisma bonus. You create a spherical spread within 60 feet that deals the shape's damage to everything in the area (Reflex half). The radius of the spread is determined by your caster level, as listed on the table below. If you wish, you may make a spread with a smaller radius (reducing its radius in 5-foot increments). Caster Level

Spread Radius

1st–5th

10 ft.

6th–10th

15 ft.

11th–15th

20 ft.

16th–20th

25 ft.

21st+

30 ft.

2nd Selection: You can use this shape as a full-round action to treat your caster level as 5 levels higher for the purposes of the spread's radius. 3rd Selection: The range of your aether blast increases, allowing you to center the spread within medium range (100 feet + 10 feet per caster level). 4th Selection: When you use your aether blast, you may create a second spread within range that functions identically to the first (including

36

modulations and being able to reduce its radius, if you wish). A creature or object that is within the area of both spreads is only affected once, however. AETHER BREATH Shape; standard action Damage Dice (1st): 1d6/odd level Damage Dice (8th): 1d6/level Damage Dice (15th): 1d6/level + 1d6/ odd level Damage Bonuses: At 1st level, you also add 1/2 your Charisma bonus to your damage roll. At 6th level, you instead add your full Charisma bonus, at 11th level, 1-1/2 times your Charisma bonus, and at 16th level, twice your Charisma bonus. When you learn this shape, choose line or cone. When you use this shape, you exhale to create a line- or a coneshaped spread (depending on your choice) of horrific energy that deals the shape's damage to everything in the area (Reflex half). This shape counts as a breath weapon for the purposes of abilities and effects, as well as for requirements and prerequisites. Using this shape does not provoke an attack of opportunity. The length of your breath is determined by your caster level, as listed on the table below. If you wish, you may have your breath fill a smaller area (reducing its length in 5-foot increments). Caster Level

Cone

Line

1st–5th

15 ft.

30 ft.

6th–10th

30 ft.

60 ft.

11th–15th

45 ft.

90 ft.

16th–20th

60 ft.

120 ft.

21st+

75 ft.

150 ft.

2nd Selection: You can use this shape as a full-round action to treat your caster level as 5 levels higher for the purposes of your breath's length. 3rd Selection: You can use both the line and the cone version of this shape, regardless of which you chose the first time you selected it.

4th Selection: The energy of your breath takes on a sticky texture. Creatures that fail their Reflex saves against your aether breath also become entangled for a number of rounds equal to the number of times you've selected this shape. AETHER CASCADE Shape; standard action Damage Dice: 1d6/odd level Damage Bonuses: None You fire an arcing ray at a target within 60 feet. If it hits, it deals the shape's damage, then arcs to another valid target you can see within 30 feet of the target hit. Each arc requires a ranged touch attack to hit, and functions just like the first ray. You can repeat this process a number of times equal to your caster level (including the first arc). You can only attack a given target once per use of this shape. 2nd Selection: This shape's range increases, allowing you to make your first attack against a target within medium range (100 feet + 10 feet per caster level) and subsequent attacks against targets within close range (25 feet + 5 feet per two caster levels) of the last target hit. 3rd Selection: Your aether cascade can loop back to one of the targets you've already struck, attacking them again with an arc. You can use this ability once per use of the shape. 4th Selection: You can arc your aether cascade to targets you can't see from your own position. You can draw your line of sight and line of effect from within a given target's space as you hit them, in order to choose your next target. AETHER CHANNEL Weapon Shape; free action Damage Dice (1st): Weapon dice or 1d6/odd level Damage Dice (4th): Weapon dice + 1d6/odd level (see text) Damage Bonuses: As weapon attack.

attacks do not benefit from the added damage. 2nd Selection: When using this shape, the enhancement bonus applied to your melee weapon attack and damage rolls is increased by +1, plus an additional 1 per five caster levels, up to a maximum enhancement bonus of +5. A nonmagical weapon is treated as having an enhancement bonus of +0 for the purposes of this effect. 3rd Selection: When you use this shape, you can make one additional weapon attack during a full attack this round, as if you were under the effect of a haste spell. This does not stack with the haste spell itself or similar effects. 4th Selection: You gain the pounce ability while affected by this shape, allowing you to make a full attack when you charge. If you already have the pounce ability (such as from the feral rush clause), you can make a single turn during your charges.

Aether channel fills one's weapons with power.

AETHER COMMAND Shape; standard action Damage Dice: 1d6/odd level Damage Bonuses: See text As a standard action, you can allow a willing ally other than yourself that you can see within 60 feet to make a single attack with a weapon they are wielding. This attack is made as a free action (even though it isn't their turn), and gains the following benefits. The attack can use this shape's damage instead of the weapon's normal base damage. This is the same damage type the weapon normally deals, but counts as magic for the purposes of overcoming damage reductions. Size changes do not affect this damage, and for the purposes of critical hits, Vital Strikes, and similar effects, the attack still uses the weapon's original base damage. The modulation clause (if any) applied to this shape is applied to any targets damaged with the affected weapons, as if it were an aether pulse. If such a modulation would change the aether pulse's damage type, you may choose to have all the damage dealt by their weapon attack become that type instead of its normal type. In addition, if this attack would add the ally's Strength modifier—or a different modifier used in place of Strength—to the damage roll, it instead adds 1-1/2 times that modifier to the damage roll. This happens regardless of how many hands it is wielded in or if it normally wouldn't be able to do so (such as with a composite bow or light weapon). All damage dealt by this attack is considered to be your aether pulse damage, in addition to being the ally’s weapon attack. As such, any effects or abilities that would increase or decrease the effects

Chapter 3: Clauses & Pulses

You charge your body and weapon with the power of your aether pulse, rather than firing it off at a foe. Until the start of your next turn, your melee weapon attacks can use this shape's damage instead of the weapon's normal base damage dice. This is the same damage type the weapon normally deals, but counts as magic for the purposes of overcoming damage reductions. Size changes do not affect this damage, but the number of damage dice is halved for off-hand weapons. For the purposes of critical hits, Vital Strikes, and similar effects, the attack still uses the weapon's original base damage. The modulation clause (if any) applied to this shape is applied to any targets damaged with the affected attacks, as if they were aether pulses. If such a modulation would change the aether pulse's damage type, you may choose to have all the damage dealt by your weapon attack (including the weapon's damage and any bonuses) become that type instead of its normal type. Starting at caster level 4th, this shape instead adds its damage to on top of your weapon's base damage dice. When you use this shape, you must choose to either empower a single weapon or empower all of your weapons. In the latter case, the number of additional damage dice added by the shape is halved. Regardless of your choice, you add the damage for 1 round. Using the two-weapon fighting rules with a single weapon (such as a monk's flurry of blows) counts as multiple weapons for the purposes of this shape. This damage is only added to attacks gained from base attack bonus, haste and similar effects, off-hand weapons, natural weapons, and attacks of opportunity. Other extra

37

Chapter 3: Clauses & Pulses

of your aether pulse apply to the granted attack. 2nd Selection: You may use this shape as a swift action. If you do so, you are treated as having a shape active until the start of your next turn for the purposes of using other aether pulses. You cannot use this ability if you have used a different shape during your turn. 3rd Selection: Instead of substituting the shape's damage for your weapon's damage, you may choose to add that damage on top of the weapon's. If the modulation would change the aether pulse's damage type you may choose to have either your entire attack (including the weapon's damage) become that damage type, or just the additional damage from the shape. The additional damage this effect is treated as though you were the source for the purposes of interacting with other abilities and effects, rather than being from the attacking creature. 4th Selection: The targeted ally may move up to half their speed before or after the attack granted by this shape. This movement does not provoke attacks of opportunity. AETHER ERUPTION Shape; standard action Damage Dice (1st): 1d6/odd level Damage Dice (8th): 1d6/level Damage Dice (15th): 1d6/level + 1d6/ odd level Damage Bonuses: At 1st level, you also add 1/2 your Charisma bonus to your damage roll. At 6th level, you instead add your full Charisma bonus, at 11th level, 1-1/2 times your Charisma bonus, and at 16th level, twice your Charisma bonus. You create a spread of aether centered in your space that deals the shape's damage to everything in the area (Reflex half). The radius of the spread is determined by your caster level, as listed on the table below. If you wish, you may make a spread with a smaller radius (reducing the distance in 5-foot increments).

38

Caster Level

Spread Radius

1st–5th

20 ft.

6th–10th

25 ft.

11th–15th

30 ft.

16th–20th

35 ft.

21st+

40 ft.

2nd Selection: You can use this shape as a full-round action to treat your caster level as 5 levels higher for the purposes of the spread's radius. 3rd Selection: Using this shape no longer provokes attacks of opportunity. 4th Selection: When you use this shape, you can cause it to continue in a wave past its initial area. If you do, you create a spread at the start of your next turn, centered in the same place as the initial spread. This spread's area is a ring ranging from the edge of the original area to twice that area's radius, and is otherwise identical to the initial use of the shape, including any modulation clauses applied. For example, if a 6thlevel avowed used this shape in this way, he would first create a 25-foot spread around himself, then a ring-shaped spread ranging from 25 feet to 50 feet away from the center point of the first one. AETHER GRASP Shape; standard action Damage Dice: 1d6/odd level Damage Bonuses: None You imbue your body with your power, allowing you to detonate an aether pulse at point-blank range against a creature. When you use this shape, make a grapple attempt against a creature within your reach. Neither this grapple attempt nor this shape provoke attacks of opportunity, and you only need one free hand to make this grapple attempt. You gain a bonus equal to 4 + 1/2 your caster level on combat maneuver checks and to your CMD against grapple attempts when using this ability, including when maintaining the grapple. If you possess

the Weapon Finesse feat, you can use your Dexterity instead of your Strength when calculating your CMB for grapple attempts made as part of this shape. If you successfully grapple the target, you discharge your aether pulse against them, dealing this shape's damage and affecting them with the modulation applied alongside this shape (if any). You also discharge another aether pulse against them when you successfully maintain your grapple. Knowing this shape counts as Dexterity 13, Improved Unarmed Strike, and Improved Grapple for the purposes of taking feats that have Improved Grapple as a prerequisite. In addition, for the purposes of taking such feats, your base attack bonus from avowed class levels is equal to your avowed level. While this shape uses a grapple as its primary mechanic, it does not necessarily have to be wrestling or a hold. Some other possibilities might be to create a "jaw" of aether to latch onto your foe, to wrap the target in mystic threads, or even just to hold them telekinetically as well as physically. 2nd Selection: You may use your caster level instead of your base attack bonus on combat maneuver checks and to your CMD against grapple attempts when using this ability, including when maintaining the grapple. In addition, the freedom of movement spell and similar effects no longer grant immunity to your grapples—instead, a creature under such an effect gains a +5 bonus to their CMD against your grapple attempts. 3rd Selection: As a full-round action, you can use this shape to make a grapple attempt against a creature you can see within 30 feet. If you succeed, you do not move them to an adjacent space as you would for a normal grapple, and are not considered to be grappled (though the opponent still is). The target remains grappled in their space, and can attempt to escape as normal but cannot attempt to reverse the grapple against you unless they can reach you.

AETHER RAMPAGE Weapon Shape; free action Damage Dice: 1d6/odd level Damage Bonuses: You add your Strength modifier to your damage rolls, as if this were a primary natural weapon When you first learn this shape, choose claws, slams, tentacles, or wing attacks. When you use this shape, you wrap your arms in energy, creating a set of natural weapons that extend from your hands. You gain two primary natural attacks of the type that you chose when you learned this shape. They remain until the start of your next turn, deal the shape's damage (plus your Strength modifier, as if it were a primary natural weapon) on a successful hit, and threaten a critical hit on a natural 20. They are otherwise treated as normal weapons of their type, except they take up your hands, much like claws. 2nd Selection: The natural weapons from this shape gain a +1 enhancement bonus per 4 caster levels (minimum +1). If they already had an enhancement bonus (such as from an amulet of mighty fists), you instead increase that enhancement bonus by this amount. This allows you to gain an enhancement bonus greater than +5, and a total bonus greater than +10. 3rd Selection: You gain the rend special ability with your aether rampage. Once per round, when you hit a creature with both of the natural weapons from this shape, you deal damage to them equal to your caster level. This damage counts as another hit for the purposes of any modulation applied to this shape. 4th Selection: You gain the pounce ability while affected by this shape, allowing you to make a full attack when

you charge. If you already have the pounce ability (such as from the feral rush clause), you can make a single turn during your charges. AETHER RETALIATION Shape; immediate action Damage Dice: 1d6/odd level Damage Bonuses: None You react to a foe, firing off an aether pulse at close range to deter further attacks. You can use this shape after a melee attack is made against you (regardless of whether or not it hits), and can use it even if you're currently maintaining or using another shape, including weapon shapes. You fire a specialized aether pulse at your attacker, making a melee or ranged touch attack (your choice) to hit them, and dealing the shape's damage on a successful hit. This aether pulse does not provoke attacks of opportunity. 2nd Selection: When you use this shape, you can forgo the attack and instead deal the shape's damage to everything within 5 feet of you (Reflex half). 3rd Selection: When you use the area-of-effect version of this shape, you can choose to affect everything within 10 feet of you instead. 4th Selection: A creature hit by your aether retaliation (if you used it to attack) or that fails its Reflex save (if you used the area-of-effect version) is pushed 5 feet directly away from you by the energy. If this would push them into the space of another creature or an interposing object, they stop being pushed after moving as far as possible. AETHER ROUNDS Weapon Shape; free action Damage Dice (1st): Weapon dice or 1d6/odd level Damage Dice (4th): Weapon dice + 1d6/odd level (see text) Damage Bonuses: As weapon attack. You charge your ranged weapons, enhancing their force and power with

your aether pulse. Until the start of your next turn, your ranged and thrown weapon attacks can use this shape's damage instead of the weapon's normal base damage dice. This is the same damage type the weapon normally deals, but counts as magic for the purposes of overcoming damage reductions. Size changes do not affect this damage, but the number of damage dice is halved for off-hand weapons and attacks that target touch AC. For the purposes of critical hits, Vital Strikes, and similar effects, the attack still uses the weapon's original base damage. The modulation clause (if any) applied to this shape is applied to any targets damaged with the affected attacks, as if they were aether pulses. If such a modulation would change the aether pulse's damage type, you may choose to have all the damage dealt by your weapon attack (including the weapon's damage and any bonuses) become that type instead of its normal type. Starting at caster level 4th, this shape instead adds its damage to on top of your weapon's base damage dice. When you use this shape, you must choose to either empower a single weapon or empower all of your weapons. In the latter case, the number of additional damage dice added by the shape is halved. Regardless of your choice, you add the damage for 1 round, and the amount of additional damage dice is halved for attacks that target touch AC (potentially again, if empowering multiple such weapons). Using the two-weapon fighting rules with a single weapon (such as a monk's flurry of blows) counts as multiple weapons for the purposes of this shape. This damage is only added to attacks gained from base attack bonus, haste and similar effects, off-hand weapons, natural weapons, and attacks of opportunity. Other extra attacks do not benefit from the added damage. 2nd Selection: When using this shape, the enhancement bonus applied to your ranged projectile attack and

Chapter 3: Clauses & Pulses

4th Selection: You no longer need a free hand to use this shape and maintain the grapples started with it. You must still follow all the other rules of grappling, but can use your hands freely while doing so.

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damage rolls is increased by +1, plus an additional 1 per five caster levels, up to a maximum enhancement bonus of +5. A nonmagical weapon is treated as having an enhancement bonus of +0 for the purposes of this effect. In addition, you can create phantom ammunition out of aether, generating and loading each shot from a projectile weapon as a free action just before you fire (even if it isn't your turn). This ammunition is treated as magic for the purposes of overcoming damage reduction and affecting incorporeal creatures, and vanishes after the attack (regardless of whether you hit). You can freely mix attacks with this ammunition and normal ammunition, if you wish. This works even if you are using thrown weapons, creating a phantom version of your weapon to throw during each attack while leaving the weapon itself in your hand. 3rd Selection: When you use this shape, you can make one additional weapon attack during a full attack this round, as if you were under the effect of a haste spell. This does not stack with the haste spell itself or similar effects. 4th Selection: Your aether rounds ignore the effects of weather and wind (including wind wall and similar effects). AETHER SWARM Shape; standard action Damage Dice: 1d6/odd level Damage Bonuses: None You transform your aether pulse into innumerable motes of energy often shaped like swarming insects or pests. When you use this shape, you fill two contiguous 5-foot cubes within 10 feet of you with your aether swarm. Your aether swarm can share spaces with creatures freely, and at the end of each of your turns, every creature other than you within the area of the swarm is takes the shape's damage (no save) If you wish, you may have the swarm damage objects as well.

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The swarm remains until the start of your next turn, at which point you can choose to maintain it by concentrating as a move action. When you do, you can move it up to 15 feet in any direction. You can reorganize the cubes that make up your aether swarm freely, so long as each is still adjacent to at least one other after the movement ends. You must always have line of effect to at least one space of your aether swarm, but can otherwise move it freely. When you maintain your aether swarm, you can keep the same modulation clause (if any) or replace the previouslyapplied one with a different one. You cannot use another shape while you maintain an aether swarm, but you can use other abilities freely. 2nd Selection: Your aether swarm takes up four 5-foot cubes, and can be created within 20 feet of you. When you maintain the swarm, it can move up to 30 feet instead of 15. 3rd Selection: As a standard action while you maintain your aether swarm, you can cause the swarm to surge within or past its area. Choose up to three 5-foot spaces within or adjacent to your ­aether swarm. You choose these spaces one at a time, and treat each alreadychosen space as part of your swarm for the purposes of the choosing the next space (so you could, for example, extend a line three spaces long from your swarm, choose three spaces that are already within the swarm, or choose a mix of spaces within and adjacent to the swarm). You deal damage to everything in the chosen spaces as if you had ended your turn with them within your aether swarm. Then, at the end of your turn, treat these spaces as part of your aether swarm for the purposes of dealing the swarm's damage (potentially damaging a target twice in a round). This ability does not provoke attacks of opportunity. 4th Selection: Your aether swarm takes up eight 5-foot cubes (the space of a normal swarm creature), and can be created within 30 feet of you. When

you maintain the swarm, it can move up to 45 feet instead of 30. AETHER WRATH Shape; standard action Damage Dice (1st): 1d6/odd level Damage Dice (8th): 1d6/level Damage Dice (15th): 1d6/level + 1d6/ odd level Damage Bonuses: At 1st level, you also add 1/2 your Charisma bonus to your damage roll. At 6th level, you instead add your full Charisma bonus, at 11th level, 1-1/2 times your Charisma bonus, and at 16th level, twice your Charisma bonus. You create a cylinder-shaped spread of energy within medium range (100 feet + 10 feet per caster level) that deals the shape's damage to everything in the area (Reflex half). The radius and height of the cylinder are determined by your caster level, as listed on the table below. If you wish, you may make a cylinder with a smaller radius or height (reducing each variable in 5-foot increments). Caster Level

Radius

Height

1st–5th

5 ft.

10 ft.

6th–10th

10 ft.

100 ft.

11th–15th

15 ft.

1,000 ft.

16th–20th

20 ft.

10,000 ft.

21st+

25 ft.

100,000 ft.

2nd Selection: You can use this shape as a full-round action to treat your caster level as 5 levels higher for the purposes of the spread's radius and height. 3rd Selection: The range of this shape doubles, to 200 feet + 20 feet per caster level. 4th Selection: When you use your aether wrath, you may choose for the cylinder to extend down, rather than up, from starting point. This means that you can potentially start the aether wrath above a target you cannot see (such as one on the other side of a castle wall), then rain the effect down on top of them.

Least Clauses

ATHLETIC EDGE Least (2nd); standard action Spell Resistance no (targets self) You imbue yourself with power that lets you move faster and easier. You gain a +2 bonus on Acrobatics, Climb, and Fly checks. Whenever you make a check with one of these skills, you roll two d20s and take the better result. In addition, you can always take 10 on checks with these skills, even when you're threatened or distracted. This is a permanent effect, and lasts until dispelled or dismissed. AQUATIC AFFINITY Least (2nd); standard action Spell Resistance no (targets self)

You become at home in the water. Your base land and swim speeds become equal—if you have a land speed and no swim speed, you gain a swim speed equal to your base land speed, and vice-versa. If you already have both movement modes, then the lower speed is increased to equal the greater. In addition, you can breath both water and air, and can walk on water as if it were solid ground. This is a permanent effect, and lasts until dispelled or dismissed. BLEND IN Least (2nd); standard action Spell Resistance no (targets self) You imbue yourself with power that makes you hard to notice and remember. You gain a +2 bonus on Disguise, Sleight of Hand, and Stealth checks. Whenever you make a check with one of these skills, you roll two d20s and take the better result. In addition, you can always take 10 on checks with these skills, even when you're threatened or distracted. This is a permanent effect, and lasts until dispelled or dismissed. BONECHILLING PULSE Least Modulation Spell Resistance no Your aether pulse takes the form of a freezing, biting wind that deals cold damage. Any creature damaged by it has their movement speeds reduced by half for 1 round. Successive hits with a bonechilling pulse increase the duration of this effect, rather than further halving movement speeds. COVER OF DARKNESS Least (2nd); standard action Spell Resistance no (targets self) You wrap yourself in solid shadows, obscuring your form and turning away blows. You gain concealment (20% miss chance) against ranged attacks and a +1 deflection bonus to AC. This deflection bonus increases by +1 for every five caster

levels you possess (up to a maximum of +5 at 20th level). This is a permanent effect, and lasts until dispelled or dismissed. DEAFENING PULSE Least Modulation Spell Resistance yes Your aether pulse deals electricity damage, and the arc of lightning creates a resounding clap of thunder that deafens a creature damaged by it for 1 minute unless they succeed at a Fortitude save. In addition, a creature damaged by this aether pulse becomes dazzled for 1 minute (no save). DUNGEON CRAWLER Least (2nd); standard action Spell Resistance no (targets self) You enhance your adventuring skills. You gain the ability to disarm magical traps as a rogue can, and gain a +2 bonus on Disable Device, Knowledge (dungeoneering), and Knowledge (engineering) checks, and can make these checks untrained if you normally couldn't. Whenever you make a check with one of these skills, you roll two d20s and take the better result. In addition, you can always take 10 on checks with these skills, even when you're threatened or distracted. This is a permanent effect, and lasts until dispelled or dismissed.

Chapter 3: Clauses & Pulses

AIR LOCK Least (2nd); standard action Spell Resistance no (targets self) You shift air, heat, and moisture around you, allowing you to create a region of comfortable weather within 30 feet of you. You can adjust the air temperature to anywhere from 40°F to 90°F, and may reduce (or increase) nonmagical wind conditions to a pleasant breeze within the area. If you wish, you may have the area disperse incoming precipitation towards the edges, keeping you dry. This effect remains centered on you until you dismiss it, though it can be dispelled as normal. You can activate the clause again to change how you've affected the surrounding environment, overriding your previous decisions regarding its effect, and can dismiss the clause as a free action. Creatures within the area gain a +4 bonus on saving throws against gas-based attacks or effects, and you can disperse such an effect within the area as a standard action. In addition, creatures within the area gain a +2 bonus on saving throws against effects that deal fire or cold damage. You can suppress or resume these protections as a free action.

DUSK PULSE Least Modulation Spell Resistance yes You draw on the Plane of Shadows, striking the target's strength and leaving them in a torpor. Your aether pulse deals nonlethal damage, and a creature damaged by it must succeed at a Fortitude save or become fatigued for 1 minute. Multiple failed saves against this modulation do not escalate the condition to exhaustion; instead, they increase the duration by 1 minute per failed save. The modulation may still increase fatigue to exhaustion if a

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Chapter 3: Clauses & Pulses

creature is fatigued from another effect, and other effects that would fatigue an affected creature will still exhaust them. ELDRITCH KNOWLEDGE Least (2nd); standard action Spell Resistance no (targets self) You tap into a well of knowledge beyond your being. You gain a +2 bonus on Knowledge (arcana), Knowledge (planes), and Knowledge (religion) checks, and can make these checks untrained if you normally couldn't. Whenever you make a check with one of these skills, you roll two d20s and take the better result. In addition, you can always take 10 on checks with these skills, even when you're threatened or distracted. This is a permanent effect, and lasts until dispelled or dismissed. FIST OF THE SKY Least (2nd); standard action Spell Resistance no You create a visible hand of force in an space you can see within 60 feet of you (even in the air). It takes one of the following actions when it appears: • It grabs at a creature within 5 feet of it. That creature must succeed at a Reflex save or become unable to move from their space until they escape the hand (which they can attempt to do so by making another Reflex save as a standard action). • It makes a combat maneuver attempt against a creature within 5 feet of it. Its combat maneuver bonus is equal to your caster level + your Charisma modifier, and its combat maneuver defense is equal to 10 + your caster level + twice your Charisma modifier. It ignores an opponent's special size bonus (if any) to CMB and CMD. • It gently lifts an object. The hand can lift up to 100 pounds per caster level, and can be directed to drop what it's holding as a free action.

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The hand created by this clause lasts for 1 round per caster level, and in subsequent turns can be directed by recasting the clause, allowing it to move up to 30 feet in any direction and take another one of the actions listed above, instead of creating a new hand. FRIGHTENING PULSE Least Modulation Spell Resistance yes You imbue your aether pulse with the essence of terror. A creature damaged it must succeed at a Will save or become shaken for 1 minute. This effect cannot create a stronger fear condition than shaken. This is a mind-affecting fear effect, but a creature that is immune to being shaken is still affected by the rest of your aether pulse. HUNTER'S INSTINCTS Least (2nd); standard action Spell Resistance no Your senses sharpen and your presence dampens. You gain the scent ability and can choose to leave no tracks behind you, as if by a pass without trace spell. You may extend the pass without trace effect to any allies within 30 feet of you, if you wish, allowing them to leave no

tracks for as long as they remain in that area. This is a permanent effect, and lasts until dispelled or dismissed. LIFELEECH PULSE Least Modulation Spell Resistance no Your aether pulse creates a short-lived link between a target and another creature, transferring life force from the former to the latter. Once per round, when you deal damage to a creature with this aether pulse, you may have an ally you can see within 60 feet gain temporary hit points equal to half the damage dealt. These temporary hit points cannot bring the creature above their maximum hit points, and last for 1 minute or until used. LOCK AND KEY Least (2nd); standard action Spell Resistance no You use arcane lock, as the spell, except that if the locked object is opened while you are within 1 mile of it, you are notified with a telepathic chime, much like an alarm spell. If you wish, you may also trap the object: when someone opens your arcane lock, either by dispelling it or unlocking it with a

Personal gravity lets an avowed always keep their footing.

NIGHTFALL Least (2nd); standard action Spell Resistance no You usher a cloud of darkness into existence. When you use this clause, you create a darkness effect (as the spell) surrounding an object you touch, except that its duration is permanent. You are aware of the location of each creature within this darkness, though this does not allow you to ignore the miss chance from not seeing them. Starting at caster level 7th, you can create a deeper darkness effect with this clause instead of darkness. You can only have one area of darkness created with this effect at a time; if you use this clause again while one already exists, the older one ends. ONE WITH NATURE Least (2nd); standard action Spell Resistance no (targets self) You transform your very being, becoming closer to the natural world. You gain the benefits of the speak with animals spell and the wild empathy ability as a druid of your caster level. This is a permanent effect, and lasts until dispelled or dismissed. PERSONAL GRAVITY Least (2nd); standard action Spell Resistance no (targets self) You can adjust your frame of reference and how gravity affects you. While this doesn't allow you to fly, you become

incredibly sure-footed, allowing you to walk on top of difficult terrain, ignoring it completely. In addition, you can walk on walls and ceilings as easily as you do floors, gaining the benefit of the spider climb spell, except you do not need a free hand to climb. This is a permanent effect, and lasts until dispelled or dismissed. PEST CONTROL Least (1st); standard action Spell Resistance no You create a cloud of poisonous mist that saps the vitality of others. When you use this clause, you make a 10-foot-radius spread of mist centered on your location. This mist does not block line of sight, but creatures within it gain concealment. In addition, other creatures in the cloud are fatigued for as long as they remain within it (no save). Small insects such as mosquitos that enter the cloud die instantly (though this does not have any effect on monstrous vermin and the like, and the movements of swarms disperse the mist enough that they are merely fatigued, rather than killed). If you wish, you can create a mist that only has this effect, rather than fatiguing all creatures. This mist lasts for 1 minute, and does not move with you. A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 1 round. A fireball, flame strike, or similar spell immediately disperses the mist. RESONANCE PULSE Least Modulation Spell Resistance no Your aether pulse deals sonic damage and ignores hardness. In addition, choose one of the following effects: • Every object damaged by it is affected as if by a area-ofeffect version of the shatter spell (attended objects are not affected unless you specifically target them or their bearer rolls a natural 1 against an area shape, as normal).

• One object damaged by it is affected as if by the single-target version of the shatter spell. REVEAL YOUR SECRETS Least (1st); standard action Spell Resistance no You read an object's true nature. As part of this clause, you touch a single magic item, or object bearing writing (including a book or scroll); in an instant, you read the contents of any writing on or within the touched item, and can attempt to ascertain the properties of a magic item you touch, as if you had concentrated on the identify spell for 3 rounds. This does not allow you to attempt to identify items more often than you otherwise could. In addition, when you use this clause, if you have blank sheets of paper or parchment within your reach, you may copy up to 100 pages of writing from the touched object onto the paper. You do not copy any magical properties of the writing when you do so, and you cannot copy spellbooks in this way. You can use this clause again on the object to continue copying text, if there is more to transfer.

Chapter 3: Clauses & Pulses

Disable Device check or knock spell, it explodes, dealing 1d6 points of damage per odd-numbered avowed caster level to each creature within 5 feet of the lock. A successful Reflex save halves this damage. This clause's effect can be found and disabled as if it were a magic trap. Unlike other traps, both the Disable Device and Perception DCs for this clause are equal to 10 + your caster level. You may designate other people to be able to open or ignore your arcane locks safely, and may rescind this designation at any time as a free action.

SICKENING PULSE Least Modulation Spell Resistance yes Your aether pulse saps the target's health. A creature damaged by it must succeed at a Fortitude save or become sickened for 1 minute. SIGHTSEER Least (2nd); standard action Spell Resistance no (targets self) Your eyes pierce the mortal world. You can see invisible creatures, as if by the see invisibility spell. In addition, for the purposes of your sight, you treat areas of darkness (even magical darkness) as being lit normally. This is a permanent effect, and lasts until dispelled or dismissed.

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Chapter 3: Clauses & Pulses

SILVER TONGUE Least (2nd); standard action Spell Resistance no (targets self) You psychically enhance your social skills. You gain a +2 bonus on Bluff, Diplomacy, and Intimidate checks. Whenever you make a check with one of these skills, you roll two d20s and take the better result. In addition, you can always take 10 on checks with these skills, even when you're threatened or distracted. This is a permanent effect, and lasts until dispelled or dismissed. SURGE Least (2nd); move action (see text) Spell Resistance no (targets self) Assisted by a burst of magical power and an outpouring of energy, you move in a straight line a distance up to your land speed, in any direction (though upward movement costs double). If this movement it ends somewhere that can't support you, you fall unless you can otherwise remain there (such as a fly speed to hover). You can use this clause as part of a change instead of taking the normal charge movement, though you must still obey the same restrictions on having an unhindered path to do so.

SURVIVALIST Least (2nd); standard action Spell Resistance no (targets self) You are at home in the wilderness. You gain a +2 bonus on Heal, Knowledge (geography), Knowledge (nature), and Survival checks, and can make these checks untrained if you normally couldn't. Whenever you make a check with one of these skills, you roll two d20s and take the better result. In addition, you can always take 10 on checks with these skills, even when you're threatened or distracted. This is a permanent effect, and lasts until dispelled or dismissed.

you're threatened or distracted. This is a permanent effect, and lasts until dispelled or dismissed. WEATHERPROOFING Least (1st); standard action Spell Resistance yes With a touch, you grant a creature (or yourself) the benefits of the endure elements spell for 24 hours. In addition, a creature under the effect of this ability is unaffected by your aether pulses that create an area of effect (including through abilities such as the Lingering Pulse feat, and extra effects granted by shapes such as aether spark).

VOLKSGEIST Least (2nd); standard action Spell Resistance no (targets self) You reach out, learning from the collective knowledge of those around you. You gain a +2 bonus on Knowledge (history), Knowledge (local), Knowledge (nobility), and Perform checks, and can make these checks untrained if you normally couldn't. Whenever you make a check with one of these skills, you roll two d20s and take the better result. In addition, you can always take 10 on checks with these skills, even when

WHO HELP THEMSELVES Least (2nd); standard action Spell Resistance no (targets self) You make your own luck, gaining a bonus equal to your Charisma modifier (up to a maximum of your caster level) on Fortitude, Reflex, or Will saves (chosen when you use this clause). You can only gain this bonus to one save at once, but can use this clause again to change which save you've selected. This is a permanent effect, and lasts until dispelled or dismissed.

You create a telekinetic field that subtly enhances your movements and hinders your foes'. While this clause is in effect, other creatures (even flying creatures) treat spaces within 5 feet of you as difficult terrain, and you gain concealment (20% miss chance), though you cannot use this concealment to make Stealth checks. This is a permanent effect, and lasts until dispelled or dismissed.

action for the creature to take (such as "confess your crimes to the proper authorities," "climb to the highest peak of the far northern mountains," or even an impossible task, if you wish). If the creature takes that action, the curse is lifted, as if by a remove curse spell. A creature cursed by this clause is always aware of what the terms of their curse are, even if they do not speak your language or did not hear you say them.

BINDING DISAGREEMENT Lesser (4th); standard action Spell Resistance yes With a touch, you emulate the bestow curse spell against a creature. When you do so, you must vocalize a term or

CAUSTIC PULSE Lesser Modulation Spell Resistance no Your aether pulse deals acid damage, and any creature hit by it takes 1 point acid damage per damage die of the

Lesser Clauses ABRASIVE PULSE Lesser Modulation Spell Resistance no Your aether pulse drills through defenses both physical and magical. A creature damaged by it must succeed at a Will save or any damage reduction and spell resistance it has are reduced by 5 points for 1 minute. Successive uses of this modulation stack, but a creature can only have its DR or SR reduced once per round by this effect, regardless of how many times you damage them with an aether pulse. AIRSPACE CONTROL Lesser (3rd); standard action Spell Resistance no

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CENTER OF ATTENTION Lesser (5th); standard action Spell Resistance yes You send out a wave of psychic energy, causing others to look your way. All opponents within 40 feet that can perceive you must succeed at a Will save or become fascinated for as long as you concentrate on this clause (up to a maximum of 1 round per caster level) and 5 rounds thereafter. This effect only works on creatures with less Hit Dice than you have caster levels, and any hostile actions taken towards them end the fascinate condition, as normal. After being fascinated, a creature's attitude towards you improves by one step. This is a mind-affecting effect. CHAMELEON CLAUSE I Lesser (3rd); standard action Spell Resistance no (targets self) You temporarily gain access to a least clause you do not already know. For 24 hours, you can use that clause freely, but cannot use this one. Once this duration is up, any non-instantaneous effects from the gained clause end. This clause's effect cannot be dispelled or suppressed; you retain the use of the new clause until it ends. Unlike other clauses, you can take this clause multiple times. You track each chameleon clause effect you have separately, for the purposes of temporary access and losing access to a given instance of it. CREATE FRIENDSHIP Lesser (4th); standard action Spell Resistance yes You charm a creature you can see within 60 feet, as if by the charm monster spell (Will negates). This effect lasts for 1 day per caster level, but you can only have one creature charmed at

once; if you successfully charm another creature with this clause, the previous charm ends. DRAGON'S TEETH Lesser (4th); standard action Spell Resistance no You touch a corpse and draw an imprint of its former life back to it, creating a particularly powerful, but short-lived, undead. When you use this clause, you can touch the dead body of a formerlyliving creature that had a skeletal system or exoskeleton. Make a caster level check with a DC equal to 6 + the dead creature’s Hit Dice (including class levels). If you fail, the corpse crumbles to dust immediately, but if you succeed, it is instead turned into a specialized undead creature, gaining the husk simple template (see the sidebar below). This creature remains animated in this way for 1 round per caster level or until you use this clause to create a different Husk at which point it crumbles to dust. You may also dismiss it as a free action, causing it to be destroyed in the same manner. Alternatively, if you provide the proper amount of onyx gems, you can emulate the animate dead spell, creating a permanent undead creature under your command. ESCAPE CLAUSE Lesser (3rd); immediate action Spell Resistance no (targets self) You cloak yourself in shadows and use those same shadows to fake your own death. You can only use this clause in response to being targeted by or caught within the area of an opponent's attack or effect. You become invisible (as the invisibility spell) until the end of your next turn and immediately can move up to 5 feet without provoking attacks of opportunity. If you used this clause in response to an attack, that attack suffers a 50% miss chance unless the attacker can see invisible creatures. The invisibility from this clause ends if you take any action other than a free action,

after you complete that action (or as you take it, in the case of an offensive action). After using this clause, you are staggered for 1 round. In addition, you create an semi-real illusory duplicate in the space you occupied when you used this clause; this duplicate appears to be your corpse (including any disguises, magical or otherwise, that you wear), though a thorough examination (Perception DC 10 + your caster level; this requires 1 minute) will reveal its true nature. Equipment taken from the false corpse is useless, but seems real until used. The body you create disperses into shadowstuff after one hour, vanishing without a trace. EXIT STAGE RIGHT Lesser (4th); standard action Spell Resistance no (targets self) You teleport to a space within close range (25 feet + 5 feet per 2 caster levels), leaving a major image of yourself in your previous space. The image reacts to attacks and events as if you were concentrating on it, and lasts for 1 round. You do not need to be able to see the space you're teleporting to, but if you arrive in a place that is already occupied or if there is no open space within range, you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.

Chapter 3: Clauses & Pulses

aether pulse at the start of each of your turns for 1 round per 5 caster levels. A creature can only take this additional damage once per round, regardless of how many times you hit them with a caustic pulse.

FACECHANGER Lesser (2nd); full-round action Spell Resistance no You alter your appearance to any form you could assume with a ​disguise self spell. This clause has two effects on your appearance, and lasts until you revert to your normal form (a standard action) or use this clause again. • For your body, the change is physical in nature rather than illusory. Your ability scores do not change when you use this ability, though you may lose access to

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Husk Simple Template The husk simple template can be applied to any living creature with a skeletal system or exoskeleton. Quick Rules: Reduce maximum hit points to 1/4 normal, lose Int and Con scores. Do not recalculate any game statistics based on these scores. Lose all personality and memories, and cannot speak. Gain the following ability: Imprinted Remnant (Ex): A husk is treated as both an undead creature and its original type. It is immune to mind-affecting effects, bleed, death, and sleep effects, disease, paralysis, poison, stunning, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). It is not at risk of death by massive damage, and not subject to nonlethal damage, negative levels, or ability damage, ability drain, fatigue, and exhaustion. A husk reduced to 0 or fewer hit points is immediately destroyed. While a husk does not have an Intelligence score, it retains the ability to fight and follows its creator’s orders as best as it can. The only actions it can take are attacks with its weapons (including natural weapons), combat maneuver checks, and movement. It can make skill checks and take free actions related to these acts, but cannot use any of the other abilities it had in life. Its feats continue to function normally. natural attacks (such as claws) if you do not include them in your new appearance. • For your clothing and equipment, the change is illusory, as a normal disguise self spell. You may use this ability to disguise as a specific individual, receiving the normal bonus for magical alteration on the Disguise check. In addition, as part of this clause, you can touch a single

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creature (making a melee touch attack, if applicable). If you do, that creature must succeed at a Will save or you can copy their appearance perfectly, gaining a further bonus on Disguise checks to pretend to be them equal to your caster level. FADE FROM SIGHT Lesser (2nd); standard action Spell Resistance no (targets self) You vanish, becoming invisible (as the invisibility spell) until you take an action that ends the invisibility. This is a permanent effect, and lasts until dispelled or dismissed. FERAL RUSH Lesser (3nd); standard action Spell Resistance no (targets self) You gain the pounce ability, allowing you to make a full attack at the end of your charge attacks. This is a permanent effect, and lasts until dispelled or dismissed.

speed of 20 feet. Its bonus on Climb checks is equal to 8 + your caster level, and its bonus on Stealth checks is equal to 16 + your caster level (including the size bonus from being Fine). Your scout takes no actions of its own. However, you can direct it to move up to its speed as a move action, and can always perceive the scout’s surroundings as though you were in the scout’s location (including any special senses you might have). You can only have one scout created at once; if you use this clause again while one already exists, the older one fades into nothingness. FROSTBITE PULSE Lesser Modulation Spell Resistance no Your aether pulse deals cold damage, and any creature damaged by it must succeed at a Fortitude save or also take 4 points of Strength or Dexterity damage (your choice). A creature can only take damage from this effect once per round, no matter how many times you damage them with an aether pulse.

FIREWALKER Lesser (2nd); standard action Spell Resistance no (targets self) You shield your body from energy. When you use this clause, choose one type of energy (acid, cold, electricity, fire, negative energy, positive energy, or sonic). You gain resistance to that type of energy equal to your caster level. This is a permanent effect, and lasts until dispelled or dismissed. You can only gain resistance from this clause to one energy type at once, but can use this clause again to change which type you've selected.

GRAVEDIGGER Lesser (2nd); standard action Spell Resistance no You use create pit (as the spell, see the Appendix). Starting at caster level 11th, you can choose to make a pit 15 feet on a side (large enough to trap Huge creatures). Starting at caster level 16th, you can choose to make a pit 20 feet on a side (large enough to trap Gargantuan creatures).

FLY ON THE WALL Lesser (3rd); standard action Spell Resistance no You create a Fine-sized construct called a scout. It has 2 hit points, AC 20, and saving throws equal to your own. A scout's appearance varies from avowed to avowed, but always appears as the same sort of creature (often tied to the avowed's pact). The scout has a movement speed of 20 feet and a climb

GRAVITY PULSE Lesser Modulation Spell Resistance yes Your aether pulse magically increases the force of gravity on a target. A creature damaged by it must succeed at a Will save or become slowed (as the spell) and dragged towards the ground by a flightbreaker effect (see the Appendix). A target only makes one save, and these effects each last for one minute.

change, nor do your size-based bonuses or penalties to attacks, AC, CMB and CMD.

INFERNO PULSE Lesser Modulation Spell Resistance no Your aether pulse deals fire damage, and any creature damaged by it must succeed at a Reflex save or be ignited for a number of rounds equal to your Charisma bonus (minimum 1). At the start of each of your turns, each creature ignited by you takes 1 point of fire damage per caster level, and each of your opponents adjacent to at least one ignited creature them takes half that damage (no save). Multiple ignitions do not stack (they instead extend the duration that a creature burns for), and a creature can only take damage from ignition once per round, whether or not they themselves are ignited. Whenever one of your allies is adjacent to a creature ignited by your inferno pulse, they gain cold resistance 5. Unlike normal flames, it's difficult to put out these fires. As a standard action, an ignited creature can make another Reflex save against the same save DC to end the burning. Otherwise, they continue to burn for the duration, even if they die or are destroyed before it ends. INSECTILE TRANSFORMATION Lesser (4th); standard action Spell Resistance no (targets self) You use vermin shape II, as the spell, except that your ability scores do not

SCREAM Lesser (4th); standard action Spell Resistance no You alloy yourself with a tiny piece of otherworldly power. Every time you use your aether pulse, opponents within 30 feet of you must succeed at a Will save or become shaken for 1 minute. This effect overlaps with other fear effects. It cannot increase a creature's fear level, nor can another effect be combined with it to increase a creature's fear level. A creature with at least 4 fewer Hit Dice than you have caster levels is instead panicked on a failed save. You can suppress or resume this ability as a free action, and can only affect a given creature once per round with it. This is a permanent effect, though it can be dispelled as normal for a spell-like ability, and you can still dismiss fully it as a free action. SIXTH SENSE Lesser (3rd); standard action Spell Resistance no (targets self) You reach out psychically, "seeing" what you might not otherwise be able to. You gain blindsense out to a range of 30 feet. This is a permanent effect, and lasts until dispelled or dismissed.

TAKE FLIGHT Lesser (4th); standard action Spell Resistance no (targets self) You gain a fly speed equal to your base land speed, with good maneuverability. This is a permanent effect, and lasts until dispelled or dismissed. UNBIND SPELL Lesser (3rd); standard action Spell Resistance no You use dispel magic, as the spell. In addition, if you used the targeted version of the effect, it repeats against the same target at the start of each of your turns for 1 round per 5 caster levels (potentially dispelling multiple effects).

Chapter 3: Clauses & Pulses

With dragon's teeth, every foe is a ready-made minion.

LIGHT SHOW Lesser (3rd); swift action Spell Resistance see text You use your choice of the dancing lights, daylight, light, light prison, and spotlight spells (see the Appendix for spells not found in the Pathfinder Roleplaying Game Core Rulebook). You can only have one instance of its effect active at a time. If you use this clause again, the previous effect ends.

Your aether pulse takes the form of a blinding flash of searing light. A creature damaged by it must succeed at a Reflex save or become blinded for 1 round.

WALL OF PAIN Lesser (3rd); standard action Spell Resistance yes You create a wall of writhing red mist, taking the form of a sheet up to 40 feet long or a ring with a radius of up to 15 feet (both forms are 20 feet high). It lasts for as long as you concentrate, plus 1 round per caster level. The wall provides total concealment to creatures on the other side. Although the wall provides no physical resistance, a creature must succeed on a Will save or be halted at its edge as agony wracks its entire body, ending its move action (though a creature can move away or attempt to move through the wall again if it has another move action). This is a mind-affecting pain effect. A creature can attempt to pass the wall any number of times, but for each failed attempt within the last 24 hours it suffers a cumulative –1 penalty on its Will save.

SOLAR PULSE Lesser Modulation Spell Resistance yes

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Greater Clauses AKASHIC PULSE Greater Modulation Spell Resistance yes Lashing out at the target with tendrils of primal magic, your aether pulse bewilders those it hits. A creature damaged by it takes 1 point of essence burn (if they have any essence), and must succeed at a Will save or become dazed for 1 round. Whenever you inflict essence burn with this modulation, you gain 1 point of temporary essence. This temporary essence lasts for 1 hour, and you can have a maximum number of points of it equal to your Charisma modifier.

BEWITCH Greater (4th); standard action Spell Resistance yes You use suggestion, as the spell. When the duration ends or the task is completed, the target must succeed at a Will save with a –5 penalty or entirely forget that you suggested the course of action (believing that they did it of their own volition and that any conversation you had did not broach the topic). A successful break enchantment or wish can remove this effect, allowing them to remember your conversation, but dispel magic and similar effects cannot.

ASH FLOW Greater (3rd); standard action Spell Resistance no You create a flowing cloud of ash and cinders, causing one contiguous 10foot cube per 5 caster levels within long range (400 feet + 40 feet per caster level) to become difficult terrain and block all sight (even darkvision) inside and through it. This cloud lasts for 1 round per caster level, and you can move it as a move action. When you do, you can move each cube up to 40 feet in any direction. You can reorganize the cubes that make up your ash flow freely, so long as each is still adjacent to at least one other after the movement ends.

CHAMELEON CLAUSE II Greater (5th); standard action Spell Resistance no (targets self) You temporarily gain access to a least or lesser clause you do not already know. For 24 hours, you can use that clause freely, but cannot use this one. Once this duration is up, any noninstantaneous effects from the gained clause end. This clause's effect cannot be dispelled or suppressed; you retain the use of the new clause until it ends. Unlike other clauses, you can take this clause multiple times. You track each chameleon clause effect you have separately, for the purposes of temporary access and losing access to a given instance of it.

BALEFIRE WALL Greater (5th); standard action Spell Resistance yes You create a wall of fire, as the spell, except the fire is from a pure, extraplanar source. Though it may come from one of many locations (devils call theirs hellfire, the celestial equivalent is a soul-piercing light, and elementals conjure searing flames from deep within the Plane of Fire), it functions the same way in each case. Damage from this effect ignores resistance and immunity. If a creature is killed or destroyed by this effect, its body is turned completely to ash, though its possessions are untouched.

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CLOAKED IN SHADOW Greater (4th); standard action Spell Resistance no You can use the Stealth skill while being observed so long as you are in an area of dim light or darker (even against creatures who can see in the dark). In addition, opponents within 20 feet of you who cannot see you (generally by failing their Perception check against you) take a –4 penalty to Strength and Dexterity. If you attack an unaware creature from a position of stealth, this penalty applies against the attack, even though they are now aware of you. This

clause is a permanent effect, and lasts until dispelled or dismissed. CONCUSSIVE PULSE Greater Modulatiom Spell Resistance no Your aether pulse is charged with concussive force. A target damaged by it must succeed at a Fortitude save or be pushed 25 feet directly away from you. A creature applies their special size bonus (or penalty) on CMB checks to this saving throw. If this causes a target to collide with an obstacle (such as a solid object or another creature), both they and the thing they collided with take bludgeoning damage equal to 2d6 + your Charisma bonus (if any). This modulation can affect objects, constructs, and undead. Alternatively, if you use this modulation with a shape that creates an area of effect, you can cause creatures damaged by it to be pushed in a straight line to the edge of the area, stopping when it collides with another creature or solid object (and taking damage as noted above, if they do). EYES OF FATE Greater (4th); standard action Spell Resistance yes You use vicarious view, as the spell (see the Appendix), except that its duration is 1 hour per caster level, and you can sense within the area scried as if you were viewing it with the deathwatch and see invisibility spells. You can have a maximum number of sensors created with this clause equal to 1/3 your caster level; if you use the clause again while you have this many already in effect, the oldest one ends. FROZEN ISOLATION Greater (6th); standard action Spell Resistance yes You surround a creature within close range (25 feet + 5 feet per two caster levels) in a prison of black ice. This

GHOSTLY PULSE Greater Modulation Spell Resistance no Your aether pulse deals force damage (affecting incorporeal and ethereal creatures as well as corporeal ones), and is completely invisible. Though its effects on creatures and objects function as normal, creatures who can't see invisible things are treated as flatfooted the first time in a given round that you affect them with an ether pulse. If it normally requires a save, they may have reduced options against it, if it requires an attack roll, then you target their flat-footed AC, and so on. KINETOSIS PULSE Greater Modulation Spell Resistance yes Your aether pulse inflicts a particularly debilitating form of motion sickness against creatures it damages. This effect lasts for 1 minute. When an affected creature moves any distance (be it by a move action, forced movement, or ability), that creature takes a cumulative –1 penalty on attack rolls and saving throws per 5 feet it moved (up to a maximum penalty of –5). This penalty lasts for 1 round. Teleportation is especially sickening; any time a creature teleports or is

teleported while under this effect, they take the maximum penalty (–5) for 1 round, as if they had moved. IMMORTALITY CLAUSE Greater (6th); standard action Spell Resistance no (targets self) You enhance your body’s durability and life force, gaining temporary hit points equal to your caster level. These hit points last for until used. You do not age while these temporary hit points remain. This is a permanent effect, and lasts until dispelled or dismissed. Using the clause again while still under its effect ends the previous instance, resetting the temporary hit points to equal your caster level. MADDENING PULSE Greater Modulation Spell Resistance yes Your aether pulse shatters the minds of those it strikes. A creature damaged it must succeed at a Will save or become confused for 1 minute. A creature immune to confusion is still affected by the rest of your aether pulse.

the area of it with fewer Hit Dice than your caster level must succeed at a Will save or become panicked for 1 round. On a successful save, a creature is instead shaken for 1 round, during which time it cannot attacks against you or use abilities that include you as a target. This modulation is a mindaffecting fear effect, but a creature that is immune to it is still affected by the rest of your aether pulse. SECRET MESSAGE Greater (5th); 10 minutes Spell Resistance no You use sending, as the spell, except that you can attempt to conceal the origins of your message. If you do, after the recipient hears your message and responds (or opts not to), the recipient must succeed at a Will save or forget everything about the sending but the message they received, including the message they sent back (if any), and your identity. This secondary effect is a mindeffecting effect, but the initial sending is not.

REBIND SPELL Greater (6th); immediate action Spell Resistance no You reweave the loose energies of magic that's just been ended. You can use this clause to undo the dispelling of a single effect (including from dispel magic, greater dispel magic, and even mage's disjunction) within close range (25 feet + 5 feet per two caster levels). You must use this clause within 1 round of the effect being dispelled, at which point the effect continues as if it had never ended. You cannot use this to restart effects that were counterspelled (even by dispel magic) or voluntarily dismissed.

SHADOW STRANDS Greater Zone (3rd); standard action Spell Resistance no You fill an area with thick strands of semi-real shadows, obscuring sight and hindering movement. This functions as a solid fog spell, except that creatures must succeed at a Strength check (DC 10 + your Charisma modifier) to move through the area. For every 5 by which the check is failed, the creature loses 5 feet of the movement they could have taken (treating themselves as if they had already moved that far). Because of the composition of the effect, wind will not disperse the shadowy webbing. While this is a darkness effect, it obscures all sight, even the ability to see in magical darkness.

ROARING PULSE Greater Modulation Spell Resistance no Your aether pulse deals sonic damage, and any creature targeted by or within

SLUMBER FOR ETERNITY Greater (6th); standard action Spell Resistance yes

Chapter 3: Clauses & Pulses

prison lasts for 1 round per caster level and blocks both line of sight and line of effect. The target can make a Reflex save to escape being initially trapped. The prison is impenetrable from the outside, and at the start of each of the creature's turns within it, they take 1d6 points of cold damage. As a standard action, the target can make a Fortitude save against this effect to push their way out of the prison, escaping. On a successful save, the prison shatters and melts into nothingness; on a failed save, the creature takes 1d4 points of Strength damage. If the target's total Strength damage equals its Strength score, it dies (or is destroyed), freezing solid within the prison.

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You manipulate the mind of a creature within close range (25 feet + 5 feet per 2 caster levels). That creature must succeed at a Will save or fall asleep immediately. They remain sleeping until they're shaken awake (a full-round action on the part of another creature) or take more damage in a single round than your caster level. Sounds and lights do not cause them to wake up. On a successful save, the creature is instead exhausted for 1 round. SPELL CONSUMPTION Greater (6th); standard action Spell Resistance no You use greater dispel magic, as the spell. If you successfully dispel an effect, you gain temporary hit points equal to twice that effect's caster level. These temporary hit points last for 1 minute or until used. STAINED-GLASS MIRROR Greater (6th); standard action Spell Resistance yes You use veil, as the spell. Any creature that succeeds at a Will save to disbelieve its effects or successfully dispels it (other than you) immediately takes 1d6 points of damage per caster level as the illusion

shatters into their mind. This damage is a mind-affecting effect, and can only be dealt to a creature once per 24 hours, regardless of how many times they disbelieve your stained-glass mirrors. STUTTER STEP Greater (5th); immediate action Spell Resistance no (targets self) You teleport to an unoccupied space you can see within 5 feet per two caster levels. If you used this clause in response to an attack or ability, there is a 50% chance that it misses you completely (otherwise, you teleported too late and are affected normally, even if the clause takes you out of the effect's range or area). TAR TRAP Greater Zone; standard action Spell Resistance no You create a 20-foot-radius spread of burning tar on the ground within medium range (100 feet + 10 feet per caster level). This tar lasts for 1 minute before fading away, and moving through it is difficult and dangerous. The area is treated as difficult terrain, and any creature moving through it takes 1d6 points of fire damage for every space of

To their cultists, monsters from the far reaches of the reality are things of beauty. To others, they're beings of terror. To madmen, they might be both.

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the tar they enter (larger creatures will take more damage). A creature within the area that takes no movement during their turn risks sinking into the burning tar, and must succeed at a Reflex save at the end of their turn or become trapped, unable to move from their space without spending a full-round action to pull themselves out. A trapped creature takes 1d6 points of fire damage per space of tar they occupy at the start of each of their turns while trapped, and does not have to make another Reflex save against sinking in on a turn they pull themselves out. WAKING NIGHTMARE Greater Zone (6th); standard action Spell Resistance no You weave shadows and fear together to build a nightmare in reality. When you use this clause, you create a number of 10-foot cubes equal to your caster level within medium range (100 feet + 10 feet per caster level). Each cube must be touching another cube, and any creature that enters the area created by this spell must succeed at a Will save or become entangled and shaken for as long as they remain within the area. Immunity to fear effects protects against being shaken, but not from being entangled. A creature that leaves and re-enters the area must make another saving throw. The area created by this clause may look however you wish, but it always obscures sight (including darkvision), granting concealment (20% miss chance) to everything within the area. Anything with at least 5 feet of your waking nightmare between it and a creature trying to see it instead gains total concealment (50% miss chance, and the attacker can't use sight to locate the target). WINDING WOODS Greater Zone (6th); 1 minute Spell Resistance no You infuse an area with subtly disorienting magic. When you use this clause, you create a spread-shaped zone

creature, the zone seems to become a twisting maze appropriate to the location it's in (for example, a forest would seem to have paths formed by thick groups of trees, and a city might have endless alleyways). At the end of each turn within the zone, a creature can make another Will save to escape the illusion. However, even if they do so, and if they leave the zone and later return, they must continue to make saves if they end their turn within your winding woods. WRITHE Greater Zone (5th); standard action Spell Resistance no

A yawning portal to the beyond opens, allowing the writhing tentacles of an unseen horror to reach through, grasping wildly for anything foolish enough to step within its reach. When you use this clause, you create a black tentacles effect (as the spell), except that the tentacles have an additional bonus on their CMB checks equal to your Charisma bonus, and a creature grappled by them takes 1 point of Wisdom damage at the start of each of your turns. In addition, that effect's spread is filled with an otherworldly light that acts as either a darkness effect or a daylight effect (your choice when you use this clause) for as long as it remains in existence.

Final Clauses AGONIZING PULSE Final Modulation Spell Resistance yes Your aether pulse causes extreme, debilitating pain. A creature damaged by it must succeed at a Fortitude save or become nauseated for 1 minute. This is a pain effect. ALWAYS READY Final (9th); standard action Spell Resistance yes You use foresight (as the spell). You can communicate telepathically with any creatures within 100 feet that are affected by this clause. ANNIHILATION PULSE Final Modulation Spell Resistance yes Your aether pulse strikes completely destroys its targets. Any object damaged by it or force effect targeted by it is disintegrated (as the disintegrate spell). If the aether pulse affects an area, it disintegrates all objects within its area. If used against a large or thick object, it bores up to 10 feet deep into the object (stopping otherwise). This can allow it to continue past a barrier that would block line of effect, if it completely disintegrates said barrier. The aether

pulse stops if it fails to disintegrate enough of a gap to continue (such as if it hits an 11-foot-thick wall). If a creature is reduced to 0 or fewer hit points by this aether pulse, they are also disintegrated. BANISH INTO LIGHT Final (8th); swift action Spell Resistance no You can steal a shadow, severing its owner's ties to the very concept of darkness. You can use this clause against a creature you can see within close range (25 feet + 5 feet per 2 caster levels). That creature must succeed at a Will save or have its shadow stolen. A creature affected by this ability is permanently banished from the darkness, taking a –4 penalty on saves against your abilities and losing any abilities it had that let it see in the dark (but not alternate senses like blindsight). In addition, the creature cannot benefit from concealment and sight-based miss chances (such as from a displacement spell or gleaming armor). This even allows a blind creature to see and attack them freely (though it does not allow the banished creature to use abilities they could not otherwise use on a blinded creature, such as gaze

attacks). In addition, such a creature no longer benefits from invisibility, though it can make Stealth checks as normal if it isn't trying to hide behind a source of concealment. This condition cannot be removed except with a wish, miracle, or similar effect. Alternatively, if an affected creature successfully uses the steal combat maneuver against you, they can choose to take their shadow back instead of stealing an object.

Chapter 3: Clauses & Pulses

at your position with a radius of 40 feet per caster level. This zone lasts for 24 hours, and it is a mind-affecting illusion effect. There is no visible indication of the zone from outside, and you are immune to its effects. Any creature that ends its turn within the zone must succeed at a Will save or fall prey to its effects. For as long as they remain within the zone, that creature's movements are disoriented. Any time they try to move, they instead move in a random direction (taking paths around barriers or intervening creatures, if necessary), rationalizing their movements as following the only paths available to them. To an affected

BREACH Final (9th); standard action Spell Resistance: no With an ear-splitting crack, you break open a hole in reality, letting a cascade of unreal, maddening power flow into the world. When you use this clause, choose a point in space you can see within long range (400 feet + 40 feet per caster level). This point bursts with an otherworldly light that acts as either a darkness effect or a daylight effect (your choice when you use this clause), except that its radius is 100 feet. Any creature that can see the area, as well as creatures within the area, become entangled. The effect, in many cases, is visible for miles, depending on where you place it. In addition, everything within 100 feet of your breach point becomes

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Trying to escape the winding woods only worsens the illusion; the surest defense is to remain still and wait.

distorted. Distance and time become less relevant; any creature who attempts to move within the area must succeed at a Will save to be able to move normally, otherwise, all of their movement take them directly towards the center point of the effect for 1 round. A creature makes another save if they move again in their next turn, whether or not they succeeded on the previous ones. Ranged attacks have a 50% miss chance, from the same phenomenon. This effect lasts for 1 hour before reality scabs over the hole you've made. If you create a breach overlapping with the area of another one, creatures who suffer from its effects move towards the nearest tear in reality. CHAMELEON CLAUSE III Final (7th); standard action Spell Resistance no (targets self) You temporarily gain access to a least, lesser, or greater clause you do not already know. For 24 hours, you can use that clause freely, but cannot use this one. Once this duration is up, any non-instantaneous effects from the gained clause end. This clause's effect cannot be dispelled or suppressed; you retain the use of the new clause until

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it ends. Unlike other clauses, you can take this clause multiple times. You track each chameleon clause effect you have separately, for the purposes of temporary access and losing access to a given instance of it.

Your aether pulse strikes at the target's life directly. A creature damaged by it must succeed at a Fortitude save or gain 2 temporary negative levels. These negative levels fade after 24 hours without becoming permanent.

CREATE WEAKNESS Final (7th); standard action Spell Resistance yes You create a weakness where there was previously none. When you use this clause, choose one creature you can see within 30 feet. That creature must succeed at a Fortitude save or become vulnerable to your choice of acid, cold, electricity, fire, or sonic damage for 24 hours. If you later use this clause on them again, its effects don't stack; you reset the duration and can choose a new vulnerability, if you wish. A creature that is immune to the energy type chosen instead loses their immunity for the duration of this effect. Though it prompts a Fortitude save, this clause functions normally against creatures without Constitution scores.

FIRE-EATER Final (7th); standard action Spell Resistance no (targets self) You absorb energy, ignoring its effects. When you use this clause, choose one type of energy (acid, cold, electricity, fire, negative energy, positive energy, or sonic). You become immune to damage of that energy type. This is a permanent effect, and lasts until dispelled or dismissed. You can only gain immunity from this clause to one energy type at once, but can use this clause again to change which type you've selected.

EMACIATING PULSE Final Modulation Spell Resistance yes

FLESH SCULPTOR Final (5th); standard action Spell Resistance yes You use baleful polymorph (as the spell), except that you can also mimic plant shape II to transform a creature into a Small plant creature, in addition to beast shape III.

• You are immune to weapon damage. • You cannot be tripped or grappled, and you cannot grapple an opponent. • You occupy eight 5-foot cubes of space, which must remain contiguous with each other, but are otherwise completely shapeable. When you move, you move each cube individually, but must end your movement with each cube adjacent to at least one other cube. • You are immune to any effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), which treat you as a single creature. • You take half again as much damage (+50%) from area effects. • For purposes of determining the effects of wind on a swarm, you are treated as a diminutive creature. • You cannot make attacks, with the exception of your swarm attack, attacks made as part of clauses, and aether pulses (see below). • You cannot use your possessions; they are melded into your form (though items that grant you bonuses continue to do so). • You gain a swarm attack. At the end of each of your turns, you deal 1d6 points of damage per caster level to each creature within your space. Any creature damaged by this effect must also succeed at a Fortitude save against your clause save DC or become nauseated for 1 round.

• You can enter and pass through the spaces of other creatures freely. You neither provoke nor can take attacks of opportunity, and spellcasting or concentrating on spells within the area of your space requires a caster level check (DC 20 + spell level) on the part of the spellcaster. Using skills that involve patience and concentration requires a DC 20 Will save. While using this clause, you are staggered. You cannot prevent or remove this condition for as long as you're a swarm. When you first activate the clause as a full-round action, you can move up to your speed as part of the action. While in this form, you can use aether pulses and clauses that require standard actions. Your ability scores and game statistics have not changed except as noted above, so attacks and abilities function normally. You can aim effects from any of your spaces, though some pulse shapes (such as aether channel) will be useless in swarm form, as you cannot use your weapons. If you are reduced to 0 or fewer hit points, this effect ends, and you reform in one of your spaces of your choices. Otherwise, dismissing this clause's effect is a free action, and you can remain a swarm for as long as you wish. INESCAPABLE DOMAIN Final (7th); 1 round Spell Resistance yes You create an impenetrable arena from which none can escape. This functions as the dimensional lock spell, except its duration is 1 round per caster level. Whenever a creature attempts to cross the boundary of the effect, you can halt the creature's as an immediate action. That creature's movement ends in the space they tried to cross the boundary from (the action is still spent). They then cannot attempt to enter or exit the arena of this clause for 1 round.

INTO THE NIGHT Final (6th); standard action Spell Resistance no You use shadow walk (as the spell). While traveling with this spell at night, you move with doubled speed. MARCH OF THE DAMNED Final (6th); standard action Spell Resistance no You use flesh wall, as the spell (see the Appendix), except that you do not need to have corpses on hand to create it. Once per round, as a free action, you can direct the wall to march, moving up to 5 feet in any direction. If it moves into a creature's space, that creature must make a Reflex save or become trapped in the wall, as if they'd tried to move through it. A successful save means they can move up to 5 feet without provoking attacks of opportunity in order to escape the wall's advance. If you used this clause without any corpses on hand to animate, your magic creates corpses to fill the needed space, but you can only create up to one zombie per caster level out of the wall. If you do have corpses to use, you can create one additional zombie per corpse incorporated into the wall. You can only have one flesh wall from this clause created at a given time; if you use the clause again, the older one ends.

Chapter 3: Clauses & Pulses

FRACTURED SHADOWS Final (8th); full-round action Spell Resistance no (targets self) You shed your body, discorporating into a cloud of small motes of energy, similar to that of an aether swarm. You gain the swarm subtype, and are treated as a swarm of Diminutive-sized creatures. This means you gain the following traits:

NOW YOU SEE ME Final (4th); standard action Spell Resistance no You become completely invisible (as the greater invisibility spell). This is a permanent effect, and lasts until dispelled or dismissed. In addition, you automatically know when a creature can see you (such as with a see invisibility or true seeing effect, but not with blindsight or similar senses), and the precise location of that creature, regardless of distance between the two of you. Whenever you're seen by one or more creatures, you can dismiss this clause's effect as a free action (even if it isn't your turn).

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Chapter 3: Clauses & Pulses

Each creature that could see you while you were invisible must succeed at a Reflex save or become blinded for 1 round. Similarly, if this clause is dispelled, it causes a flash of light towards the creature that dispelled it, blinding them if they fail a Reflex save. PACTBOUND RETRIBUTION Final (6th); standard action Spell Resistance no You use bloodsworn retribution, as the spell (see the Appendix). RELINQUISH Final (6th); immediate action Spell Resistance no You assert that your power is greater than that of others. You either break enchantment or control summoned creature (see the Appendix). You can only use this ability on a given effect or summoned creature once every 24 hours. RUIN Final (8th); standard action Spell Resistance no With a cataclysmic rumble, you tear a city to the ground and salt the earth under it, driving all away. You use earthquake, as the spell, except that the area also falls under the effect of the antipathy spell for 2 hours per caster level. SHADOW REALM Final Zone (9th); 1 minute Spell Resistance no Shadows creep upwards and the sun seems to go out as you call a region of deep shadow into the world. For the next 24 hours, the space within 1 mile of your location (regardless of line of effect) when you used this clause is plunged into darkness, reducing light as if by a darkness spell, except it cannot be dispelled except by removing this effect entirely. In addition, your shadow realm warps distances and directions, disorienting all within. Attacks made inside or into the area suffer a 50% miss chance from concealment (though it

54

is not treated as total concealment). Perception checks made inside the area are made at a –10 penalty. Any area effect used within the area has a 20% chance of falling off-target and becoming centered 1d10 x 5 feet in a random direction from where the effect's originator intended. Any time a creature teleports into or within your shadow realm, that creature must succeed at a Will save or their teleport ends in a different location than they intended. On a failed save, the creature ends their teleport 1d% x 5 feet away in a random direction from their intended target. If this would place the creature within an occupied space or solid object, they are shunted to the nearest unoccupied space, taking 1d6 points of damage. Finally, any time a creature moves (in any way, be it a 5-foot step, forced movement, a charge, or even falling) within your shadow realm, they must succeed at a Will save or they move in a random direction instead. This can move the creature into a dangerous location if the roll does not go their way. You are immune to the effects of your own shadow realm, but your allies are not. Allies within 100 feet of you gain a +5 bonus on saving throws against its effects, however.

SHEAR SPACE Final (8th); standard action Spell Resistance no You create a gap in reality that nothing can cross. This works like a wall of force spell, except that it is immune to all damage and blocks line of sight entirely. Disintegrate can still destroy this wall of force (it drills a new pathway across the gap you opened), and this clause is suppressed within the area of a dimensional lock spell or similar effect. SINGULARITY Final (9th); standard action Spell Resistance no You create a localized black hole, warping space to bring extreme gravity to the area. Choose a grid intersection within medium range (100 feet + 10 feet per caster level) of you. You can choose a point within an object or that you don't have line of sight or line of effect to, if you wish. When you use this clause, everything within 60 feet of the black hole gets pulled towards it. Creatures within reach of the ground or an anchored object can make a Reflex save to grab hold of it, staying where they are. Otherwise, they are pulled 20 feet towards the central point (stopping and taking falling damage if they hit an obstacle)

The most powerful avowed can easily leave devastation in their wake.

The black hole remains in existence for 1 minute per caster level, during which time it causes the following effects at the end of each round:

Creatures attempting to move away from the center point must succeed at a Climb check (or a Fly check, if in the air) to do so (DC 15 + your Charisma score), and even on a success, they only move at half speed. You are not immune to the effects of your singularity; if you're within the area, you must make Reflex saves and checks like anyone else. Incorporeal creatures are immune to the pull of this effect, but not the damage if they're at the center. If multiple singularity effects share the same area, they overlap, pulling creatures and objects towards each at once (resolve this by moving something 20 feet towards one, then 20 feet towards the next, and so on, in random order). SOUL SHACKLE Final (6th); standard action Spell Resistance yes Deep and painful chains hook into the subject’s very essence of being. You use leashed shackles, as the spell (see the Appendix), except affected creatures take 3d6 points of damage at the end of their turns for every 5 feet they are from the anchor point.

SWITCHEROO Final (7th); immediate action Spell Resistance yes You use your magic to warp space, switching places with another creature to save yourself. You can only use this clause in response to being targeted by or caught within the area of an opponent's attack or effect. Choose a creature you can see within 30 feet. That creature must succeed at a Will save or switch places with you, becoming the new target of the attack or effect. You may even use this on your attacker, warping space to cause them to paradoxically strike themselves. This is a teleportation effect. If there is not enough room at your location for the target to exist, then the clause fails. TIME-SPLITTING PULSE Final Modulation Spell Resistance yes Your aether pulse is imbued with energy that disrupts its targets' connection to the timestream. A creature damaged by it must succeed at a Fortitude save or become stunned for 1 round. This effect works on creatures that would normally be immune, but such creatures gain a +5 resistance bonus on their saving throw. An object in motion that is damaged by this aether pulse stops its movement for 1 round, before continuing as if it hadn't been affected.

Control Body The such fragile playthings clause references a psionic power from Dreamscarred Press's Ultimate Psionics called control body. Its effect is reproduced here, with the changes made by such fragile playthings. Control Body: You control the actions of the creature you affected with such fragile playthings. You do not gain mental contact with the subject, since you are actually forcing limb movements independent of the target’s mind. You can force the subject to stand up, sit down, walk, turn around, and so on, but operating the vocal cords is too difficult. You can also hold the subject immobile, rendering it helpless. You cannot force the subject to manifest powers, cast spells, or use any special ability that is not a function of just its body movements. If you lose line of sight to the subject, the effect of this power ends. If you force the subject to engage in combat, its attack bonus is equal to your base attack bonus + your Charisma bonus, and its bonus on damage rolls is equal to your Charisma bonus. A subject of this power cannot make attacks of opportunity. The subject gains no benefit to Armor Class from its Dexterity, but it does gain a bonus to its AC equal to your Intelligence bonus. Although the subject’s body is under your control, the subject’s mind is not. Creatures capable of taking purely mental actions (such as manifesting powers) can do so. The subject may make an additional Fortitude save each round you maintain concentration. The subject is treated as being staggered and may only perform a single move action or standard action under your direction each round. You cannot be the target of your own control body power.

Chapter 3: Clauses & Pulses

• Everything within 60 feet of the black hole is pulled 20 feet towards it, as when the clause was first used. Creatures within reach of the ground or an anchored object can make new Reflex saves to stay in place. • Any creature or object whose space touches the center point takes 1d6 points of damage per caster level. This damage ignores hardness, and objects take full damage. If an object (but not a creature) occupies multiple spaces touching the center point, it takes this damage for each space.

SUCH FRAGILE PLAYTHINGS Final (6th); standard action Spell Resistance yes You use enemy hammer, as the spell (see the Appendix), except that a creature damaged by the effect must also make a Will save or be affected as though by an unaugmented control body effect for 1 round, except that it uses your Charisma instead of your Intelligence, and can affect a creature of any size and shape.

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Chapter 4: Feats

Chapter 4: Feats Though the following feats are intended for avowed, any

Benefit: You gain proficiency with medium and heavy

character who meets their prerequisites can take them. Some

armor, whenever you are wearing armor, you reduce its

feats grant the avowed a specialized shape; these specialized

armor check penalty by 1 (to a minimum of 0) and increase

shapes are only available through the feats that grant them,

its maximum Dexterity bonus by +1. At character level 7th,

and cannot be chosen normally or gained in other ways.

11th, and 15th, these bonuses increase by +1 each time, to

Aether Duelist

+4 increase of the maximum Dexterity bonus.

a maximum –4 reduction of the armor check penalty and a You can form a pair of aether weapons. Prerequisites: Aether barrage or aether blade shape known. Benefit: When you use the aether blade shape, you can create two blades instead of one. The second blade is

Aether Lance You channel a power into a mighty piercing strike. Prerequisites: Aether beam selected at least once, any weapon shape selected at least once.

treated as a light weapon. In addition, you can treat your

Benefit: As a full-round action, you can make a single

aether barrage beams as a pair of light weapons for the

attack with an active weapon shape as a line effect. This

purposes of fighting with two weapons. This is an exception

line is a 10-foot burst, and consists of a single attack roll

to the normal inability to gain extra attacks with an aether

compared to the AC of each creature in the area. You may

barrage—you can make one off-hand attack, and use the

choose to also attack unattended objects or barriers, and

Improved Two-Weapon Fighting and Greater Two-Weapon

if you destroy something that would have blocked the line,

Fighting feats with the shape.

the line continues past it. After making this attack, you can

When using either shape in this way, the number of

move to any unnocupied space within or adjacent to the

damage dice you deal is halved. Round down, to a minimum

line, even if there are interposing creatures or obstacles

of 1d6, for off-hand attacks, and round up for main hand

(including open air, if you wish to move across a gap). No

attacks. You take the normal penalties for fighting with two

part of this shape (even the movement, or a ranged attack

weapons, but reduce those penalties by –2, just as if you

with aether rounds) provokes attacks of opportunity. You

possessed the Two-Weapon Fighting feat. This feat counts as Two-Weapon Fighting for the purposes

do not take a penalty for firing into melee with a ranged attack used for this feat.

of meeting requirements and prerequisites, and you can

If you wish, you can use this feat as a special charge attack,

use your Charisma instead of your Dexterity to qualify for

provided you use a melee shape with it. When doing so, you

feats that list Two-Weapon Fighting as a prerequisite.

move up to your speed, obeying the normal restrictions for charging, then make your Aether Lance attack instead of a

Aether Equilibrium

normal charge's attacks. You take the normal penalties and

You can fire your weapons unerringly at close range.

gain the normal bonuses for charging.

Prerequisites: Aether eruption selected at least twice, aether rounds selected at least twice. Benefit: As a standard action, you can gain the benefits of

At 4th level and every four caster levels thereafter, the length of the line created with this feat's effect increases by 10 feet.

aether rounds until the start of your next turn, then fire your weapon against targets within half your aether eruption's

Aether Torrent

range. You may only attack a given creature once during

Your targets violently disgorge blasts of energy.

this ability. You use the same attack and damage rolls for

Prerequisites: Aether cascade selected at least three

each target, and your attacks are empowered with aether

times; aether beam or aether wrath selected at least three

rounds, even though normally, bonus attacks from feats do

times.

not gain the shape's benefits. You do not provoke attacks of opportunity for using this ability, and may reload your

Benefit: You learn the aether torrent shape (see the following page).

weapon as a free action during each attack.

Extra Clause Aetheric Armor (Combat) Your magic helps you move more freely when clad in steel. Prerequisites: Avowed level 1st, Str 17.

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You learn an extra clause. Prerequisites: At least 1 lesser clause known. Benefit: You learn an extra clause of any grade up to one

lower than the highest-grade clause you know. You cannot

this effect, the most recent one applies, and a creature still

learn a shape with this feat.

only takes damage once per round.

Special: You can take this feat multiple times. Each time you do, you choose a different clause.

Merciful Pulse You can use your avowed abilities nonlethally. Prerequisites: Aether pulse class feature. Benefit: You can choose to deal nonlethal damage with

Prerequisites: Ability to use clauses. Benefit: You no longer need thought components for your aether pulse and clauses.

your aether pulse and damaging clauses (including any additional effects, such as modulations or the Lingering Pulse feat). If you do, you gain a +2 bonus to the save DCs, if any, of the ability. The damage retains any of the other

Lingering Pulse Your aether pulse leaves a dangerous cloud of energy behind. Prerequisites: Aether blast, aether breath, aether lance, or aether wrath selected at least three times.

damage types it might have. In addition, if you use a modulation that changes your aether pulse to nonlethal damage (such as dusk pulse), you can choose to deal lethal damage with it. You do not increase the DC as listed above if you do so, however.

Chapter 4: Feats

Intuitive Recitation Your clauses can be cast through words alone.

Benefit: When you use one of the above shapes that you have selected at least three times, you can fill the area of

Mystic Reflexes

the shape with a dangerous cloud of roiling power for 4

Your pact grants you enhanced reaction times.

rounds, in addition to its normal effects. Any creature that enters or starts its turn within the cloud takes damage 1

Prerequisites: Aether blade, aether channel, aether rampage, or aether retaliation selected at least once.

point of damage per caster level. A creature can only take

Benefit: You are always treated as threatening spaces

this damage once per round, and does not receive a save

within your reach, and you can fire an aether pulse as an

against this effect. If you used a modulation clause with

attack of opportunity. This aether pulse does not provoke

this shape that changed its damage type, this extra damage

attacks of opportunity, and can be a melee or ranged touch

is that type, but no other effects of the modulation clause

attack (your choice). You may not apply a modulation or

are inflicted. If you create multiple overlapping clouds with

shape to these aether pulses, but you can still make the attack even if you have a shape active. In addition, you add your Charisma bonus to the total

Aether Torrent Shape; standard action Damage Dice (1st): 1d6/odd level Damage Dice (8th): 1d6/level Damage Dice (15th): 1d6/level + 1d6/odd level Damage Bonuses: At 1st level, you also add 1/2 your Charisma bonus to your damage roll. At 6th level, you instead add your full Charisma bonus, at 11th level, 1-1/2 times your Charisma bonus, and at 16th level, twice your Charisma bonus.

number of attacks of opportunity that you can make per round. These additional attacks of opportunity don’t stack with those granted by Combat Reflexes, but this benefit counts as Combat Reflexes for the purpose of satisfying feat prerequisites and prestige class requirements. You can make attacks of opportunity while you’re flat-footed.

Overcharge Modulation You can supercharge your aether pulse at the expense of complexity. Prerequisites: Aether pulse class feature, at least one

You create a line-shaped spread of energy with a length of 30 feet, then a second 30-foot line originating from any creature within the first line, and a third 30-foot line originating from any creature within the second line. These lines deal the shape's damage to everything in the area (Reflex half). A given creature or object only takes this damage once, even if they are within multiple overlapping lines. At caster level 15th, you create a fourth 30-foot line originating from a creature within the third line, and at caster level 20th, you create a fifth 30-foot line originating from a creature within the fourth.

modulation clause known, avowed level 3rd. Benefit: Choose one modulation clause you know. Whenever you use that modulation with your aether pulse (including alongside a shape), you can choose to forgo its normal effects to overcharge it. If you do, no effects of the modulation beyond changes to the damage type or type of damage (if any) are applied to the aether pulse, but the first time you damage a creature with that aether pulse in a round, you deal additional damage equal to 1d6 per two caster levels you possess. This damage is not reduced by successful saving throws. If you affect multiple creatures simultaneously, you

57

choose one to deal this extra damage to. You can only deal this damage once per round, even if you use multiple

Deaf Oracles and Clauses

overcharged modulations.

If a character has an ability that would apply Silent Spell to all of their spells to counteract their deafness (such as by being an oracle), they also apply the Silent Recitation feat to all of their clauses.

In addition, your aether pulses using the selected

Chapter 4: Feats

modulation (regardless of whether or not you altered its function with this feat) ignore resistance to its damage, and creatures that would normally be immune take half damage instead of none. Special: Whenever you gain access to a new grade of clauses, you can choose to change this feat's selected

Ability Focus One of this creature's special attacks is particularly difficult to resist.

modulation to another one that you know (including one

Prerequisite: Special attack.

you just learned).

Benefit: Choose one of your special attacks. You gain a +2 bonus to the save DC of that special attack.

Pactbound Guardian Your patron has given you a mystical ally. Prerequisites: Avowed level 2nd.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you the feat, it applies to a different special attack.

Benefit: You gain a familiar, as a wizard of your avowed

Avowed: An avowed can take this feat and choose aether

level. Its share spells ability allows you to share the effects of

pulse, clauses, or pact abilities. Ability Focus (aether pulse)

clauses you use on yourself with the familiar, and its deliver

increases the save DCs of all of the avowed's aether pulses,

touch spells ability allows you to have it deliver clauses

including the DCs of saves against modulation clauses.

(but not aether pulses or shapes) that require you to make

Ability Focus (clauses) increases the save DCs of all other

a touch attack. You cannot use clauses while your familiar

clauses, but not modulation clauses. Ability Focus (pact

holds a charge. If you have a familiar from another source,

abilities) increases the save DCs of any of the avowed's class

your avowed level stacks with the source's levels (up to a

features from his pact.

maximum of your character level), and your older familiar gains the ability to also share clauses. You do not gain a

Empower Spell-Like Ability

second familiar.

One of this creature's spell-like abilities is particularly potent and powerful.

Silent Recitation Your clauses can be cast through thought alone. Prerequisites: Ability to use clauses.

Prerequisite: Spell-like ability at caster level 6th or higher. Benefit: Choose one of the creature's spell-like abilities,

Benefit: You no longer need verbal components for your

subject to the restrictions below. The creature can use that

aether pulse and clauses. If a clause requires you to speak

ability as an empowered spell-like ability three times per

(such as binding disagreement), you must still do so.

day (or less, if the ability is normally usable only once or twice per day).

Skillful Pact You're an expert at your pact's skills. Prerequisites: Pact skills class feature, 5 ranks in at least one of your pact's associated skills. Benefit: You gain the skill unlocks (see Pathfinder

all variable, numeric effects of the spell-like ability are increased by half (+50%). Saving throws and opposed rolls are not affected. Spell-like abilities without random variables are not affected.

Roleplaying Game: Pathfinder Unchained) for the three

The creature can only select a spell-like ability duplicating

skills associated with your pact, as if you had taken the

a spell with a level less than or equal to 1/2 its caster level

Signature Skill feat for them. If your pact only has two pact

(round down) – 2.

skills, then you may choose a third skill to unlock, from the avowed class skill list.

Adjusted Feats The following feats have special adjustments when used by

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When a creature uses an empowered spell-like ability,

Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different spelllike ability. Avowed: An avowed can always select his aether pulse with this feat. He must still be caster level 6th to take the feat,

an avowed on his class features, as listed in the Avowed

however, and if he uses an aether pulse that has an effect

section of each one. Though some of these are feats

over multiple rounds, he must expend an additional use of

originally for monsters, any avowed can take them.

this feat each round to continue gaining the increased effects.

Quicken Spell-Like Ability

creature that does not breathe, is immune to bleed damage,

This creature can use one of its spell-like abilities with next

or is immune to critical hits is immune to the effects of your

to no effort.

chokehold. When the grapple is ended, so is the chokehold.

Prerequisite: Spell-like ability at CL 10th or higher. Benefit: Choose one of the creature's spell-like abilities,

Combat Casting You are adept at spellcasting when threatened or distracted.

creature can use the chosen spell-like ability as a quickened

Benefit: You get a +4 bonus on concentration checks

spell-like ability three times per day (or less, if the ability is

made to cast a spell or use a spell-like ability when casting

normally usable only once or twice per day).

on the defensive or while grappled.

Using a quickened spell-like ability is a swift action that does not provoke an attack of opportunity. The creature

Deadly Aim (Combat)

can perform another action—including the use of another

You can make exceptionally deadly ranged attacks by

spell-like ability (but not another swift action)—in the

pinpointing a foe's weak spot, at the expense of making the

same round that it uses a quickened spell-like ability. The

attack less likely to succeed.

creature may use only one quickened spell-like ability per round. The creature can only select a spell-like ability duplicating

Prerequisites: Dex 13, base attack bonus +1. Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage

a spell with a level less than or equal to 1/2 its caster level

rolls. When your base attack bonus reaches +4, and every

(round down) – 4.

+4 thereafter, the penalty increases by –1 and the bonus

A spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened. Normal: The use of a spell-like ability normally requires a standard action (at the very least) and provokes an attack

Chapter 4: Feats

subject to the restrictions described in this feat. The

to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

of opportunity. Special: This feat can be taken multiple times. Each time

Flyby Attack

it is taken, the creature can apply it to a different one of its

This creature can make an attack before and after it moves

spell-like abilities.

while flying.

Avowed: An avowed can always select his aether pulse

Prerequisite: Fly speed.

with this feat. He must still be caster level 10th to take

Benefit: When flying, the creature can take a move

the feat, however. An avowed cannot use a shape on a

action and another standard action at any point during

Quickened aether pulse (he may only use its base form).

the move. The creature cannot take a second move action

Other Referenced Feats Though these feats are not adjusted for avowed, they appear

during a round when it makes a flyby attack. Normal: Without this feat, the creature takes a standard action either before or after its move.

on the avowed bonus feat list, and as such are reproduced here for ease of reference. Though some of these are feats

Greater Grapple (Combat)

originally for monsters, any avowed can take them.

Maintaining a grapple is second nature to you.

Chokehold (Combat)

Strike, base attack bonus +6, Dex 13.

Prerequisites: Improved Grapple, Improved Unarmed While grappling, you can cut off an opponent's air and blood supply. Prerequisites: Improved Grapple, Improved Unarmed Strike, base attack bonus +6 or monk level 5th.

Benefit: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows

Benefit: While you have an opponent up to one size

you to make two grapple checks each round (to move, harm,

category larger than you grappled, you can attempt a

or pin your opponent), but you are not required to make

grapple combat maneuver with a –5 penalty on the check. If

two checks. You only need to succeed at one of these checks

you succeed, you have pinned your opponent and hold the

to maintain the grapple.

opponent in a chokehold. When you maintain the grapple,

Normal: Maintaining a grapple is a standard action.

you also maintain the chokehold. A creature in a chokehold cannot breathe or speak, and thus cannot cast spells that

Improved Grapple (Combat)

have a verbal component. An opponent you have in a

You are skilled at grappling opponents.

chokehold has to hold his breath or begin suffocating. Any

Prerequisite: Dex 13, Improved Unarmed Strike.

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Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense

Chapter 4: Feats

whenever an opponent tries to grapple you. Normal: You provoke an attack of opportunity when

Precise Shot (Combat) You are adept at firing ranged attacks into melee. Prerequisite: Point-Blank Shot. Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

performing a grapple combat maneuver.

Rapid Grappler (Combat) Piranha Strike (Combat) You make a combination of quick strikes, sacrificing accuracy for multiple, minor wounds. Prerequisites: Weapon Finesse, base attack bonus +1. Benefit: When wielding a light weapon, you can choose

You are a quick hand at grappling. Prerequisites: Dex 13, Greater Grapple, Improved Grapple, Improved Unarmed Strike, base attack bonus +9 or monk level 9th. Benefit:

Whenever

you

use

Greater

Grapple

to

to take a –1 penalty on all melee attack rolls and combat

successfully maintain a grapple as a move action, you

maneuver checks to gain a +2 bonus on all melee damage

can then spend a swift action to make a grapple combat

rolls. This bonus to damage is halved (-50%) if you are

maneuver check at a –5 penalty.

making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4,

Steadfast Personality

and for every 4 points thereafter, the penalty increases by

You rely on your assuredness and sense of self to help keep

–1 and the bonus on damage rolls increases by +2. You must

your mind clear.

choose to use this feat before the attack roll, and its effects

Benefit: Add your Charisma modifier instead of your

last until your next turn. The bonus damage does not apply

Wisdom bonus on Will saves against mind-affecting effects.

to touch attacks or effects that do not deal hit point damage.

If you have a Wisdom penalty, you must apply both your

This feat cannot be used in conjunction with the Power

Wisdom penalty and your Charisma modifier.

Attack feat.

Village Burner Point-Blank Shot (Combat)

You can unleash wide, strafing blasts of energy towards the

You are especially accurate when making ranged attacks

ground while in flight.

against close targets. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Prerequisites: Flyby Attack, must possess a breath weapon. Benefit: While using your breath weapon with the Flyby Attack feat, you can strafe the ground with a larger area of

Power Attack (Combat)

effect. As long as you move in a straight line, you can use

You can make exceptionally deadly melee attacks by

your breath weapon for a distance of up to half your fly

sacrificing accuracy for strength.

speed. To determine the affected area, find the area that

Prerequisites: Str 13, base attack bonus +1.

your breath weapon would normally affect, then extend its

Benefit: You can choose to take a –1 penalty on all melee

effects the desired distance in a straight line. Measure the

attack rolls and combat maneuver checks to gain a +2

extended distance from the center of the area.

bonus on all melee damage rolls. This bonus to damage is

For example, if a dragon with a 60-foot cone breath

increased by half (+50%) if you are making an attack with

weapon breathed was flying at an altitude of 30 feet and

a two-handed weapon, a one handed weapon using two

breathed directly downwards while in flight for 80 feet of

hands, or a primary natural weapon that adds 1-1/2 times

distance, its breath weapon would cover an oblong area

your Strength modifier on damage rolls. This bonus to

30 feet wide and 110 feet long (because the dragon’s cone-

damage is halved (–50%) if you are making an attack with

shaped breath affects a 15-foot radius circle on the ground

an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus

from that altitude, it would create a rectangle 80 feet long and 30 feet wide, with 15-foot radius semicircles on each end).

to damage increases by +2. You must choose to use this feat before making an attack

You are trained in using your agility in melee combat, as

damage does not apply to touch attacks or effects that do

opposed to brute strength.

not deal hit point damage.

60

Weapon Finesse (Combat)

roll, and its effects last until your next turn. The bonus

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Weapon Focus (Combat) Choose one type of weapon. You can also choose unarmed strike or grapple (or aether pulse, if you are an avowed) as your weapon for the purposes of this feat. Prerequisites: Proficiency with selected weapon, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple times. Its effects

Chapter 4: Feats

Special: Natural weapons are light weapons.

do not stack. Each time you take the feat, it applies to a new type of weapon.

61

Chapter 5: Character Options Chapter 5: Character Options

Tinker (Avowed Archetype)

created it; others find it completely useless, and, if sold, it only

"Three rules: don't touch anything I don't hand you, don't

nets a price of 3d10 gp.

forget your command words, and for the love of god, don't

Tinkering (Ex): A tinker gains their name from the

forget your backup weapons before we go into the dungeon."

unique ease with which they can understand and create

—Acia Entect, a tinker, to their party

magic items. At 1st level, a tinker gains Disable Device as a class skill, and can find and disable magical traps like

For many, equipment is the lifeblood of adventure. On top

a rogue can. In addition, they can use their Charisma

of their aesthetic and monetary value, magic items grant

instead of their Dexterity when making Disable Device

enhanced abilities, great powers, and defensive utility.

checks, instead of their Intelligence when making Craft

While they are not strictly necessary, most adventurers

and Spellcraft checks, and instead of their Wisdom when

swear by them, accumulating a terrifying arsenal by the

making Perception checks to find traps.

time they reach the peak of their strength.

At 4th level, a tinker gains the ability to fake magic when

Tinkers are no exception. These avowed dispense of

creating magic items. The tinker can take 10 on Use Magic

traditional pacts, developing unique methods of creating

Device checks, even if threatened or distracted, and when

and using items, fueled by the power that would normally

crafting an item, the tinker can emulate spells that they

have been directed towards other abilities. A tinker is just

might not have been able to use. In order to create a spell

as deadly with a beam of aether or an invocation of their

trigger or spell completion item, the tinker's caster level

pact as a normal avowed, but in their hands, wands, staves,

must be at least the minimum required to cast the spell or

and magic swords are far more dangerous weapons.

spells in question.

Pact: While a tinker still gains a pact, they gain their pact

When attempting to create a magical item for which they

abilities more slowly than a normal avowed. At 1st level,

do not possess a prerequisite spell, the tinker can attempt

a tinker gains the pact skills and attunement ability of

to replicate the spell through their psychic power with a

their pact as normal. At 2nd level, they gain the pact sense of their pact. However, they do not gain pact

Spellcraft check (DC 15 + the level of the spell being replicated). If successful, they can create the item

empowerments at the same rate as a normal

as if they had cast the prerequisite spell. The

avowed. The tinker gains their pact's 4th-level

tinker must possess any material components

pact empowerment ability at 8th level, and the

necessary for casting the spell that they

8th-level pact empowerment ability at 16th

are replicating. If the item being created

level. They do not gain the 12th-, 16th-, or 20th-

requires multiple spells, they must make

level pact empowerment abilities.

this check for each spell they intend to

This

ability

alters

pact

and

replicate. If they fail the skill check, they

pact

may not try again for that spell while

empowerment. Aether Spark (Sp): A tinker has access

creating that item—the item creation

to a unique pulse shape that no other type

DC increases as normal for the creation

of avowed can gain. One of their 1st-

of an item without a prerequisite spell in such

level shapes must be aether spark. They

a case.

otherwise choose shapes normally.

Starting at 12th level, a tinker tends to

First Step: When the tinker gains

continually fiddle with the mechanics of wands

their 1st level in the avowed

they create. Any time the tinker creates a wand,

class, they begin tinkering

they can change the spell stored within it to

with items in order to

another spell of the same level as a free action,

learn how to make

up until its first use (at which point the spell

them.

The

selected is locked in). If the new spell

tinker

gains

has a more expensive material

a wand with 50 charges of a 1st-level

component

spell of their choice from any spell list.

the old one, the tinker must

This wand has peculiarities that cause

provide 50 times that material

it to function only for the tinker who

62

or

focus

than

component or have its focus on Acia Entect, a tinker

hand to swap the spells. At 20th level, the tinker can be truly said to have mastered their art. After reaching 20th level, tinker creates a single minor artifact of their choice by spending 1 week constructing it. This first minor artifact does not cost the materials they have on hand. In addition, the tinker can create further minor artifacts they know of. A minor artifact is considered to have a market price of 300,000 gp for these purposes, and requires the Craft Wondrous Item feat to construct. This ability replaces the clause gained at 1st level. Bonus Feats: A tinker can select item creation feats in addition to the normal list of avowed bonus feats. This ability alters bonus feats, but does not make the tinker archetype incompatible with other archetypes that alter or replace the bonus feats class feature.

AETHER SPARK Shape; see text Damage Dice: 1d6/odd level Damage Bonuses: None

Class Feature Substitutions Class feature substitutions are similar to archetypes, except that a member of the appropriate class can always choose to gain them, so long as they still have the class feature that the class feature substitution alters or replaces. When

You can channel your aether pulse through a wand (but not other spell trigger items). You automatically succeed on your Use Magic Device check to activate the wand. It is activated normally, except it has one of the following additional effects, based on the type of spell contained within it:

determining if a character can select a substitution, apply any archetypes first before the replacements or alterations

Chapter 5: Character Options

tinker anything; they can construct it from whatever

than long range (400 feet + 40 feet per caster level) from you is unaffected by the aether pulse from this shape. If a wand's spell falls into none of the above categories, you cannot use your aether pulse alongside it with this shape. 2nd Selection: When you use this shape with a wand, you can use your aether pulse's save DC for the wand's effects, instead of its normal save DC. 3rd Selection: When you use this shape with a wand, you can use your avowed caster level for the wand's effects, instead of its normal caster level. 4th Selection: You can choose to activate a wand without expending a charge. If you do, its normal effect does not occur, but you can still use an aether pulse through it as if you had used that spell normally (determining what creatures are affected by the aether pulse and how). If you use aether spark in this manner, you can choose to apply a modulation to the aether pulse.

of the substitution. The choice to select a substitution is made at the level the ability it alters or replaces is gained, and cannot later be changed. If the substitution alters or replaces multiple class

• If the spell is a targeted spell that deals damage, any creature damaged by it is also affected as if you had hit them with an aether pulse. • If the spell affects an area and deals damage, any creature damaged by it is also affected as if you had hit them with an aether pulse. A successful save against the spell (if applicable) halves the aether pulse's damage. If the spell does not normally allow a save, creatures and objects caught within the area can make a Reflex save (against your aether pulse's normal save DC) to take half damage from the aether pulse. • If the spell is a targeted spell that does not deal damage, make a ranged touch attack roll for your aether pulse. You use the same attack roll for each target, and any target both affected by the spell and hit by your attack roll is affected as if you had hit them with an aether pulse. This ranged attack roll does not provoke attacks of opportunity.

features, this choice is made at the level of the lowest-level class feature it interferes with.

Baleful Infusion (Su) The avowed has an affinity for cosmically pure energy. Class: Avowed. Replaces: The bonus feat gained at 2nd level, 10th level, or 18th level. Replacement: Whenever the avowed uses an aether pulse, he may accept 1 point of burn to infuse it with extraplanar energy. This energy may come from one of many locations (devils call theirs hellfire, the celestial equivalent is a soulpiercing light, and water elementals conjure soul-chilling frost from the borders of the Elemental Planes of Air and Water), but functions the same way in each case. An aether pulse infused in this way deals half-again as much damage, and ignores resistance and immunity. If a creature is reduced to 0 hit points or fewer by this damage, its body is destroyed completely, though its possessions are

Unlike normal shapes, you cannot apply a modulation alongside this aether pulse. You can only damage a given creature with your aether pulse once per use of this ability, even if the spell continues to affect them. A creature further

left untouched. The additional damage from this ability does not stack with the Empower Spell-Like Ability; if that feat is used with an infused aether pulse, the total damage is still only half-again as much.

63

For each point of burn the avowed accepts, he takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage.

Chapter 5: Character Options

If the avowed is immune to nonlethal damage, he instead temporarily reduces his maximum hit points by an equal amount (this reduction vanishes after a full night’s rest, as with the nonlethal damage normally taken). An avowed who has accepted burn never benefits from abilities that allow him to ignore or alter the effects he receives from nonlethal damage.

New Magic Item PRICE varies

Silver Shoes Normal

9,000 gp

Greater

40,000 gp

SLOT feet

CL 10th

AURA moderate transmutation These well-crafted shoes (which are not, necessarily, made of silver) are named in reference to a pair of shoes given to a particularly famous avowed by her patron. They function similarly to boots of speed, but their construction attunes them to a particular avowed pact, which must be possessed by the wearer in order to use them. As a free action, the wearer of these boots can will them to speed her up for 1 round, allowing her to act as if affected by the haste spell, except that she can only make the extra attack granted by the spell using a weapon affected or made by an aether pulse (such as an aether blade or a weapon empowered by aether channel). A pair of normal silver shoes allow the wearer to use this effect for 10 rounds per day (which need not be consecutive). A pair of greater silver shoes function whenever the wearer likes, and have no limit on their use. CONSTRUCTION REQUIREMENTS

COST varies

Normal

4,500 gp

Greater

20,000 gp

Craft Wondrous Item, haste

64

WEIGHT 1 lb.

Appendix Deep One Hybrids: The avowed can go 1 further day

well as reference materials to make building and playing

before needing to make saving throws against his sea

an avowed simpler.

longing racial trait.

Racial Favored Class Options Along with the individual races' favored class options listed below, every race has access to the following alternate favored class option labeled "all." In addition to this

Dhampirs: The avowed's aether pulse deals +1 point of bleed damage. This damage is considered to be one instance of bleed damage when dealt. Dreigi: Outsiders with the evil subtype and fey take a

–1/4 penalty on saves against the avowed's class features.

option, the the avowed has alternate favored class options

Dromites: Gain a +1/3 bonus on saves against effects that

for individual races. Several of these races are found in

deal damage of or carry a descriptor matching the type of

Ultimate Psionics and Bloodforge by Dreamscarred Press.

energy resistance gained from the dromite's chitin racial

All: Gain 1/6 of an avowed bonus feat. Aasimars: Add +1 foot to each of the avowed's fly speeds. This option has no effect unless the avowed has selected it 5 times (or another increment of 5); a fly speed of 34 feet is effectively the same as a 30-foot fly speed. Aellars: Add +1 foot to each of the avowed's fly speeds. This option has no effect unless the avowed has selected it 5 times (or another increment of 5); a fly speed of 34 feet is effectively the same as a 30-foot fly speed. Alicorns: Gain a +1/3 bonus on damage rolls with shapes attacks made as part of a charge (including attacks made with pounce or a charging Aether Lance). Androids: The avowed's aether pulse deals +1/2 of a point of electricity damage. Astomoi: Gain a +1 bonus on concentration checks when using avowed class features.

trait. Drow: Gain a +1/2 bonus on Sense Motive checks. Duergar: Gain a +1/2 bonus on checks made to craft magic items. Dwarves: Gain a +1 bonus on Appraise checks. Eiremians: Gain a +1/2 bonus on Sense Motive checks. Elans: Gain a +1 bonus on concentration checks when using avowed class features. Elves: Gain a +1/3 bonus on damage rolls with the aether rounds shape. Ethumions: Add +1/4 to the avowed's caster level with the fist of the sky clause. If the avowed does not know the fist of the sky clause, he gains it as a bonus clause when he has selected this option 4 times. If he knew it before he selected this option the 4th time, he gains a different least clause of his choice as a bonus clause. The avowed cannot exchange

Atstreidi: Gain a +1/2 bonus on Diplomacy checks.

fist of the sky for a different clause after selecting this option

Blinklings: Add +1 foot to the distance of any movement

at least 4 times.

and teleportation done as part of clauses. This option has

Fetchlings: Add +1/4 to the avowed's caster level with

no effect unless the avowed has selected it 5 times (or

the nightfall clause. If the avowed does not know the

another increment of 5); a move of 14 feet is effectively the

nightfall clause, he gains it as a bonus clause when he has

same as a 10-foot move.

selected this option 4 times. If he knew it before he selected

Caligni: Add +1/4 to the avowed's caster level with the

this option the 4th time, he gains a different least clause of

cover of darkness clause. If the avowed does not know the

his choice as a bonus clause. The avowed cannot exchange

cover of darkness clause, he gains it as a bonus clause when

nightfall for a different clause after selecting this option at

he has selected this option 4 times. If he knew it before he

least 4 times.

selected this option the 4th time, he gains a different least

Forgeborn: Gain a +1/2 bonus on Intimidate checks.

clause of his choice as a bonus clause. The avowed cannot

Gamla: Gain a +1/2 bonus on Diplomacy checks.

exchange cover of darkness for a different clause after selecting this option at least 4 times. Catfolk: Gain a +1/3 bonus on damage rolls with the aether rampage shape. Changelings: Gain a +1/3 bonus on Will saves against charm and compulsion effects.

Appendix

This appendix includes various favored class options, as

Ghorans: Add +1/4 to the avowed's effective druid level with the wild empathy ability from the ­one with nature clause. If the avowed does not know the one with nature clause, he gains it as a bonus clause when he has selected this option 4 times. If he knew it before he selected this option the 4th time, he gains a different least clause of his

Decataurs: Gain a +1/3 bonus on damage rolls with

choice as a bonus clause. The avowed cannot exchange one

shapes attacks made as part of a charge (including attacks

with nature for a different clause after selecting this option

made with pounce or a charging Aether Lance).

at least 4 times.

65

Gillmen: The avowed can go 1 further day before his water dependence weakness harms him.

Appendix

Gnolls: The avowed's ­aether pulses deal +1/2 of a point of

Hexbreathers: Gain a +1/3 bonus on Knowledge (arcana)

damage to creatures he flanks or that are flat-footed. This

checks and a +1/4 bonus to caster level with the binding

bonus to damage is doubled when using aether pulses that

disagreement clause.

deal 1d6 damage per caster level, and tripled when using

Hobgoblins: Gain 1/6 of a bonus combat feat.

aether pulses that deal 3d6 damage per 2 levels.

Houri: Add 1/6 to the save DCs of the avowed's mind-

Gnomes: Add +1/4 to the avowed's effective druid level

affecting avowed class features.

with the wild empathy ability from the ­one with nature

Humans: Gain 1/4 of a bonus trait. The traits granted by

clause. If the avowed does not know the one with nature

this ability come from the psychic connection of the avowed's

clause, he gains it as a bonus clause when he has selected

pact, possibly giving him skills, inclinations, or memories

this option 4 times. If he knew it before he selected this

that he didn't have before. He must meet any additional

option the 4th time, he gains a different least clause of his

qualifications for these traits, but they can be of the same

choice as a bonus clause. The avowed cannot exchange one

type as other traits he possesses, unlike other traits. If he

with nature for a different clause after selecting this option

later gains other traits (such as with the Additional Traits

at least 4 times. Goblins: Gain 1/4 of a bonus trait. The traits granted by this

feat), those traits can share types with the bonus traits from this favored class option as well. If the avowed selects a trait

ability come from the psychic connection of the avowed's

that grants money or equipment, those items materialize

pact, possibly giving him skills, inclinations, or memories

when he gains the trait, created from his power.

that he didn't have before. He must meet any additional

Ifrits: The avowed's aether pulse deals +1/2 of a point of

qualifications for these traits, but they can be of the same

fire damage. When he uses inferno pulse, ignited creatures

type as other traits he possesses, unlike other traits. If he

take an additional +1 damage per round.

later gains other traits (such as with the Additional Traits

Kestrel: Add +1 foot to each of the avowed's fly speeds.

feat), those traits can share types with the bonus traits from

This option has no effect unless the avowed has selected it

this favored class option as well. If the avowed selects a trait

5 times (or another increment of 5); a fly speed of 34 feet is

that grants money or equipment, those items materialize

effectively the same as a 30-foot fly speed

when he gains the trait, created from his power. Grendles: Gain a +1/2 bonus on Intimidate checks. Gripplis: Gain a +1/3 bonus on damage rolls with the aether rounds shape. Half-Bugbears: Gain a +1/2 bonus on Intimidate checks. Half-Elves: Gain a +1/2 bonus on Diplomacy checks. Half-Giants: Gain a +1/2 bonus on damage rolls with the aether eruption shape. Half-Gnolls: Add +1 foot to the avowed's land speed. This option has no effect unless the avowed has selected it 5 times (or another increment of 5); a speed of 34 feet is effectively the same as a 30-foot speed. Half-Goblins: Gain 1/4 of a bonus trait. The traits granted by this ability come from the psychic connection of the avowed's pact, possibly giving him skills, inclinations, or memories that he didn't have before. He must meet any additional qualifications for these traits, but they can be of the same type as other traits he possesses, unlike other traits. If he later gains other traits (such as with the Additional Traits

Kijin: Gain a +1/4 bonus on caster level checks to overcome spell resistance. Kitsune: Gain a +1/2 bonus on Bluff checks. Kobolds: Gain a +1/2 bonus on checks made to craft magic items. Lashers: Whenever the avowed damages a creature with an aether pulse, that creature takes a –1/2 penalty on CMB checks and to their CMD for 1 minute. This penalty does not stack with successive aether pulses (but another hit will reset its duration). Lashunta: Gain 1/3 of a daily use of the lashunta's detect thoughts spell-like ability, and increase the save DCs of the lashunta's racial spell-like abilities by 1/3. Lizardfolk: Gain a +1/3 bonus on damage rolls with the aether rampage shape. Lurkers: Gain a +1/3 bonus on Intimidate checks and a +1/6 bonus to caster level with the scream clause. Maenads: The avowed's aether pulse deals +1/2 of a point of sonic damage.

feat), those traits can share types with the bonus traits from

Merfolk: Add +1 foot to the avowed's land speed. This

this favored class option as well. If the avowed selects a trait

option has no effect unless the avowed has selected it

that grants money or equipment, those items materialize

5 times (or another increment of 5); a speed of 9 feet is

when he gains the trait, created from his power.

effectively the same as a 5-foot speed.

Half-Hobgoblins: Gain 1/6 of a bonus combat feat.

Merg: Gain a +1 bonus on Escape Artist checks.

Half-Orcs: Gain a +1/2 bonus on Sense Motive checks.

Murks: The avowed's aether pulse deals +1/2 of a point

Half-Sahuagin: Gain a +1/2 bonus on Spellcraft checks.

66

Halflings: Gain a +1/3 bonus on damage rolls with thrown weapon attacks while using the aether channel shape.

of acid damage.

Nagaji: Add 1/6 to the save DCs of the avowed's mindaffecting avowed class features. Norals: Gain a +1/2 bonus on Diplomacy checks.

Spring Children: Add +1/4 to the avowed's effective druid level with the wild empathy ability from the ­one with nature clause. If the avowed does not know the one with

Oggr: The avowed's ­aether pulses deal +1/2 of a point of

nature clause, he gains it as a bonus clause when he has

damage to creatures he flanks or that are flat-footed. This

selected this option 4 times. If he knew it before he selected this option the 4th time, he gains a different least clause of his choice as a bonus clause. The avowed cannot exchange

aether pulses that deal 3d6 damage per 2 levels.

one with nature for a different clause after selecting this

Ophiduans: Gain a +1/2 bonus on Use Magic Device checks. Orang-Pendaks: Whenever the avowed damages a creature with an aether pulse, that creature takes a –1/2 penalty on CMB checks and to their CMD for 1 minute. This penalty does not stack with successive aether pulses (but another hit will reset its duration). Orcs: Gain a +1/3 bonus on damage rolls with melee attacks while using the aether channel shape. This ability can be selected by half-orcs in addition to orcs. Oreads: Add +1 foot to each of the avowed's burrow speeds. This option has no effect unless the avowed has selected it 5 times (or another increment of 5); a burrow speed of 19 feet is effectively the same as a 15-foot burrow speed. Once this option has been selected 5 times, the avowed gains a burrow speed of 5 feet, that further selections of this favored class option increase (the first five are absorbed into the new speed). This burrow speed only works to tunnel through dirt, not stone. Ornibus: The avowed's aether pulse deals +1/3 of a point of profane damage. Pipers: Add 1/6 to the save DCs of the avowed's mindaffecting avowed class features. Rana: Gain a +1/4 bonus on caster level checks to overcome spell resistance. Ratfolk: The avowed's ­aether pulses deal +1/2 of a point

option at least 4 times. Sthein: Gain a +1/3 bonus on damage rolls with the aether barrage shape. Sulis: The avowed increases one of his racial energy resistances by 1. Suqur: Add +1 foot to each of the avowed's fly speeds. This option has no effect unless the avowed has selected it 5 times (or another increment of 5); a fly speed of 34 feet is effectively the same as a 30-foot fly speed. Sylphs: The avowed's aether pulse deals +1/2 of a point of electricity damage. Tengus: Gain a +1/3 bonus on damage rolls with the aether blade shape. Thrallspawn: Gain a +1/3 bonus on Will saves against charm and compulsion effects. Tieflings: The avowed's aether pulse deals +1/3 of a point of profane damage. Triaxians: Gain a +1/2 bonus on Knowledge (nature) checks. Trixies: Gain 1/4 of an additional daily use of the trixie's sprite form ability. Undines: The avowed's aether pulse deals +1/2 of a point of cold damage. If he uses bonechilling pulse, he increases the duration of its movement speed reduction by 1/4 of a round. Vanaras: Gain a +1/2 bonus on Bluff checks.

of damage to creatures he flanks or that are flat-footed.

Vishkanyas: Gain a +1/2 bonus on Perception checks.

This bonus to damage is doubled when using aether pulses

Watchers: Gain a +1/2 bonus on checks made to craft

that deal 1d6 damage per caster level, and tripled when using aether pulses that deal 3d6 damage per 2 levels.

magic items. Wayangs: Gain a +1/2 bonus on Stealth checks.

Reptoids: Gain a +1/2 bonus on Disguise checks to

Woodborn: Add +1/4 to the avowed's effective druid

pretend to not be a reptoid, and on Bluff checks to support

level with the wild empathy ability from the ­one with

such a disguise.

nature clause. If the avowed does not know the one with

Samsarans: Gain a +1/2 bonus on Bluff, Diplomacy, and Intimidate checks against creatures over 100 years of age. Shabti: Gain a +1/3 bonus on saves against charm and compulsion effects. Skinwalkers: Gain a +1/3 bonus on damage rolls with the aether rampage shape. Sobek: Whenever the avowed damages a creature with an aether pulse, that creature takes a –1/2 penalty on CMB checks and to their CMD for 1 minute. This penalty does not stack with successive aether pulses (but another hit will reset its duration).

Appendix

bonus to damage is doubled when using aether pulses that deal 1d6 damage per caster level, and tripled when using

nature clause, he gains it as a bonus clause when he has selected this option 4 times. If he knew it before he selected this option the 4th time, he gains a different least clause of his choice as a bonus clause. The avowed cannot exchange one with nature for a different clause after selecting this

Profane Damage Several of these favored class bonuses add profane damage to the avowed's aether pulses. Profane damage deals full damage to incorporeal targets and deals damage as if the weapon were evil-aligned.

67

option at least 4 times. Wulfkin: The avowed's aether pulse deals +1/2 of a point of cold damage. If he uses bonechilling pulse, creatures damaged by it have their movement speed reduced by a

Appendix

further 1 foot. This option has no effect unless the avowed has selected it 5 times (or another increment of 5); a 4-foot reduction in movement speed is effectively the same as a 0-foot reduction in move speed. Wyrwood: Gain a +1/2 bonus on Sense Motive checks. Xephs: Add +1 foot to the distance of any movement and teleportation done as part of clauses. This option has no effect unless the avowed has selected it 5 times (or another increment of 5); a move of 14 feet is effectively the same as a 10-foot move.

3pp Rules Interactions Weapon Shapes and Iaijutsu: When the aether lance shape or weapon shapes are used with an aether pulse, the avowed is treated as having drawn the "weapon" created as part of activating the shape. This allows them to interact with abilities like Mithral Current maneuvers from Dreamscarred Press's Path of War: Expanded. Once they've been drawn by creating them with their shape, they can be sheathed normally while they're still active (such as using Mithral Current stances), and recreated in the next round (at which point the avowed is treated as drawing the weapon again). Skill Clauses and Dreamscarred Press: If you are using psionics in your campaign, the eldritch knowledge clause should also enhance the Knowledge (psionics) skill, and the zeitgeist clause should also enhance the Knowledge (martial) skill.

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Referenced Spells Many avowed abilities use existing spells to determine their effects. For ease of use, we've reprinted any in the Pathfinder Roleplaying Game Core Rulebook.

BLOODSWORN RETRIBUTION School: necromancy; Level: cleric 6, paladin 4, ranger 4 Casting Time: 1 round Components: V, S, M (your blood) Range: personal Target: you Duration: special (see text) When you cast this spell, you cut yourself and swear an oath of retribution on your own blood. You decide how much damage you want to take from this attack, up to 25 points. This damage cannot be healed for as long as the spell is in effect. Anytime you perform an attack, save, or check that is directly related to the oath and brings you closer to the fulfillment of that oath, you gain a morale bonus to that roll equal to the number of hit points of damage you took from the oath divided by 5. The GM is the final arbiter over whether or not an action qualifies for this bonus. When you fulfill the oath (or choose to forsake it), the spell ends, and the lost hit points can be healed as normal. CONTROL SUMMONED CREATURE School: enchantment (compulsion) [mind-affecting]; Level: bard 3, cleric/oracle 4, sorcerer/ wizard 4, summoner/unchained summoner 3 Casting Time: 1 standard action Components: V, S Range: close (25 ft. + 5 ft./2 levels) Target: one summoned creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: yes

CREATE PIT School: Conjuration (creation); Level: Sorcerer/wizard 2, summoner 2 Casting Time: 1 standard action Components: V, S, F (miniature shovel costing 10 gp) Range: medium (100 ft. + 10 ft./level) Effect: 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels Duration: 1 round + 1 round/level Saving Throw: Reflex negates Spell Resistance: No You create a 10-foot-by–10-foot extradimensional hole with a depth of 10 feet per two caster levels (maximum 30 feet). You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into

the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect. Creatures who fall into the pit take falling damage as normal. The pit's coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.

Appendix

spells referenced that do not appear

You seize control of a summoned creature by disrupting the bond between it and the caster who summoned it. If the creature fails its save, you may command it as if you had summoned it. The original caster can attempt to regain control of the creature as a standard action by making an opposed Spellcraft check against you. When your spell ends, control reverts to the original summoner. If the summoning spell ends before this spell ends, the remaining duration of this spell is lost.

DETECT DESIRES School: divination [mind-affecting]; Level: antipaladin 2, bard 2, cleric 3, inquisitor 3, medium 2, mesmerist 3, paladin 3, psychic 2, sorcerer/wizard 3, spiritualist 3, witch 3 Casting Time: 1 standard action Components: V, S, F/DF (a medallion) Range: 60 ft. Area: cone-shaped emanation Duration: concentration, up to 1 minute/level (D) Saving Throw: Will negates (see text) Spell Resistance: no This spell functions as per detect thoughts, except you sense significant desires of creatures with an Intelligence score of 1 or higher, regardless of whether they are conscious or not. Instead of Intelligence, the second round of concentration reveals each mind’s Charisma score. If the highest Charisma score is 26 or higher (and at least 10 points higher than your own Charisma score), you are stunned for 1 round and the spell ends. Instead of surface thoughts, the third round of concentration reveals the most pressing current desire of any mind in the area (Will negates). Presenting a creature with an opportunity to fulfill a significant desire grants you a +2 circumstance bonus (or higher, at the GM’s discretion) on Diplomacy checks to influence it.

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Appendix

ENEMY HAMMER School: transmutation; Level: sorcerer/ wizard 6 Casting Time: 1 standard action Components: V, S, M (puppet strings) Range: long (400 ft. + 40 ft./level) Targets: one creature Duration: 1 round/level (D) Saving Throw: Fortitude partial; Spell Resistance: yes You grab a creature with telekinesis and use it to batter nearby opponents or objects. You must target a specific creature when casting this spell and once you select that creature you cannot switch to another. Each round, as a standard action, you can attempt to hurl the target at any creature or object within 30 feet of it. You must make an attack roll whenever you use the target as a weapon. The attack bonus for this attack is equal to your caster level plus either your Intelligence or Charisma modifier (whichever is higher). If you successfully hit the new target with the creature both it and the creature take damage based on the creature's size. Creature Size

Damage Dealt

Fine

1d4

Diminutive

1d6

Tiny

1d8

Small

1d10

Medium

2d6

Large

2d6

Huge

2d10

Gargantuan

3d6

Colossal

3d8

The target creature can make a Fortitude saving throw each time you attempt to use it as a weapon. If it makes its saving throw it can act normally, but if it fails its save it loses all actions for the round and ends its turn prone in a square adjacent to the target of your attack. However, if the creature chooses to resist your efforts to move it, taking no other actions for the round, it gets a +4 circumstance bonus on its Saving

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Throw. The spell ends immediately if the target creature dies or is destroyed. FLESH WALL School: necromancy [evil]; Level: cleric 6, shaman 6, sorcerer/wizard 6, spiritualist 5, summoner 5, witch 6 Casting Time: 1 standard action Components: V, S, M (one corpse for every 5-ft. square of the wall), DF Range: medium (100 ft. + 10 ft./level) Effect: a wall of corpses with an area of up to one 5-ft. square/level (S) Duration: concentration + 1 round/ level (D) Saving Throw: none Spell Resistance: no You animate corpses, forming them into a wall of joined flesh and limbs. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall can’t be created so that it occupies the same space as a creature or another object. The wall must be vertical, but can be shaped as you see fit. The wall is considered to be undead. It uses your Will saving throw to resist channel energy. A flesh wall is 2 feet thick. Each 5-foot square of the wall has 12 hit points and DR 5/slashing. A section of wall whose hit points drop to 0 is breached. As a move action, you can cause the flesh wall to constrict, shrinking it by a 5-foot square to fill the hole. Additionally, as a standard action, you can cause a 5-foot square of the wall to permanently detach, forming a human zombie under your verbal control (this zombie doesn’t count against your normal limit of commanded undead). The zombie reverts back into a normal corpse when the spell’s effect ends. Each 5-foot square of the wall makes a single slam attack against an adjacent enemy on your turn, as a human zombie. The squares of the wall threaten their adjacent squares and can even provide flanking. Creatures can force their way slowly through the wall by making a Strength

check as a full-round action. The DC to move through the wall is equal to 15 + your caster level. A creature that fails the check is trapped in the wall, takes 3d6 points of crushing damage, and is denied its Dexterity bonus to AC against the wall’s slam attack. The creature can make an attempt to escape the wall on its next turn. You can use zombies already under your control as the material components for a flesh wall. However, they and any other corpses in the wall revert back to inanimate corpses when the spell ends. FLIGHTBREAKER School: transmutation; Level: alchemist 3, inquisitor 3, magus 3, sorcerer/wizard 3, summoner 3, witch 3 Casting Time: 1 standard action Components: V, S, F (a small stone) Range: long (400 ft. + 40 ft./level) Target: one creature Duration: 1 minute/Level Saving Throw: Fort negates (object) Spell Resistance: yes The victim of this spell is subject to a powerful personal gravitational effect. If the subject fails her saving throw, she is rendered incapable of flying for the duration; she loses any and all fly speeds she possesses, is treated as having no ranks in the Fly skill, and cannot hover, leap, or levitate higher than ten feet from the ground. If the victim is flying when she is affected by this spell, she falls to the ground slowly and takes no falling damage. LEASHED SHACKLES School: evocation [force]; Level: inquisitor 4, sorcerer/wizard 6 Casting Time: 1 standard action Components: V, S Range: medium (100 ft. +10 ft./level) Target: one creature Duration: 1 minute/level Saving Throw: Reflex negates Spell Resistance: yes

LIGHT PRISON School: evocation [light]; Level: bard 2, cleric 2, inquisitor 2, magus 2, sorcerer/ wizard 2 Casting Time: 1 standard action Components: V, S Range: close (25 ft. + 5 ft./2 levels) Target: one creature/2 levels Duration: 1 round/level (D) Saving Throw: Reflex negates; Spell Resistance: yes Rays of light burst forth from your outstretched hand, encircling each target’s space with a cage of light. If a target fails its Reflex save, it becomes enclosed in the light prison. A creature enclosed in a light prison can attack, cast spells, and otherwise act normally as long as it stays within the light prison. However, if a creature passes through the walls of a light prison enclosing it, it takes 1d6 points of damage and is blinded for 1 round. Creatures do not receive saves to negate these effects. Once a creature passes through the walls of a light prison surrounding it, the effect ends for that creature. SIMULACRUM, LESSER School: illusion [shadow]; Level: sorcerer/wizard 4 Casting Time: 1 hour Components: V, S, M (an ice sculpture of the target plus powdered rubies worth 50 gp per HD of the simulacrum) Duration: 1 hour/level

This spell functions as simulacrum, except you can’t create a simulacrum of a creature whose HD or levels exceed your caster level, and it has no magical abilities. The creature is not under your control, though it recognizes you are its creator. SPOTLIGHT School: evocation [darkness, light]; Level: bard 3, cleric 3, druid 3, inquisitor 3, magus 3, occultist 3, paladin 3, shaman 3, sorcerer/wizard 3, witch 3 Casting Time: 1 standard action Components: V, S Range: long (400 ft. + 40 ft./level) Target: one creature Duration: 1 minute/level (D) Saving Throw: Reflex partial; Spell Resistance: yes You create a mobile area of bright light centered on one target while simultaneously suppressing other light sources surrounding it. The light level in the target's space increases to bright light, causing the target to take any penalties that it would normally take in bright light. In addition, all mundane light sources (and magic light sources of 3rd spell level or lower) within 20 feet of the target's space are suppressed, shedding no light as long as they remain within this spell's affected area and reverting the area normally affected by those light sources to their unmodified illumination levels. The effects of spotlight are centered on the target and move as the target does. As a result, the target takes a –20 penalty on all Stealth checks for the spell's duration and cannot benefit from concealment normally provided by darkness, as though illuminated with faerie fire. If the target succeeds at its Reflex save, the spotlight is created in the target's square but does not move with the target, and it hinders the Stealth checks only of creatures within that square.

VICARIOUS VIEW School: divination (scrying); Level: bard 4, medium 3, mesmerist 4, occultist 4, psychic 4, shaman 4, sorcerer/wizard 4, spiritualist 4, witch 4 Casting Time: 1 standard action Components: V, S Range: touch Effect: magical sensor Duration: 1 minute/level (D) Saving Throw: Will negates (object); Spell Resistance: yes (object)

Appendix

You create shackles of force that attach to the target’s limbs. You designate an object or location within 30 feet of the target for the shackles to anchor themselves to; this must be the ground, a wall, or a sturdy structure for the anchoring to occur. The target is entangled, and cannot move more than 30 feet from the anchor point of the spell. The shackle itself cannot be attacked (though it can be dispelled), but if the object or area it is attached to is broken, the target is free to move away (though it is still entangled).

You plant a scrying sensor on a touched creature, object, or point in space, allowing you to see and hear the creature, object, or point and its surroundings (approximately 10 feet in all directions). If the creature or object on moves, the sensor moves with it. Unlike other scrying spells, vicarious view doesn’t allow magically or supernaturally enhanced senses to work through it.

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Appendix 72

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Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer. Pathfinder Roleplaying Game Ultimate Magic, Copyright 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. Pathfinder Roleplaying Game GameMastery Guide, Copyright 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff. Psionic Bestiary, Copyright 2013, Dreamscarred Press. Psionics Augmented, Copyright 2013, Dreamscarred Press Psionics Unleashed, Copyright 2010, Dreamscarred Press. Skreyn’s Register: The Bonds of Magic. Copyright 2002, Sean K Reynolds. Swords of Our Fathers, Copyright 2003, The Game Mechanics. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. The Book of Experimental Might, Copyright 2008, Monte J. Cook. All rights reserved. The Book of Hallowed Might. Copyright 2002, Monte J. Cook. The Genius Guide To: Feats of Psionic Might. Copyright 2011, Super Genius Games. Author: Owen K.C. Stephens The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 2008-2011 Purple Duck Games; Authors: Mark Gedak, Alex Schroeder, Joel Arellano, George Fields, Yair Rezek, Mike Whalen, Shane O’Connor, Mike Rickard, John Whamond, Bill Browne, Eric Williamson, Slatz Grubnik, Charles R. Wenzler Jr, John Fraser, Jonathon Thompson, Thomas Boxall. The Iconic Bestiary: Classics of Fantasy, Copyright 2005, Lions Den Press; Author Ari Marmell Tome of Horrors Complete Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Tome of Horrors III. Copyright 2005, Necromancer Games, Inc.; Author: Scott Greene. Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Ultimate Psionics, Copyright 2013, Dreamscarred Press Unearthed Arcana, Copyright 2004, Wizards of the Coast, Inc.; Authors Andy Collins, Jesse Decker, David Noonan, Rich Redman The Avowed: Promises of Power, © 2017, Forrestfire Studios; Authors: Forrest Heck, Katia Oakes

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Souls: A Buyer's Guide Many avowed patrons and indeed, many otherworldly beings unrelated to avowed—traffic in souls. Fiends buy and steal them, celestials work to save them, some undead eat them... The soul is a valuable, yet plentiful commodity. Almost every being has a soul of their own, so for one looking to buy, there are a lot of options to choose from. So what, then, is a mortal to do if they want to break into the soul trade? Well, it's as easy as finding the right seller. We've assembled this special issue of Mage's Magnificent Skymarket to assist prospective soul traders with entering the field, including a bargain from one of our sponsors to help get you started!

Variant: Sellable Souls In many campaigns, the exact mechanics of selling souls is best left for the GM to decide. The Selling Souls sidebar on page 29 has information for handling the fiend-pact avowed and their soul-stealing capstone, and the Indebted drawback is included for players who wish to roleplay having their character's soul owned by another in a more normal campaign. However, in some games, especially with the avowed class in use, players might want a more expansive set of rules for buying, selling, and trading souls. The following variant is intended to fill that void, allowing those opportunistic enough to use it for material or spiritual gain. This variant offers two different methods of handling the sale of souls: Method 1: Free Market In this version of the variant, any character can access the feats and options for selling souls, whether or not they're mortal or immortal, or if they've already sold their own soul. A GM might consider granting any (or all) of the soul trade feats as bonus feats

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to characters, in order to encourage the use of these mechanics without sacrificing a character's viability. Method 2: Pyramid Scheme In this version of the variant, in order to buy a soul, a character must either be an otherworldly being or have sold their soul (generally by taking the Indebted drawback or possessing a damnation feat). At the GM's option, a given character can bargain for souls without the subtype. Such a character gains the ability to buy souls from others as if they had the Dark Bargain feat, but does not gain any other benefits. They must take the soul trade feats normally in order to grant supernatural powers, healing, or any payments other than what they themselves can offer. Like with Method 1, the GM should consider granting soul trade feats as bonus feats to those interested in using them.

When a Soul is Sold As noted on page 29, when a soul is sold, the creature who sold their soul gains the following subtype: Indebted (new subtype): Your soul is owned by another. When you die, it passes to their possession, crystallizing into an indestructible gemstone and allowing them to do whatever they wish with it. You cannot be raised from the dead unless your soul's current owner allows it. However, if your soul gem is physically present when a spellcaster uses raise dead, resurrection, or a similar ability, the spellcaster does not need your body on hand, and only requires half the normal material components. The gem is consumed in the process of casting the spell. If you later die again, a new gem is created. The owner of a soul gem can crush it as a standard action, releasing the soul and allowing it to pass to its proper afterlife.

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When a soul-selling transaction is made, ownership passes to the person who bought it. Souls are non-refundable; if the original owner of the soul wants their soul back, they must buy it from its current owner. When someone steals a soul, either by pilfering the physical soul gem of or using an ability that outright takes the soul (such as a fiend-pact avowed's soulreaver clause), this works slightly differently. In order to properly "own" a stolen soul, its holder must both possess the soul (in the form of a soul gem) and they must consider the soul to be theirs. Without the proper intent, the soul is still owned by someone else, and as such, someone who is unable to think of another's core of their being as their property cannot free a soul from a soul gem. In any case, souls can be used for many things. It's exceedingly difficult to destroy a soul, but they have a certain energy that can be tapped when creating magic items and casting spells (see the Soul Components feat for more details). In games that incorporate alignment, buying a soul is, in almost every case, an act of true evil. There are very few cosmically-good reasons to take someone else's soul, and those who commonly abuse these powers and transactions tend to be following dark paths in life. However, some celestials and similar outsiders have been known to buy the souls of their favored champions, for reasons such as protecting them from harm, aiding them more easily, or their own secret purposes. Likewise, non-outsider beings often traffic in souls as well. Overall, however, the purchase of souls should always be done with close cooperation between the GM and players.

Exact market prices, guaranteed! Selling Souls to Fiends Though a character might make deals and trade souls with many types of beings, the most common creature that traffics in souls is the fiend. This section mostly discusses their deals and practices when doing so, in order to aid players and GMs who want to incorporate soul-selling into their games.

Brokering the Deal Generally, in order to trade a soul (one's own or otherwise), a prospective seller or buyer must be able to locate or contact a fiend in such way. Some spells, such as planar ally, might be useful in this regard, though spells like planar binding have been known to aggravate the fiend instead. Most commonly, trades are made with a fiend that is already on the plane of the petitioner for other reasons. The petitioner may seek these fiends out, following rumors or using their own magical talents in order to do so. Alternatively, the fiend may catch wind of a mortal collecting souls, and approach to offer their services in exchange for them. Once contact is made, the petitioner and the fiend must both learn of the other’s expectations regarding the value of the goods and services being offered.

The Worth of a Soul A deal with a fiend involves a held soul, offered in exchange for a favor from the receiving party. This favor is commonly an action taken upon the Material Plane or the fiend’s own plane, though what exactly this action is will differ, depending on the exact details of the deal and the temperament of the fiend. If the fiend is not suitable to the task, the favor could involve a referral to a more powerful or more suitable associate, who will in turn demand their own tribute. In game terms, a soul does not have any particular gp value; though souls do

have many uses, much of their worth is in narrative power. A soul can be used as a bargaining chip or payment to a fiend for services, but generally, it must be purchased or traded for via some sort of transaction. As such, for the purposes of character wealth by level, souls and soul gems collected by player characters should be treated as having a value roughly equivalent to the services that can be gained by selling it or trading it to a fiend. If a soul has a particularly high value to fiends (such as if it comes from a great hero, terrible villain, or important pawn), then the GM should assign it a value and make sure that the players are aware of how it can be used. Likewise, if the players deal with a particular fiend, some souls might be worth more or less, based on the fiend's individual desires and preferences. Soul gems used by characters for their own benefits (such as the construction of magic items) have no gp value, and are not considered to be treasure.

Individual Fiends Fiends may possess certain proclivities that may modify their pricing. Any given fiend may prefer their souls to be from individuals of certain genders, ages, or races. They may particularly enjoy souls from a certain social class, or souls from individuals who possessed a specific phobia or indulged heavily in a certain vice. A devil may value their own time more than a soul, and may charge a higher price than normal for their favor as a result. A daemon or a demon may find themselves always in the need of another soul, willing to undertake risky or menial tasks in exchange for a lesser reward. The reverse is equally possible; A devil in debt to a more powerful entity may be pressured into unfavorable deals, or a demon may simply mark up their prices on a whim.

Even with the temptation of a soul, a fiend may be unwilling to perform tasks that put themselves at great risk, and will not honor a favor if it would damage their own interests. In addition, some may prefer some tasks to others. Some fiends may hold a grudge against others, outright refusing deals with mortals who have also dealt with their enemies. If a devil or a demon were to be given the same task, in all likelihood they would not accomplish it in the same way. Even outsiders of the same type are likely to approach a task differently based on their personality or inclinations. Unless their instructions are incredibly strict, beyond the task they were directly ordered to complete, it is difficult to predict the outcome and possible consequences. If the setting means that certain fiends are known within certain circles of the Material Plane, with the proper knowledge checks, potential soul traders may receive clues about the quirks of individual fiends. These could provide the trader tools during negotiations the first time they speak to a fiend directly, as well as afterwards.

Working Relationships Fiends are more than simply hirelings to call upon. Any given fiend has their own motivations for working with mortals, and has more resources than can simply be offered to the first person that approaches them with a soul. In order to draw upon more of what they have at their disposal, it is important for an aspiring customer to establish a working relationship with individual fiends. Likewise, fiends will try and keep connections with past customers, maintaining contact through messengers or magic. After a first successful transaction, some fiends will try to continue a working relationship with the client. This is often to create a steady supply of souls, and to establish a petitioner’s

To order, arrange a mixture of 1 drop of ichor, 7 drops of lemon juice (or a suitable citric substitute), 3 pints of wine, and a single silver piece in the standard-issue summoning diagram provided at the back of this issue.

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Hundreds of products for all corners of the alignment spectrum! dependence on their assistance. They can offer their own services more generously than normal for their ‘favored customer’. A fiend may feign companionship, offering the mortal a sympathetic ear as a bridge for additional business. For tasks they can not or will not perform personally, they can potentially offer referrals to associates—for a price. These associates, in turn, may attempt to cultivate a similar relationship with the client. A fiend’s goal in these transactions is not to tempt or corrupt the individuals involved. Most fiends are comfortable in the knowledge that these exchanges are enough to bring a mortal to their realms once their time comes. Most often, a fiend accepts these trades to expand their own power within their realms with the acquisition of souls, and to cultivate potential allies upon the Material Plane. Daemons are a notable exception to this, as they consume souls. A daemon may be sated for a time, but a cunning petitioner may offer souls generously, to establish a daemon’s goodwill, or a dependence on their supply of souls. Some fiends are malicious enough to cause harm to their client, for any number of reasons. Most commonly, this reason is retribution for a perceived slight, such as an insulting offer or order, or an attempt to manipulate the fiend into damaging their own interests with the favor. Fiends may then misinterpret their client’s orders, manipulate events to come crashing down upon their client in some way, or outright attack them personally or with proxies. However, acting in such a way too often destroys their reputation as a reliable ally, meaning most fiends will not resort to this lightly. Likewise, if a petitioner misleads a fiend or cheats them in some way, they should expect both retribution from the affected fiend, and distrust from others in any further deals they may try to broker. A measure of distrust is to be expected among these contractors, but both fiends and petitioners will take notice

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to a consistent pattern of betrayal from the other side.

Sample Plot Hooks Sometimes the roles of the fiend and the petitioner are reversed, and the fiend requires aid in some way. Morals may choose to assist fiends to cultivate their working relationship, and of course to receive rewards in exchange for their services. Several of these situations give the client leverage over the fiend in some way. However, use of them in an attempt to directly blackmail a fiend in some way can only end badly. Merely the knowledge that the mortal holds their secret is enough for a fiend to sweeten deals in their client’s favor. The following plot hooks might be good starting points for players and GMs looking to incorporate soultrading into their games, or expansions of plotlines already in play. A Fiend in Need: The next time a fiend the PCs have dealt with is called, a weaker underling answers the call instead to explain that the fiend is indisposed. Perhaps the fiend has been captured and bound in a circle, or was otherwise sealed away by the forces of good or a personal enemy. Either way, if the client manages to find and free the fiend, they may receive special treatment from the fiend in future business transactions. Childhood Fiends: A fiend has offspring (half-fiends) upon the Material Plane. Depending on their age, the fiend may have different requests to make of their client. The fiend may wish for their client to find, protect and raise their half-fiends children (or any combination of the three), in exchange for regular payments or other rewards. Older half-fiend children may serve as contacts or go-betweens for the client and their parent. In the case of older children, the fiend may actually be estranged from them, and may wish for their client to mend relations between them and their offspring.

Mage's Magnificent SkyMarket

Fiendly Rivalry: The fiend has a vendetta of some sort with another fiend. This rival could be a fiend of the same type as the first, or a different kind entirely. Either way, the fiend requires their mortal ally to tip events on the Material Plane in their favor, by hindering their rival in some way. The party may encounter resistance from the rival’s servants, as well as the forces of good, who are entirely confused by the matter. These tasks may be comically petty or world-changing in scope, depending on the fiends involved. A long-running vendetta could prove to be the seed of an entire campaign. Naturally, the fiend offers rewards whenever they successfully hinder their rival. Man's Best Fiend: A badly injured hellhound, hellcat, or other animalistic fiend, trapped on the Material Plane, was found by a young child. Not knowing the difference between them and their native counterparts, the child has nursed it back to health—and while the fiend is now back to health, they feel obliged to protect their new companion as a potential future agent and ally. However, when the child begins manifesting the powers of an avowed, the relationship threatens to become public knowledge, and the fiend calls upon the player's help to protect both themselves and the child. If successful, the fiend (and their avowed companion) may become available to aid the party, trading favors for souls. With Fiends Like These: A fiend turns to a regular customer for aid in a personal matter. For whatever reason, the fiend cannot resort to their normal resources to address the problem. It may be an embarrassing matter that requires a mortal’s intervention. Perhaps a personal item has been stolen, or a mortal consort of the fiend is in danger. The fiend could promise a favor with no need for a payment, or a large material reward of some kind, simply to make the problem go away or for whatever they hold dear to be retrieved safely and secretly.

Exact market prices, guaranteed! Soul Trading Character Options On the player side of things, there are several unique ways to use souls to one's advantage, presented here. As noted before, a player should always discuss these options with their group and GM before selecting them.

Existing Methods The methods of collecting and binding souls presented in this variant are a bit different than existing methods within the Pathfinder Roleplaying Game. This design choice is intentional; unlike more traditional versions of capturing souls, the crystallized soul gems gained through the Dark Bargain feat and indebted subtype are indestructible, and follow their own rules. In a sense, the goal of this change is to make souls a little more special and important—a soul's value does not come from its originator's Hit Dice, but from their history and life, and what these things mean to others. Some spells, such as Trap the Soul and Soul Bind might be adjusted to function within this new setup. Trap the Soul creates a gem with a soul in it, but not a soul gem; the spell traps a living creature's body and spirit together, without actually taking their soul. Soul Bind, on the other hand, does trap a soul within a gem; at the GM's option, it might create the same sort of indestructible soul gem that these rules refer to. Finally, some monsters, such as daemons, that traffic in and consume souls should traffic in both traditional (breakable) stolen souls, and the more powerful soul gems that result from a soul being willingly given by its original owner. Even such creatures, however, cannot destroy soul gems; a daemon that consumes a soul gem created uses these rules absorbs it into its body, but does not destroy it. Killing a daemon allows a character to retrieve the souls the daemon has eaten and free them.

New Feats The following feats and options allow characters to buy, sell, and steal souls. Before taking these feats, a player should always ask their GM and fellow players about the tone of their game and which version of this variant ruleset is being used. However, any character can take these feats, even those of nonevil alignments. Dark Bargain (Soul Trade) You can buy and sell souls. Benefit: You gain the ability to traffic in souls. After convincing a creature with Intelligence 3 or greater to grant you ownership of their soul, that creature gains the indebted subtype (see page 70), with you as their soul's new owner. You cannot use this ability on a creature that has already sold their soul or does not have a soul, and a creature cannot be tricked or magically coerced into giving their soul to you. Creatures whose souls you own take a –2 penalty on saving throws against your abilities, and once per day for a given creature whose soul you own other than yourself, you can use one of the charm monster, lesser restoration, remove fear, or stabilize spells on them as spell-like abilities (caster level equal to your character level). Diabolical Resources (Soul Trade) You wield more tempting benefits for prospective sellers. Prerequisites: Dark Bargain, character level 9th. Benefit: Creatures whose souls you own take a further –2 penalty on saving throws against your abilities (stacking with that of Dark Bargain). Once per day for a given creature whose soul you own, you can use one of the neutralize poison, remove blindness/deafness, remove curse, or remove disease spells on them as spell-like abilities (caster

level equal to your character level). In addition, you can emulate the atonement and fabricate spells once each on a given creature's behalf, once they've sold you their soul. You (or they) must provide the material components for the fabricate spell, but not for the atonement (even if the option chosen would normally require it). Dark Overlord (Soul Trade) Your ownership of souls is absolute. Prerequisites: Dark Bargain, Diabolical Resources, character level 15th. Benefit: Creatures whose souls you own take a further –2 penalty on saving throws against your abilities (stacking with that of Dark Bargain and Diabolical Resources). Once per day for a given creature whose soul you own, you can use one of the dominate person, harm, heal, magic jar, or resurrection spells on them as spell-like abilities (caster level equal to your character level). You must provide 1/4 of the normal material components for the resurrection ability of this feat (instead of the normal 0 for a spell-like ability, or 1/2 for a resurrection using a soul gem). Soul Components (Item Creation, Soul Trade) You can use bound souls as part of your magic. Prerequisites: Ability to create magic items or caster level 1st. Benefit: You can create items that use soul gems as raw materials. In addition, if you use a soul gem as an additional focus for a spell or spell-like ability, creatures with a familial relation (by blood or not) to the creature whose soul is bound in the gem take a –2 penalty on saving throws against the effect. If you do not possess the Dark Bargain feat, you do not have the ability to take souls of your own, and must buy or trade for the soul gems themselves to use this feat.

To order, arrange a mixture of 1 drop of ichor, 7 drops of lemon juice (or a suitable citric substitute), 3 pints of wine, and a single silver piece in the standard-issue summoning diagram provided at the back of this issue.

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Hundreds of products for all corners of the alignment spectrum! Soulbound Magic Items Souls, while valuable for their power over their original owners, can also be used in the creation of certain items, magical and otherwise. Normally, the Soul Components feat is required to make items in this way, but a skilled enough craftsman can ignore the prerequisite by adding +10 to the DC to create the item. Despite soul gems' normal indestructibility, a crafter with the right knowledge can warp their forms, shaping them to cover a blade, adjusting their characteristics to make them supple and flexible instead of solid gemstones, and similar effects. As a result, soulbound items have a wide range of possible appearances. Similarly to buying souls, using souls in this way is, in most cases, an act of pure evil. However, there are definitely situations, particularly with voluntarilydonated souls, where it might not be. A weapon with the souls of three ancient heroes bound into it, to help the warriors of the future, fits the concept just as well as one full of tormented commoners.

Intelligent Items A soul gem can be used in the construction of an intelligent magic item. Unlike the other ways of using bound souls, using a soul gem in this way affords the soul a certain amount of freedom. The resultant intelligent item's will is that of the being trapped within, though it is still tempered by the binding. The mental ability scores of the intelligent item are increased to that of the soul when it was alive, at no additional cost. The item's creator may still choose to create the item with higher mental ability scores, though doing so costs the normal amount. In addition, the alignment of the intelligent item is that of the bound soul, and it gains a bonus to its Ego score equal to 1/2 the soul's Hit Dice in life.

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Lich Phylacteries Phylacteries, thanks to their unique methods of construction and the purpose they are created for, have a particular affinity with bound souls. When performing the ritual to become a lich and constructing a phylactery, a spellcaster with the Soul Components feat can incorporate soul gems into the item, affording their hiding place a much greater protection than it would otherwise have, and binding the souls to their will. For every soul gem used in the construction of a lich's phylactery, the cost to create it is reduced by 1,121 gp and 5 sp (decreasing the time to create the phylactery as well). The phylactery gains 1 hit point and increases its hardness by 1/4 per soul incorporated into it. The lich is then considered to possess each of the souls bound into their phylactery for the purposes of their Soul Components feat, and gains a +10 bonus on any Knowledge checks to know information that any the bound souls are aware of. Destroying the phylactery frees all the souls bound within it

Armor and Weapons Some craftsmen look at soul gems' physical indestructibility and see not a prison, but an opportunity. As only the current owner of a soul gem can break it, weapons incorporating the gems in their striking surfaces can become unstoppable forces in the right hands, and armor can deflect blows it might not otherwise have stood against. However, the construction of such an item must be handled carefully, so as to not turn the impacts absorbed by the soul gems back on the item itself. These items, when crafted properly, have unique

Mage's Magnificent SkyMarket

properties, similar to adamantine, and are always masterwork quality (the cost of which is included in the prices given below). Weapons created in this way have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness of 30 or less. Armor made in this way grants its wearer damage reduction of 3/– if it's light armor, 4/– if it's medium armor, and 5/– if it's heavy armor, and the armor check penalty is lessened by 1, as normal for masterwork armor. A piece of ammunition created in this way has the same properties as weapons, but is still destroyed on hit, except for the soul gem contained within it. Items made in this way have their normal hardness and hit points; the souls bound within strengthen their prisons but not the rest of the item. Items cannot incorporate both soul gems and other special materials. If the item is destroyed, the soul gems are unharmed, and can be recovered for freeing or reuse.

weaponry tends to be built with angular designs, to take advantage of the extreme hardness of the material.

t Soulbound

Type of Item

Soulbound Item Price Modifier

Ammunition

+200 gp and 1 soul gem/item

Light Armor

+7,500 gp and 3 soul gems

Medium Armor

+15,000 gp and 7 soul gems

Heavy Armor

+22,500 gp and 9 soul gems

Weapon

+5,000 gp and 3 soul gems

Exact market prices, guaranteed!

cut along line

Do not reproduce.

Mage's Magnificent SkyMarket summoning diagram. For transaction use only.

place summoning mixture here

cut along line To order, arrange a mixture of 1 drop of ichor, 7 drops of lemon juice (or a suitable citric substitute), 3 pints of wine, and a single silver piece in the standard-issue summoning diagram provided at the back of this issue.

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Hundreds of products for all corners of the alignment spectrum!

80

Mage's Magnificent SkyMarket
(Playtest) The Avowed: Promises of Power

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