Pacts and Pawns
Pacts and Pawns
Pacts and Pawns
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Pacts & Pawns: New Pact Magic Options
Introduction
INTRODUCTION 1
NEW FEATS 34
CULT INITIATE 34
BONUS CONTENT 35
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Pacts & Pawns: New Pact Magic Options
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Pacts & Pawns: New Pact Magic Options
cannot leave the seal's area to roam about Step 5 – Aftermath: After making the
though it is free to vanish from this reality binding check to determine whether the
whenever it pleases, ending all negotiations. pact is good or a poor, the spirit and its seal
Fortunately, most spirits yearn to vanish completely. Chalk blows away in the
experience reality once more and will only wind, blood seeps into the ground, scratches
vanish if the terms of a pact are not agreed in the earth close themselves, and so forth.
upon within several minutes. At the same time, the spirit becomes bound
to the binder's soul for the next 24 hours,
Step 4 – Barter with the Spirit: Once a
during which time the binder enjoys access
spirit has manifested in its seal, both the
to the spirit's granted abilities. Binders who
binder and the spirit begin negotiating the
make poor pacts with a spirit become
terms of the spirit's
afflicted by the spirit's
service. This is
physical sign and
represented by a
suffer its influence.
binding check, which
Binders who make
is equal to 1d20 + ½
good pacts can
the binder's level +
suppress the spirit's
the binder's Charisma
sign as a move action
modifier. Many
and do not suffer the
additional factors can
spirit's influence.
influence the binding
After 24 hours pass,
check including feats,
the pact ends and the
class features, the
spirit returns from
presence of totems, or
whence it came. The
the spirit's
binder loses access to
constellation. The
the spirit's granted
result of the binding
abilities, and any
check is compared to
ongoing effects
the spirit's binding
granted by the spirit
DC. Under normal
fade away
circumstances, the
immediately.
binder seals a pact
even if he or she fails the check. That said, a The Constellations
binder whose check is equal to or higher In pact magic, a constellation refers to a
than the spirit's binding DC makes a good grouping of stars that, when displayed
pact with that spirit, whereas a binder together, invoke a theme by which spirits
whose check is lower than the spirit's identify themselves. Below is a list of the 13
binding DC makes a poor pact with that constellations of pact magic, their traits,
spirit. The consequences of making a poor and a suggested list of alternate names you
pact are discussed later in this chapter. can use in your campaign.
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Pacts & Pawns: New Pact Magic Options
Angel Dragon
Spirits under the Angel constellation As primeval as creation itself, spirits of the
typically identify with good beings. Angel Dragon constellation hold all of the most
spirits are guardians and protectors, dangerous traits of living dragons. In life,
showering others in light and grace. The Dragon spirits were usually dragons
Angel is allied to the Scholar and the Tree themselves and hold dearly their racial
and is opposed to the Fiend. pride. The Dragon is allied to the Beast and
the Thief and opposed to the Hero.
Alternate Name: Agathonian, Heaven,
Paladin Alternate Name: Drake, Linnorm, Wyrm
Beast Fiend
The Beast Spirits of the Fiend constellation embody all
constellation consists that is corrupt and vile. Fiends spirits
of spirits of instinct. despise the world of mortals and though
Beast spirits exceptions exist, the Fiend constellation
represent nature's is typically reserved for the vilest of
most deadly horrors, spirits. The Fiend is allied to the Beast
both natural and and the Skull and opposed to the
unnatural, such as Angel.
animals, monsters,
Alternate Name:
and magical
Diablo, Furies,
creatures. The Beast is
Hellion
allied to the Dragon and
the Fiend and is opposed Hero
to the Scholar. The Hero constellation
Alternate Name: Cyclops, champions strong beliefs.
Monster, Spider Such spirits are often martyrs
for what they believe in,
Dark Beyond representing powerful warriors
Not truly a constellation, the Dark Beyond with mythic skill of arms. The Hero is allied
is the cold space between the light of every to the Noble and the Scholar and opposed to
star in the sky. It is said that horrible, alien the Dragon.
creatures inhabit this lightless place and
Alternate Name: Guardian, Knight,
the spirits that associate with it are cold
Warrior
and alien. The Dark Beyond is allied to none
and opposed to all other constellations. Mage
Alternate Name: Elder Sign, Great Dark, Masters of magic and shapers of reality are
Shadow drawn to the Mage constellation. Mage
spirits are often unbound by moral
restrictions, shaping the world around them
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Pacts & Pawns: New Pact Magic Options
as they see fit. The Mage is allied to the undead. The Skull is allied to the Fiend and
Noble and the Skull and is opposed to the the Mage and is opposed to the Tree.
Seer.
Alternate Name: Death, Ghoul, Lich
Alternate Name: Magician, Mind, Portal
Thief
Noble The Thief constellation shines for those who
The Noble constellation is heavily dance on the edge of society. Thief spirits
associated with the law and Noble spirits often seek to topple lawful orders and fulfill
value order and hierarchy above all else. their own agendas. The Thief is allied to the
They are high-ranking members of society, Dragon and the Seer and is opposed to the
and those who enforce order. The Noble is Noble.
allied to the Hero and the Mage and is
Alternate Name: Anarchy, Assassin,
opposed to the Thief.
Chaos
Alternate Name: Crown, King/Queen, Law
Tree
Seer The Tree constellation embodies life, nature,
Seer spirits link to the concept of the all- and balance and Tree spirits are nurturers
seeing eyes of the gods. In parallel, the Seer and guardians of these things. The Tree is
constellation represents the concept of true allied to the Angel and the Seer and is
divinity, which is undivided by morality. opposed to the Skull.
The Seer is allied to the Thief and the Tree
Alternate Name: Aeon, Dryad, Scales
and is opposed to the Mage.
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Pacts & Pawns: New Pact Magic Options
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Pacts & Pawns: New Pact Magic Options
pact results in a -10 penalty on the spirit's died of neglect or in battle. A few spirits
binding check, and if the rushed check fails, never existed in any mundane sense. Most
the spirit ignores the binder, the pact fails, spirits hope to enjoy a foothold in the world
and the binder gains no granted abilities, of the living. Although some spirits lived
does not suffer the spirit's influence, and honorable lives, others were terrible and
cannot commune with the spirit again for 24 their Legends reflect mature themes.
hours.
Granted Abilities: A granted ability is one
Performing a pact magic ceremony requires of five supernatural abilities that a spirit
your full attention and provokes attacks of bestows upon a binder as part of a pact.
opportunity. Once the ceremony begins, the Binders receive the granted abilities of the
binder must remain within the seal or else spirits they bind with regardless of whether
the ceremony fails. Performing any action the pact was a good pact or a poor pact.
not related to the ceremony or exiting the Occultists and characters with the bind
seal causes the entire ceremony to fail, spirit class feature gain all of the granted
causing the spirit to refuse to bind with the abilities of a spirit they forge a pact with, as
binder for the next 24 hours. A binder must listed below. Granted abilities are always
be able to audibly speak in order to perform supernatural, even when they replicate
a ceremony. extraordinary or spell-like abilities. A
granted ability's DC is equal to 10 + ½ the
Manifestation: When the ceremony is
binder's level + his or her Charisma
complete, the spirit manifests before the
modifier. Some archetypes allow a binder to
binder and any onlookers. Each spirit has
use a different ability modifier, as described
its own, unique method of manifesting as
under that class feature. Granted abilities
described in its description. The
always use the granted ability saving throw
manifestation isn't an illusion though it is
DC listed above, even when they replicate
very clearly unable to harm the binder or
spells and similar effects that would
others, nor can it be dispelled or interacted
normally use a different DC. All granted
with in any way aside from negotiating a
abilities belong to one of two categories, as
pact. Following the spirit's manifestation,
described in their description. These
the binder and the spirit engage in a battle
categories are described below.
of wills in the form of a binding check
versus the spirit's binding DC. Success or Major Abilities: Major granted abilities
failure indicates whether the pact was a are the most powerful abilities that a spirit
good pact or a poor pact. can offer. They deal damage, cure wounds,
and allow the binder to override reality with
Legend: Each spirit had a life, real or
supernatural powers. Major abilities are
imagined, and the spirit's Legend captures
taxing to use, and when a binder uses a
its demeanor and values, why it grants
major ability, the ability becomes expended
certain abilities, and the events that
the next 5 rounds after the round it is used.
transformed it into a spirit. Some spirits
During this time, an expended granted
were mortals who found no place after
ability is not available; the binder gains
death. Others were powerful beings who
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Pacts & Pawns: New Pact Magic Options
none of its benefits and cannot activate it four categories: physical sign, influence,
until the allotted exhaustion ends. The favored ally, and favored enemy.
Rapid Recovery feat reduces the amount of
Physical Sign: As part of the pact making
time a major granted ability is expended by
process, a binder agrees to acquire a
1 round.
physical aspect that relates to the spirit in
Capstone Empowerment: Listed under some way. This is known as the spirit's
major abilities, the capstone empowerment physical sign. Each spirit has two physical
ability is a special modification that applies signs: one that is always active and one that
to one of the spirit's major granted abilities. is only active whenever the binder activates
The capstone empowerment is not one of the spirit's granted abilities. The
automatically bestowed to a binder; in order triggering ability can be a major or minor
to gain this benefit, a binder must succeed granted ability; it matters not as long as the
on their binding check to make a good pact granted ability requires an action to use.
with a spirit by 10 or more. Capstones can The physical sign is brief and only remains
only be granted if the pact is a good pact. for the round during which the granted
Poor pacts with a spirit never result in a ability is activated, though it is impossible
capstone empowerment being granted even to miss it without the use of a Bluff check,
if the binding check beats the spirit's DC by Disguise check, or similar measures a
10 or more. A capstone empowerment is an binder may take to hide it. A binder that
optional effect. It can be applied to a makes a good pact with a spirit can hide all
granted ability as a free action. The binder physical signs as a move action. The
may choose to not apply its benefits. Suppress Sign feat reduces this to a free
action. A binder that makes a poor pact
Minor Abilities: Minor granted abilities
cannot hide the spirit's influence. He or she
are less powerful and usually passive
suffers the physical sign for the duration of
benefits that a spirit possesses. They supply
the pact.
bonuses, grant the benefits of feats, and
grant abilities that usually do not need to be Influence: When you bind a spirit, you are
activated. Minor abilities without an inviting that entity into your very soul.
activation action take effect immediately Binders with little experience or who are
following a successful pact and last for a overwhelmed by the spirit's presence may
pact's duration (24 hours or until the spirit accidentally allow that spirit a measure of
is expelled in another manner). Most minor influence over their personality and actions.
abilities can be suppressed as a full-round This occurrence is known as a spirit's
action unless noted otherwise; like with influence. Each spirit has an influence entry
signs, a binder cannot suppress their minor that to which binder may be subjected.
granted abilities if they made a poor pact Whenever a binder makes a poor pact with
with the spirit providing them. a spirit, the spirit demands that they act in
accordance with its influence. A binder is
Signs and Influence: A spirit makes its
not forced to abide by the spirit's desires,
presence known on a binder through its sign
but if a binder chooses to ignore the spirit's
and influence. These descriptors fall into
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Pacts & Pawns: New Pact Magic Options
influence, he or she must make a Will save surrendered. A binder can only possess a
or suffer a -1 penalty on all attack rolls, skill single vestigial companion. If a vestigial
checks, saving throws, and to AC for 24 companion is slain or banished, the binder
hours or for the duration of the pact with cannot gain a new one until he or she makes
the spirit. The DC of this Will save equals a new pact and exchanges a minor granted
the spirit's binding DC including any ability for a new vestigial companion. A
enhancements (such as binding a vestigial companion that would gain share
constellation aspect) with a +10 modifier if spells immediately exchanges that ability
the pact with the spirit was rushed. The for the feature, share granted abilities.
influence penalty stacks each time the
Share Granted Abilities (Su): A
binder ignores a spirit's influence. A
vestigial companion gains all the
character that can bind multiple spirits
granted abilities of its patron spirit,
stacks the penalty for disobeying the
which is the same spirit that aids
influence of multiple spirits to determine
the binder. The binder and
the total penalty.
companion share these granted
Favored Ally and Enemy: For whatever abilities. If a major granted ability is
reason spirits smile fondly upon creatures expended for one, it is expended for
that fall into the category of their favored both of them. Furthermore, the
ally. Likewise, they despise or distrust binder and companion count as the
creatures that fall into the category of their same creature when determining if a
favored enemy. Though this category has granted ability affects a creature
little consequence on its own, many feats (that is, some granted abilities
and abilities interact with this mechanic. A cannot affect a creature that
binder who counts as a spirit's favored ally successfully saves, and a save
increases the spirit's totem bonus by +1 (or against master or familiar makes
by +2 when meeting all of the spirit's the creature immune to the ability
totems). Likewise, a binder who counts as a regardless of whether the binder or
spirit's favored enemy only gains half the companion use it).
normal bonus for meeting its totems.
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Pacts & Pawns: New Pact Magic Options
When a multiclass binder has levels in pact gains Constellation Alignment from
magic classes with different key ability multiple classes uses only the alignment
modifiers (such as Wisdom for a pactsworn from the first class he or she received;
pagan or Intelligence for a soul weaver), you subsequent classes abide by the selected
must immediately select which ability score alignment(s). If a class restricts the
modifier to use upon gaining your first level constellations to which the binder can and
in the new class. cannot align, the binder must abide by these
restrictions or be unable to take levels in
Once this choice has been made, it cannot be
the class. For example, a character aligned
reselected. For example, a multiclass soul
with the Noble constellation cannot take
weaver/occultist would use Charisma or
levels in the totemic sage archetype and a
Intelligence as decided when first
character aligned with the Thief
multiclassing. Multiclass binders who take
constellation cannot take levels in the
levels in classes that do not grant a binder
empyrean friar archetype. Similarly, a
level add half of their class levels in non-
character who multiclasses into the soul
binder classes to their binder level to
muse archetype who already possesses a
determine the strength of granted abilities.
constellation alignment selects 2 additional
For example, a bard 2/occultist 2 has a constellations to bring him or her up to the
binder level of 3 (his occultist level + ½ his total number of alignments allowed for that
bard level). Finally, a multiclass binder who class.
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Pacts & Pawns: New Pact Magic Options
Chapter 1: New
Hand) to gain the bonus. If you win
the game, you do not gain 100 gold,
Spirits
but the first time you use Blood
Money to confirm a critical hit is
free. If you lose, 100 gold disappears
Countless spirits abound in the Material from your person. If you do not have
and other planes; the following passage 100 gold to pay, or if you fail the
details but a few. Countless more spirits Sleight of Hand check, the binding
have been documented in the annals of fails instantly and you cannot bind
history... the Gunman for 24 hours.
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Pacts & Pawns: New Pact Magic Options
• A successful steal combat maneuver (see sidebar) upon the foe attacking you
causes the item to land in a square (or that you are attacking). You gain a
between you and the target, 10 feet +2 insight bonus on saving throws
away from the target. against the activated abilities of spirits.
• A successful dirty trick combat
Sulfur City Shuffle: As a swift action,
maneuver may have whatever effect
whenever you successfully make a Bluff
you and your GM deem appropriate
check to feint against a target, a small
(within the bounds of the normal
explosive falls in the target’s square. A
range of options).
spell or effect with the [fire] descriptor
Trick shot expends one round of which targets the square, or a successful
ammunition. You gain a +1 insight attack by a firearm against AC 15
bonus to your CMB on this attempt ignites the explosive, dealing 3d8
for every four binder levels you damage to any creature in the square
possess. Afterwards, this ability is and splash damage to creatures in
expended for 5 rounds. adjacent squares. The first three times a
day this power is used are free; after
Capstone Empowerment: You may
that, Cort charges you 100 gold.
make this combat maneuver in place
of any attack instead of as a Signs and Influence
standard action. The spirit affects you in the following ways:
Inscrutable: You do not lose your Personality: You are a person of few
Dexterity bonus to AC when an words and you are loath to do anything
opponent makes a Bluff check to for free.
feint in combat against you, and you
Favored Ally: Any (professional soldier)
gain an insight bonus equal to ½
your binder level on Bluff checks you Favored Enemy: Animal (flying)
make to feint in combat.
Additionally, you are constantly Vestigial Companion
under the effect of undetectable You gain the service of an intelligent
alignment. revolver with the following statistics:
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Pacts & Pawns: New Pact Magic Options
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Pacts & Pawns: New Pact Magic Options
spirits is cast and directed at such a You do not follow any deity and have
location, the spell indicates an aura no levels in a class that offers divine
strength of dim (even weaker than a faint spells.
aura). How long the aura lingers at this dim You are maimed or otherwise suffer
level depends on its original power. from some deformity that you were
not born with.
Duration of
Original Strength An animal who is truly loyal to you is
Lingering Aura
present for the ceremony.
Faint 1d6 rounds
Moderate 1d6 minutes Ceremony: Adorning yourself with tribal
Strong 1d6x10 minutes war decoration, you perform an elaborate
Overwhelming 1d6 days spinning dance with a length of chain or
Creatures, even those born of occult powers, rope around a pedestal, upon which rests a
are not occult in themselves, but if they are small chalice filled with water, marked with
summoned by an occult power, the power some holy symbol (the exact symbol is
registers. Each round, you can turn to unimportant). You must not disturb the
detect pact spirits in a new area. The spell chalice until the end of your dance.
can penetrate barriers, but 1 foot of stone, 1
inch of common metal, a thin sheet of lead, Manifestation: When you are overcome
or 3 feet of wood or dirt blocks it. Detect with a supernatural rage, you shatter the
pact spirits can be made permanent with a chalice and the water turns to blood as it
permanency spell. falls to the ground, spreading into a pool
from which Arkensang rises, confronting the
binder with an expression of contempt.
Arkensang, Fortune’s Apostate
Born into a clan of barbarian warriors Granted Abilities
facing its last days, this maimed warrior Arkensang grants the following abilities.
subverted the prophecy of a goddess of
death. When his soul was sent to its end he Major Granted Abilities
was forbidden final rest and thus lingers, Sever Magicka: As a standard
eternally restless, promising the power to action, you can make a sunder
resist those who claim the license of check to sever a thread of magic
divinity. using any weapon that deals
slashing damage. If the spell is a
Summoning Rules divine spell, you gain +2 to hit
The following describes the requirements and damage with the sunder
and rituals for binding Arkensang. check (+4 after 9th level). A
successful sunder check of DC 10
Spirit Level: 4th
plus caster level + casting
Constellation: Fiend
Binding DC: 23 modifier strikes the thread (hit
Totems: You gain a totem bonus on the points = caster level, hardness =
spirit's binding check if you meet some or all casting modifier), and damages it.
of these conditions. Destroying the thread ends the
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Pacts & Pawns: New Pact Magic Options
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Pacts & Pawns: New Pact Magic Options
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Pacts & Pawns: New Pact Magic Options
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Pacts & Pawns: New Pact Magic Options
Chapter 2: New
Please see Pact Magic Unbound, Vol. 1
by Radiance House for details on the
Archetypes
standard occultist.
Haunting Occultist
First introduced in the Pathfinder All occultists can bind spirits for power, but
Roleplaying Game Advanced Player’s Guide, some occultists can use them in a more
archetypes are specialized versions of base personal way. A haunting occultist learns
classes that fill in the gaps for a myriad of the secret of binding spirits to her foes,
character concepts. An archetype is a quick tormenting them and wearing them down
plug-and-play set of alternate class abilities with the sheer weight of their occult might.
arranged around a specific character
concept. For example, a skirmisher ranger The haunting occultist is an archetype for
differs from a trapper the occultist class.
ranger. Simply, archetypes
Haunting Pact (Su)
help players customize a A haunting occultist can
base class to suit their bind spirits as a regular
individual needs. Some occultist, but treats her
archetypes mention binder level as ½ her
the ability to bind binder level for this
spirits “as an occultist purpose. She can instead
of equal binder level.” use a spirit to haunt a foe,
This ability only imposing certain penalties
supplies the and otherwise making life
archetype with the difficult for them, at her
bind spirit class full binder level.
feature. Such
characters do not gain When attempting to
access to any other haunt a foe, the target
occultist class must attempt a Will
features, such as save against the
constellation aspects, occultist’s binding
pact augmentations, check. (If the target is
and so forth. also a binder, they can substitute a binding
check of their own for their Will Save.)
In the course of their adventures, a party of
adventurers may run afoul of various A haunting occultist can gain a totem bonus
binding cults of nefarious nature and on their haunting check if any of the
esoteric method. Below are just a few of the following apply (and these replace the
diverse methods used to harness spirits. normal haunting bonuses if so):
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Pacts & Pawns: New Pact Magic Options
The occultist knows the target’s This ability replaces (and otherwise
true, full name (under normal functions as) the standard occultist’s bind
circumstances the name given at spirits class feature.
birth).
The target is the spirit’s favored Grim Companion (Su)
enemy. For a number of minutes per day equal to
The target has personally your binder level, you may summon the
wronged the occultist. vestigial companion of a spirit that is
haunting a foe to stalk or attack that foe.
The haunting can be performed in two ways; There is no range limit on this ability; the
if the target is within sixty feet of the vestigial companion will always appear
occultist, it is simply performed, as a full- within one mile of the target when this
round action; no ceremony is required. If the power is used, as long as they are on the
target is further away (or simply not same plane of existence. If the bound spirit
present), then the ceremony for the spirit is does not have a companion, this ability has
performed using all the normal components no effect.
as well as a personal possession of the
target, or a part of their body (such as hair Only the haunted foe can see the companion
or fingernails). and only that character is affected by its
attacks. If the companion’s abilities deal
In either case, if the target fails their will damage or otherwise impose penalties on a
save by 10 or more, the haunting is a dire target, the target can only be the haunted
haunting. If they merely fail by less than 10, foe.
the haunting is a minor haunting. If they
succeed, the haunting fails, and the target You share the senses of this companion, and
cannot be targeted by a haunting pact for the companion has all the granted abilities
another 24 hours. If a body part was used, of the spirit, including the ability that the
that body part is consumed in the ceremony. vestigial companion would normally replace.
If the companion is slain by the haunted foe,
A haunted target gains none of the spirit’s it cannot manifest again for 24 hours.
granted abilities. The target is afflicted as if
they had made a poor pact with the spirit, In the case of a dire haunting, the vestigial
and accrues penalties if it conflicts with the companion can manifest twice as long.
spirit’s personality. The spirit can be This ability replaces constellation aspects.
pacified and prevented from further
antagonizing the target if the target Vengeful Haunting (Su)
complies with the spirit’s wishes. At 2nd level, an occultist’s haunting does
even more harm as the spirit further
A haunting occultist can never gain a antagonizes the target. If the occultist
spirit’s vestigial companion. A spirit can successfully enacts a dire haunting on a
never be called upon to haunt a target that target, select one of the penalties listed
is their favored ally. below to be applied to the target.
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Pacts & Pawns: New Pact Magic Options
At 6th level and every 4 levels thereafter, the • Blunted Haunting: -1 morale penalty
binder selects one additional vengeful on damage rolls
haunting when making a dire haunting, to a • Wasted Haunting: -1 hit point per
maximum of 5 vengeful hauntings at 18th two levels; these cannot be healed as
level. long as the haunting last.
A vengeful haunting lasts for 24 hours or This ability replaces pact augmentation.
until the occultist is neither bound to nor
haunting a character with any spirits. An Spiritual Stalker (Su)
occultist may select a single vengeful At 4th level, you gain sneak attack as a
haunting multiple times. Bonuses gained rogue of your binder level, usable only
from vengeful hauntings stack with against targets afflicted by a haunting pact.
themselves but not with similar bonuses At 8th level, a haunted creature you
gained from other threaten is treated as if another enemy
sources (such as character or creature is
spirits). on the opposite border or
• Unguarded opposite corner from you,
Haunting: -1 granting you a +2
insight bonus flanking bonus to attack
to AC and it.
CMD. This At 12th level, all
penalty creatures gain a +2
applies to both flanking bonus to melee
touch and flat- attack rolls against a
footed AC haunted creature you
• Wounding threaten.
Haunting: The
critical threat range of all weapons is This ability replaces
increased by 1 while making an Bonus Feats.
attack against the target.
Contract Additional Spirits (Su)
• Weighted Haunting: -2 insight bonus
At 6th level and every 4 levels thereafter, an
on initiative checks
occultist gains the ability to bind one
• Misfortune Haunting: -1 untyped
additional spirits, or haunt another with a
penalty on all saving throws.
spirit. Both bound and haunting spirits
• Pariah Haunting: -4 morale penalty
count towards the limit of an Occultist’s
on Diplomacy and Bluff checks.
total number of spirits, to a maximum of 4
• Vulnerability Haunting: Any damage
spirits at 14th level. A target can never be
reduction the target receives from
haunted by more than one spirit at a time.
any source is reduced by 2, to a
minimum of 0. This ability otherwise functions as bind
additional spirits.
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Pacts & Pawns: New Pact Magic Options
Paranormal Activity (Su) one granted ability, and each ability may
At 15thlevel, when you haunt a target with only be assigned once. Neither the occultist
a minor haunting, select one vengeful nor her effigies may ever receive a spirit’s
haunting option to apply to the target. vestigial companion, even if multiclassing.
This ability replaces constellation mastery. The creation of effigies extends the time of
the ritual to 20 minutes, and a Divided Pact
To The Ends of the Earth (Su) cannot be rushed. (Note that these are not
At 20th level, a haunting occultist has no masterful creations akin to golem creation,
limit on the amount of time his grim and without the spirit’s cooperation and
companion can stay manifested, though it influence will certainly fall apart in
still cannot manifest for 24 hours if it is seconds.)
killed. Furthermore, the companion can
manifest even if the target is on a different Each effigy follows one of the base forms:
plane.
Aquatic
This ability replaces true augmentation. Size Medium; Speed 20 ft., swim 40
ft.; AC +4 natural armor; Saves Fort
(none), Ref (good), Will (bad); Attack
Legion Occultist bite (1d6); Ability Scores Str 16, Dex
Sacrificing personal power and control over
12, Con -, Int 7, Wis 10, Cha 11
spirits, legion occultists use the powers of
effigy to create personal armies, with bound Biped
spirits at their head. Size Medium; Speed 30 ft.; AC +2
The legion occultist is an archetype for the natural armor; Saves Fort (none), Ref
occultist class. (bad), Will (good); Attack 2 unarmed
strikes (1d4); Ability Scores Str 16,
Divided Pact (Su) Dex 12, Con -, Int 7, Wis 10, Cha 11
A legion occultist can never directly bind
spirits to herself. Instead, through the use Quadruped
of effigy, she creates artificial bodies that Size Medium; Speed 40 ft.; AC +2
the spirit can animate at will. In this way a natural armor; Saves Fort (none), Ref
single spirit becomes a powerful force in its (good), Will (bad); Attack bite (1d6);
own right. Ability Scores Str 14, Dex 14, Con -,
Int 7, Wis 10, Cha 11
An occultist’s effigies are constructs, but are
treated as animal companions, with the Serpentine
occultist’s binder level serving as her druid Size Medium; Speed 20 ft., climb 20
level. She may create as many effigies as ft.; AC +2 natural armor; Saves Fort
her bound spirits have granted abilities, but (none), Ref (good), Will (good); Attack
the combined level of all her effigies must be bite (1d6), tail slap (1d6); Ability
equal to or less than her effective druid Scores Str 12, Dex 16, Con -, Int 7,
level. Each effigy must be assigned at least Wis 10, Cha 11
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Pacts & Pawns: New Pact Magic Options
The medium used to create effigies affects following materials at the appropriate
their performance. At 1st level, you may levels:
choose one of the following mediums to
2nd level: Ice (fire vulnerability/10,
create the effigy from:
crystalline quality, all attacks deal
o Straw: (fire vulnerability/5, AC -2) cold damage)
o Mud: (-10-ft. base speed, AC -1)
5th level: Wood (fire vulnerability/5,
When a spirit inhabits an effigy, typically DR 1/fire, 1 hour ritual time)
the aspect of the spirit or its companion can
8th level: Stone (DR 3/adamantine, +1
be seen projected over the effigy, appearing
to damage, 2 hour ritual time)
as construct and living creature at once.
12th level: Iron (DR 5/adamantine, +1
All effigies possess the spirit’s personality to
to damage, 1 day ritual time.)
some degree. If a good pact is sealed, this
personality will never come into conflict The availability (or lack thereof) of
with your commands or wishes. If a poor appropriate materials may affect your
pact is sealed, the effigy may attempt to ability to create them.
disobey your command when it is in conflict
with the spirit’s personality. You can This ability replaces pact augmentation.
suppress this disobedience at will, but the
Master of Puppets (Su)
effigy will take 1d6+2 points of damage as At 20th level, your unquestioned mastery of
you rebuke it for its insolence, and this binding ensures that a spirit’s personality
damage cannot be healed or repaired as long will never conflict with your wishes.
as the effigy exists, nor can it be reduced in Furthermore, anytime one of your effigies
any way. would fail a Will or Reflex save, you may
If an effigy is reduced to 0 hit points or reroll using your Will or Reflex save instead.
below, it is destroyed and lost for the This ability replaces true augmentation.
duration of the binding.
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Pacts & Pawns: New Pact Magic Options
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Pacts & Pawns: New Pact Magic Options
Chapter 3: Cults
society. Secret societies periodically reward
activities taken on at a member’s own
and Covens
initiative, such as research, traveling, and
adventuring; these are noted on the
following pages as appropriate, but are
Pact magic being both powerful and feared, typically left to the GM to develop as
it is unsurprising that a number of adventures.
clandestine organizations have sprung up A member’s Fame score represents her
both for the safety of its members and for status within her secret society and tracks
the expansion and honing of the craft. A few her success in conducting the society’s
of these organizations are detailed in the business. A low Fame score indicates she’s a
following passages. The basics of secret new or a struggling member, while a high
societies are described first, followed by a one could enable her to become a permanent
few example societies. member or even a group leader. To increase
her Fame score, a character must either
Joining a Secret Society succeed at Obeisance checks—skill checks
A character must pay a fee and pass an with a DC of 15 + her current ranks in that
initiation test to join a secret society. An skill (see About Service Periods sidebar)
initiation test consists of a skill check of a or perform specific tasks. The methods by
type determined by the society, and a which she earns opportunities to attempt
character can attempt the test once every Obeisance checks vary by school. A
two service periods (a length of time that character’s Fame score increases by 1 every
varies according to each secret society). time she succeeds at an Obeisance check or
performs a task for her society. For every 10
Once a character is initiated, he must pay a points of Fame a member possesses, she
periodic donation to remain in the society gains a cumulative +1 bonus on Diplomacy
until his Fame score rises high enough to checks against other members of that secret
grant him permanent membership. society. Fame is not expended— when an
These costs, skills, and Fame score award granted by a society lists only a
requirements vary by society (see the required Fame score, a member receives the
following pages). award automatically when she achieves that
Fame score.
24
Pacts & Pawns: New Pact Magic Options
Prestige Points.
pay the requisite offerings when they are
due, performs some act that jeopardizes the
Skill Specialization secret society’s anonymity, or otherwise
Many of the prestige awards and forms of violates the society’s rules or tenets (based
recognition that secret society members on the GM’s interpretation of the act), she is
purchase allow a character to become excommunicated from the society and her
specialized in a skill. When a PC becomes Fame score and Prestige Points are both
specialized in a skill, that skill immediately reduced by 2d6 (to a minimum of 0). A
becomes a class skill for him. If the member member who fails a number of consecutive
gains that skill as a class skill from any Obeisance checks as set by her secret
other source (before or after purchasing the society is also excommunicated.
prestige resource), he gains a +1 competence
bonus on those skill checks. Once a member leaves a secret society, she
can no longer spend Prestige Points on that
society’s benefits.
Leaving a Secret Society
A character can leave a secret society at any If she is excommunicated, she might even
time by simply alerting her superiors, lose access to some of the advantages and
though abandoning some organizations boons she had already acquired from the
might come at a price. If a member fails to society, at the GM’s discretion. A member
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Pacts & Pawns: New Pact Magic Options
Service Period The duration of each can increase your Fame score through this
service period. task Y times per service period.
Excommunication What may lead to the
Awards
removal of the member from the society,
and what that means in real terms. Benefits and services offered through
membership in the cult
Tasks
Task Name (+X Fame) Performing this
task increases your Fame score by X. You
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Pacts & Pawns: New Pact Magic Options
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Pacts & Pawns: New Pact Magic Options
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Pacts & Pawns: New Pact Magic Options
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Pacts & Pawns: New Pact Magic Options
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Pacts & Pawns: New Pact Magic Options
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Pacts & Pawns: New Pact Magic Options
Tasks
Favored of Ia (+3 Fame) You seal
a good pact with Ia and display his
power in Ia’s service, increasing your
fame by 3. You can increase your
Fame score through this task once
per service period.
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Pacts & Pawns: New Pact Magic Options
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Pacts & Pawns: New Pact Magic Options
New Feats
Cult Initiate
Prerequisite(s): Ability to bind first level
spirits, must be accepted and initiated by a
cult authority.
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Pacts & Pawns: New Pact Magic Options
Bonus Content
A sibyl uses Intelligence in place of
Charisma on binding checks and when
calculating the effectiveness of granted
Included below is a small portion of Pact abilities. This ability replaces the magus’s
Magic Unbound, Vol. 2 by Radiance House. spells class feature. A sibyl does not gain
If you like this content please consider any spells or spellcasting ability, does not
picking it up in the d20pfsrd.com estore! have a caster level, and cannot use spell
trigger and spell completion magic items.
Spiritstrike (Su)
At 2nd level, when using a granted ability
that requires a touch attack a sibyl can
deliver the granted ability through a
weapon that is being wielded as part of a
melee attack. This ability otherwise
functions as the standard magus’s
spellstrike ability.
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Pacts & Pawns: New Pact Magic Options
This ability replaces spell physical sign and influence as if a poor pact
had been made with the spirit.
Bonus Feats
A sibyl can select occult feats as bonus feats Furthermore, the sibyl does not gain the
instead of metamagic feats. new spirit’s capstone empowerment. If the
sibyl is bound to multiple spirits, the sibyl
Forgotten Arcana (Sp) selects which spirit is expelled.
At 8th level, a sibyl can expend arcane
energy to reinvigorate the powers of a bound This ability replaces improved spell recall.
spirit as a swift action. After spending a
Lash of the Spirits (Su)
number of arcane points equal to the spirit’s
A sibyl learns how to deliver melee attacks
level, the sibyl selects one minor granted
through the use of granted abilities. As a
ability with daily uses, rounds, minutes,
swift action, the sibyl can impose a –2
and so forth in order to regain one use of the
penalty on attack rolls and to the save DCs
selected ability per magus level. The sibyl
of granted abilities for 1 round. If done,
cannot grant a minor granted ability uses in
after successfully affecting a creature with a
excess of the maximum number of uses that
granted ability the sibyl can immediately
the selected granted ability can normally
make a melee attack against that opponent
possess at once.
regardless of reach. This attack is made at
This ability replaces improved spell combat. the sibyl’s highest attack bonus with the
penalty noted above and deals normal
Rapid Expulsion (Su) damage if it hits. The sibyl does not benefit
At 11th level, a sibyl can use arcane power from feats, class features, or granted
to exchange spirits rapidly. As a full-round abilities when making this attack and a
action, select 1 spirit that the sibyl can seal creature may only be struck once per
a pact with an unbound spirit. The sibyl granted ability in this manner.
must know the spirit’s seal and ceremony
for the selected spirit. By spending a This ability replaces greater spell combat.
number of arcane points equal to the higher
Capstone Expulsion (Su)
level between the bound spirit and the
At 19th level a sibyl using the rapid
unbound spirit, the sibyl immediately ends
expulsion ability automatically receives the
the pact with the spirit that is currently
new spirit’s capstone empowerment. The
bound and seals a pact with the unbound
sibyl suffers the new spirit’s physical sign
spirit. Expelling a spirit in this manner is
and influence as described, however.
treated as Expel Spirits, found in Pact
Magic Unbound Vol. 1. This ability replaces greater spell access.
The new spirit is bound to the sibyl with the True Sibyl (Su)
same remaining amount of time left before At 20th level, the sibyl becomes a master of
it departs as the expelled spirit and the fusing occult power and melee fighting.
sibyl automatically suffers the new spirit’s Whenever the sibyl uses occult combat and
targets the same opponent with a melee
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Pacts & Pawns: New Pact Magic Options
attack and a granted ability, the sibyl can 16th level, you receive Greater Minor
choose to either increase the DC to resist Binding as a bonus feat.
the granted ability by +2 or gain a +2
Spells: 1st) conceal pact magic 2nd) augur
circumstance bonus on attack rolls made
pact
against the target until the end of the turn.
Legal Information
This ability replaces true magus.
Open Game License Version 1.0a
Gray Waste Subdomain
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of
the Coast, Inc. (“Wizards”). All Rights Reserved. 1. Definitions: (a) “Contributors” means the
Associated Domain: Occult. copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative
Material” means copyrighted material including derivative works and translations (including into
Deities: The Gray Waste subdomain is other computer languages), potation, modification, correction, addition, extension, upgrade,
improvement, compilation, abridgment or other form in which an existing work may be recast,
granted by deities with strong ties to the transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast,
spirit realm and its denizens. publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game
mechanic and includes the methods, procedures, processes and routines to the extent such
Replacement Power: The following
content does not embody the Product Identity and is an enhancement over the prior art and any
additional content clearly identified as Open Game Content by the Contributor, and means any
granted power replaces the exorcism power work covered by this License, including translations and derivative works under copyright law,
of the occult domain. but specifically excludes Product Identity. (e) “Product Identity” means product and product line
names, logos and identifying marks including trade dress; artifacts, creatures, characters,
stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols,
Gray Out (Su) designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic
At 8th level, you can drain all color from and other visual or audio representations; names and descriptions of characters, spells,
enchantments, personalities, teams, personas, likenesses and special abilities; places, locations,
your body as a standard action, allowing you environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols,
to slip past material obstacles. You become or graphic designs; and any other trademark or registered trademark clearly identified as
incorporeal for up to 1 round per cleric level Product identity by the owner of the Product Identity, and which specifically excludes the Open
Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are
each day, allowing you to move about used by a Contributor to identify itself or its products or the associated products contributed to
unfettered. These rounds do not need to be the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use,
Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open
used consecutively. Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The
License: This License applies to any Open Game Content that contains a notice indicating that
the Open Game Content may only be Used under and in terms of this License. You must affix
Pact Magic Subdomain such a notice to any Open Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the License itself. No other terms or
Associated Domain: Occult. conditions may be applied to any Open Game Content distributed using this License. 3. Offer
and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms
Deities: The Pact Magic subdomain is of this License. 4. Grant and Consideration: In consideration for agreeing to use this License,
granted by deities who promote the contact the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the
exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to
of and binding with spirits. Contribute: If You are contributing original material as Open Game Content, You represent that
Your Contributions are Your original creation and/or You have sufficient rights to grant the rights
Replacement Power: The following conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT
granted power replaces the exorcism power NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any
Open Game Content You are copying, modifying or distributing, and You must add the title, the
of the occult domain. copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original
Open Game Content you Distribute.
Minor Binding 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication
as to compatibility, except as expressly licensed in another, independent Agreement with the
At 8th level, you receive Minor Binding as a owner of each element of that Product Identity. You agree not to indicate compatibility or co-
bonus feat. At 12th level, you receive adaptability with any Trademark or Registered Trademark in conjunction with a work containing
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Pacts & Pawns: New Pact Magic Options
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Pacts & Pawns: New Pact Magic Options
39