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PACT MAGIC UNBOUND VOL. 1 TAP THE POWER OF ANCIENT SPIRITS ALEXANDER AUGUNAS & DARIO NARDI Sample file

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Page 1: PACT MAGIC UNBOUND VOL. 1 - RPGNow.comwatermark.rpgnow.com/pdf_previews/104602-sample.pdf · PACT MAGIC UNBOUND VOL. 1 TAP THE POWER ... For Use with the Pathfinder Roleplaying Game

PACT MAGICUNBOUND

VOL. 1

TAP THE POWEROF ANCIENT SPIRITS

ALEXANDER AUGUNAS &

DARIO NARDI

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Product IdentityAll legends herein written and copyrighted 2007 by Dario Nardi except “Legend of Muse Istago” by Melonie Ho in 2008. All other material written by Alexander Augunas and Dario Nardi, copyright 2012 where not covered by the Open Game License summarized on page 84. All game mechanics, statistics, and names of spirits are considered Open Game Content. The Radiance House logo, all trademarks and registered trademarks, dialogue, plots, storylines, characters, artwork, logos, and trade dress herein are coprighted by Dario Nardi and are not Open Game Content. Cover illustration and design by Judah Ben Jehoshua. Interior design by Judah Ben Jehoshua and Dario Nardi. Pact magic seals by Dario Nardi. Interior illustrations by J von K, Mike Muffins, and Joe Slucher. On the cover, an occult eye affords a view into the Beyond, where vestiges of spirits float for eternity, waiting to be summoned.

Version 1.0—07/15/2012

For Use with the Pathfinder Roleplaying GameCompatibility 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 Pub-lishing, 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.

PublisherRadiance HousePO BOX 691971, West Hollywood, CA 90069http://www.RadianceHouse.com | http://www.PactMagic.comPrinted in USA ISBN: 978-0-9798684-9-8

Thank YouLibby Schultz for enthusiasm and proofreading, Yehuda Ben Jehoshua for patience and graphics, and members of the online pact magic forums, notably Phillip Reed and Spencer Scheetz. Finally, John Garber for inspiring Daeminthos.

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Credits

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Chapter 1: Classes Options ........................................................5The Occultist .................................................6Hiding the Art ..............................................11Archetypes: Barbarian (Totemic Sage) .............................12 Bard (Soul Muse) ......................................13 Cleric (Occult Priest) ................................14 New Spells .........................................15 Druid (Pactsworn Pagan) .............................16 Fighter (Warshade) .....................................17 Monk (Empyrean Friar) ...............................18 Occultist (Seal-Etched Occultist) ....................19 Occultist (Unbound Occultist) ......................19 Paladin (Templar of Spirits) ...........................22 Ranger (Foe Reaper) ....................................23 Rogue (Untouchable) ..................................24 Sorcerer (Ergon Bloodline) ...........................25 Sorcerer (Ravaged Bloodline) ........................25 Wizard (Soul Weaver) .................................26 Legend of Xalen d’Marek ............................27

Chapter 2: FeatsOccult Feats ................................................29Feats ..........................................................29The Legend of Vandrae ...................................34

Chapter 3: SpiritsBinding Spirits .............................................35The Constellations .........................................38Pact Magic in Action .......................................41Spirits ........................................................42Index of Spirits .............................................431st-level Spirits: Aza’zati, the Green Wyrmling ........................44 Cave Mother, Sorcerous of Secrets ...................45 Legend of Cave Mother ...............................46 General Hessant, Patron of Lost Soldiers ..........47 Sevnoir, the Meandering Mastiff .....................482nd-level Spirits: Lady Jarah, Mistress of Many Faces ................49 Legend of Lady Jarah ..................................50

Contents

Mute Sylvus, Sole Survivor ..........................51 Tyrant Cromwell, the Black Knight .................52 Ubro, the Blind Hospitaler ...........................533rd-level Spirits: Muse Istago, Painter of Paradox ......................54 Legend of Muse Istago .................................55 N’aylia, the First Vampire ..............................56 Vandrae, Drowess Poisontouch ......................57 Xalen d’Marek, Archivist of Fell Secrets .........584th-level Spirits: Fey Baraddu, the Beast in the Woods ................59 Gulguthriana, the Glutton ............................60 Hexus, the Living Curse ..............................61 Loh’moi, the Mad Geometer .........................62 Legend of Loh’moi .....................................635th-level Spirits: Arturius, the Sleeping King ...........................64 Dagon, Tentacles from the Deeps ....................65 Legend of Dagon .......................................66 Dark Blood, the Rakshasa Princes ...................67 Vodavox, the Hive Mind ...............................686th-level Spirits: Demos Kalagos, Sworn Enemy of Time ............69 Jayna Warlock, Traveler of Worlds ...................70 Legend of Jayna Warlock ..............................71 Serapith, the Scouring Light .........................727th-level Spirits: Mare Loviatha, Ice Queen .............................73 Legend of Mare Loviatha .............................74 Musha’Vadu, the Shadow-Bones Emperor ..........75 Portenta, Seer of the Orphic Eye ....................768th-level Spirits: Essek Avix, the Twins Rejoined .......................77 Evening Star, Bloody Mist of the Hills ..............78 Legend of Evening Star ................................79 Young Kiros, Author of Sedation .....................809th-level Spirits: Daeminthos, Crystal Eye of the Mind ................81 King Mutaros, Vengeance Unfulfilled ................82 Malebolge Moors, 13 Traitors of Hell ................83

Open Game License ..................76

CONTENTS

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Chap 1: Classes

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OPTIONSThis book introduces new character options by tapping into the ancient art of pact magic. Pact magic is ritualis-tic. A pactmaker, or binder, calls forth ghostly creatures from an extra-cosmic reality referred to by scholars as the spirit realm. The summoner then attaches the spirit to a willing host creature, usually using himself or her-self as a willing vessel. This chapter introduces a new base class, the occultist, who seals these kinds of pacts. You will also find new character options for each of the 11 core classes presented in the Pathfinder rolePlaying game. Almost anyone can do pact magic!

Base ClassesIn the Pathfinder rolePlaying game, a base class is a fully fleshed-out stand-alone class that runs from 1st level to 20th level. The occultist—the base class pre-sented here—is the undisputed master of pact magic. While characters of other classes may learn to better incorporate pact magic into their own combat style and role-play of social interactions, occultists are without peer in their mastery over the spirits.

ArchetypesFirst introduced in the Pathfinder rolePlaying game advanced Player’s guide, archetypes are specialized versions of base classes that fill in the gaps for a myriad of character concepts. An archetype is a quick plug-and-play set of alternate class abilities arranged around a specific character concept. For example, a skirmisher ranger differs from a trapper ranger. Simply, archetypes help players customize a base class to suit their individual needs. In this chapter, there are archetypes and alternate class features for each of the 11 core base classes. For example, you can now play a foe reaper ranger. There are also two archetypes for the new occultist base class. Many archetypes mention the ability to bind spirits “as an occultist of equal binder level.” This ability only supplies the archetype with the bind spirit class feature. Such characters do not gain access to any other occultist class features, such as constellation aspects, pact aug-mentations, and so forth.

CHAPTER 1

CLASSES

Chap 1: Classes

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THE OCCULTISTOccultists are undisputed masters among pact magic users. While others flounder, struggling to house a sin-gle spirit within their souls, occultists excel at contain-ing the energies of otherworldly beings and harnessing them for their own ends. Viewed as heretics and damned souls by the general public, occultists are both scholars and pioneers to those who seek to discern the secrets of the spirit realm. Other magic users may view pact-making as simplistic, but occultists prove otherwise. While simple at the start, the art takes a lifetime to truly understand. Occultists seek an apex: to bind multiple spirits at once and augment those pacts with sly bargains and insights into supernatural constellations. Role: Occultists excel at meeting challenges head-on and confronting them with a wide array of super-natural abilities and powers. An occultist’s talents are beyond those of the material world, and as such, the fruits of the trade are particularly difficult to coun-ter. Those who happen upon an occultist are often baffled by the raw display of power that the occultist commands. Despite the diversity of abilities available, occultists are drastically limited in the number of abili-ties they call upon each day. As a result, many occultists spend their time plotting and calculating every possible outcome to a situation to ensure they are never caught unprepared. Alignment: Any. Hit Die: d8. Starting Age & Wealth: As sorcerer.

Class SkillsThe occultist’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Linguistics (Int), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (planes) (Int), Perform (Cha), Profession (Wis), and Spellcraft (Int). Skill Ranks per Level: 4 + Int modifier.

Class FeaturesAll of the following are class features of the occultist. Weapon and Armor Proficiency: An occultist is proficient with all simple weapons and with light armor. Bind Spirits: An occultist may seal pacts with spir-its. Each day, the occultist may bind one spirit of his or her choice whose level is equal to or less than the maxi-mum spirit level indicated on Table 1: The Occultist. An occultist’s binder level equals his or her occultist class level and an occultist’s binding check is equal to 1d20 + the binder level + his or her Charisma modifier. The DC to resist the supernatural power of an occultist’s granted abilities equals 10 + ½ the binder level + the Charisma modifier. Constellation Aspects: In addition to regular spir-its, occultist may draw power from the constellations with which spirits align themselves. While performing a spirit’s ceremony, an occultist may choose to increase

the spirit’s binding DC by 5 in order to add a constella-tion aspect to the list of minor granted abilities the spirit grants. The spirit bestows this power to the occultist even if the binding check fails. After the ritual is com-plete, the occultist selects a constellation aspect from the list of aspects that are associated with that bound spirit’s constellation. For example, occultists who bind with Aza’zati, the Green Wyrmling, can select a constellation aspect associated with the dragon constellation (which is Aza’zati’s constellation) if they increase the spirit’s bind-ing DC by 5 during the ceremony. The decision to add a constellation aspect must be made before the binder rolls the binding check to determine if the pact is a good pact or a poor pact. An occultist may only have one con-stellation aspect per bound spirit at a time, with a maxi-mum of four constellation aspects at 14th level. Pact Augmentation (Su): At 2nd level, an occult-ist may squeeze additional power from spirits. If the occultist makes a good pact with at least one of his or her bound spirits, then select one of the benefits listed below. Additional good pacts made beyond the first one do not allow for additional pact augmentations. How-ever, at 6th level and every 4 levels thereafter, the binder selects one additional pact augmentation when making a good pact with at least one of his or her bound spirits, to a maximum of 5 pact augmentations at 18th level. A pact augmentation lasts for 24 hours or until the occult-ist is no longer bound to any spirits. An occultist may select a single pact augmentation multiple times. Bonuses gained from pact augmenta-tions stack with themselves but not with similar bonuses gained from other sources (such as spirits). » Defense Augment: +1 insight bonus to AC and CMD. This bonus applies to both touch and flat-footed AC. » Fortitude Augment: 25% change to ignore critical hits and sneak attack damage (max. 75%). » Insight Augment: +2 insight bonus on initiative checks. » Luck Augment: +1 insight bonus on all saving throws. » Offense Augment: +1 insight bonus on attack rolls and CMB checks. » Speed Augment: +5 foot enhancement bonus to base speed. » Toughness Augment: Damage reduction 1/- (this benefit does not stack with other sources of damage reduction). » Vicious Augment: +2 insight bonus on damage rolls. » Vitality Augment: +5 hit points. Bonus Feat: At 4th level and every 4 levels there-after, an occultist gains a bonus occult feat or a binder secret (see below). The occultist must meet all prereq-uisites for a bonus feat or a binder secret including the minimum binder level indicated, if any. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The occultist is not lim-ited to occult feats when choosing those feats. Bind Additional Spirits (Su): At 6th level and

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Table 1: The OcculTisT

Level

Base Attack Bonus

FortSave

RefSave

Will Save Special

Max. Spirit Level

1 +0 +2 +0 +2 Bind Spirits, Constellation Aspects 1st

2 +1 +3 +0 +3 1st Pact Augmentation 1st

3 +2 +3 +1 +3 2nd

4 +3 +4 +1 +4 Bonus Feat 2nd

5 +3 +4 +1 +4 3rd

6 +4 +5 +2 +5 2nd Pact Augmentation, Bind Additional Spirit 3rd

7 +5 +5 +2 +5 4th

8 +6/+1 +6 +2 +6 Bonus Feat 4th

9 +6/+1 +6 +3 +6 5th

10 +7/+2 +7 +3 +7 3rd Pact Augmentation, Bind Additional Spirit 5th

11 +8/+3 +7 +3 +7 6th

12 +9/+4 +8 +4 +8 Bonus Feat 6th

13 +9/+4 +8 +4 +8 7th

14 +10/+5 +9 +4 +9 4th Pact Augmentation, Bind Additional Spirit 7th

15 +11/+6/+1 +9 +5 +9 8th

16 +12/+7/+2 +10 +5 +10 Bonus Feat 8th

17 +12/+7/+2 +10 +5 +10 9th

18 +13/+8/+3 +11 +6 +11 5th Pact Augmentation, Constellation Mastery 9th

19 +14/+9/+4 +11 +6 +11 Spirit Mastery 9th

20 +15/+10/+5 +12 +6 +12 Bonus Feat, True Augmentation 9th

every 4 levels thereafter, an occultist gains the ability to bind one additional spirit to his or her soul, to a maxi-mum of 4 spirits at 14th level. Constellation Mastery (Su): At 18th level, an occultist no longer suffers an increase to a spirit’s bind-ing DC when adding a constellation aspect to the spirit. Spirit Mastery (Su): At 19th level, select 4 spirits. The occultist gains a +1 bonus to the saving throw DCs of those spirits’ granted abilities. This benefit stacks with other bonuses to the saving throw DCs of granted abili-ties. Alternatively, the occultist may forgo this bonus to instead ignore the spirit’s influence when experiencing a poor pact with one of these spirits. True Augmentation (Su): At 20th level, an occult-ist may extract the very essence of the spirit realm from his or her bound spirits, gaining abilities that transcend reality. Firstly, when an occultist makes a good pact with a spirit, that spirit’s granted abilities (but not other supernatural or magical effects) continue to function while in an antimagic zone unless the antimagic spell’s caster level (or the effect’s CR, if it is naturally caused) is equal to or greater than the occultist’s level. Secondly, once daily for each bound spirit, an occultist may imme-diately end the exhaustion on that spirit’s major granted ability, as a free action.

Constellation AspectsBelow is the list of constellation aspects available to occultists. An occultist cannot possess aspects from opposing constellations. For example, although an occultist may bind to a dragon spirit and a hero spirit at once, he or she cannot have both a dragon aspect and a hero aspect at the same time. Constellation aspects act like spirits in all regards. Treat the aspects as granted abilities for all purposes. All abilities granted through constellation aspects are supernatural abilities, even if they act like spells, spell-like abilities, or extraordinary abilities. A constellation aspect that acts like a spell uses the occultist’s binder level as the caster level for the effect. A constellation aspect ends when the pact that allowed the binder to call upon it ends (such as when a binder uses the Expel Spirit feat). A character cannot select the same constel-lation aspect more than once, even if the aspect might apply to a different skill, statistic or so forth.

Angel Aspects Select from among the following options. » You gain DR 1/evil as an immediate action. This DR lasts for 1 round or until you take damage. » You shed light as a torch as a standard action for 1

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minute per binder level you possess. » You shed tears on an adjacent dying creature as a standard action, immediately stabilizing it. » You anoint 1 weapon or 1 round of ammunition that you touch with blood as a move action, causing the item to be treated as a good-aligned weapon for the purpose of overcoming damage reduction until the end of your next turn or until you make an attack.

Beast Aspects Select from among the following options. » Select 1 specific type of animal (a lion, tiger, bear, or such). You can speak with animals of that type. » You gain low-light vision. If you already have low-light vision, the range of your low-light vision is dou-bled, allowing you to see four times as far in dim or shadowy conditions. » Your Constitution score is treated as being 4 points higher for the purpose of determining how long you can hold your breath. » You gain a +3 insight bonus on Stealth checks.

Dark Beyond Aspects Select from among the following options. » As an immediate action, you cause the next attack or spell made against you during the turn is activated to have a 10% chance to be negated. » You can use dancing lights at will. » You gain a +2 insight bonus on Will saves against mind-affecting abilities. » You can use touch of fatigue at will.

Dragon Aspects Select from among the following options. » You gain a +3 insight bonus on Intimidate checks. » You grow supernatural scales as an immediate action. The scales grant a +1 natural armor bonus to AC for the duration of the pact. This bonus applies on touch attacks and while flat-footed. » Select acid, cold, electricity, or fire. As an imme-diate action, you gain energy resistance 5 against the selected energy. This resistance lasts for 1 round or until you are attacked. » Select acid, cold, electricity, or fire. Your weapon attacks and supernatural abilities deal 1 additional point of damage of the chosen energy type.

Fiend Aspects Select from among the following options. » You gain DR 1/good as an immediate action. This DR lasts for 1 round or until you take damage. » You channel malicious intent as a standard action, causing an adjacent stabilized creature with 0 or fewer hit points to resume dying. » You cause a Fine sized object within 30 feet to catch ablaze as a standard action. » You burn an enemy with a ray of fire; dealing 1d3 points of fire damage on a range touch attack and 1 point

of splash damage to all creatures adjacent to the target on a successful hit. This ability has a range of 30 feet.

Hero Aspects Select from among the following options. » As a standard action, grant 1 ally within 30 feet a +1 insight bonus on its next attack roll, skill check, or saving throw. You cannot select yourself. » At the start of your turn, if you have no temporary hit points you gain 1 temporary hit point. » You gain +3 hit points for the duration of the pact. » Your Constitution score is treated as being 4 points higher for the purpose of how many negative hit points you may accrue before dying.

Mage Aspects Select from among the following options. » Select acid, cold, electricity, or fire. You can make a ranged touch attack as a standard action that deals 1d3 points of damage of the chosen energy type. This ability has a range of 30 feet. » You use read magic at will. » You write with a touch. This functions as an arcane mark, except you can write entire words and sentences solely by touch. You can write as many words as you could send via a message spell as a standard action. » The presence of a spirit distorts reality around you. This anomaly grants you a +2 insight bonus on saving throws against spells and spell-like abilities.

Noble Aspects Select from among the following options. » You gain DR 1/chaos as an immediate action. This DR lasts for 1 round or until you take damage. » Select 1 creature within 30 feet. As a standard action, your splendor causes the target to take a -1 penalty on attack rolls, skill checks, or saving throws for 1 round (your choice) unless it succeeds on a Will save. » Select 1 creature within 30 feet. As a standard action, you imbue the target with gracelessness, causing it to become entangled for 1 round unless it succeeds on a Reflex save. » You gain a +3 insight bonus on Diplomacy checks or Intimidate checks (your choice).

Seer Aspects Select from among the following options. » As an immediate action, you gain a +1 insight bonus to AC. This bonus lasts for 1 round or until you are attacked. » You always know which direction is north. You act as if you were under the effects of know direction. » Whenever you make an initiative check, you may reroll your result once but with a -2 penalty. Use the new result even if it is worse than the original. » When making initiative checks, you can choose to substitute the result of your d20 roll with a result of

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