Pact magic allows characters to come to an agreement with a powerful entity, and exchange power for service. These characters are granted lesser servants in exchange for advancing their patron’s goals. Eventually, these pact makers will learn to siphon their own power to lesser beings in the same way. There is no inherent method for the patron to communicate with their supplicants, and they are broadly free to do as they wish but should know that not living up to their end of their bargain, can result in a loss of power.
At first level, all Pact characters choose a Patron. This Patron should be a specific named epic tier NPC controlled by the GM who is encountered very rarely. Patron choice supplies an inherent goal and alters each base class in a unique manner. The player should choose their patron, and the GM should portray them. A character can forsake their Patron and choose a new one but should consider the consequence of breaking a deal with an epic character.

Patrons
Pact based characters have a patron. The following is a list of creature types eligible for Patronage.
Aberration
Aberrations are bizarre, otherworldly beings with strange anatomies and alien mindsets. They generally demand a pursuit of knowledge at all cost, and that this knowledge be cataloged and horded, never shared.
Dragon
Mighty dragons are large, winged, reptilian creatures with vast amounts of magical ability. They command that their supplicants horde wealth.
Elemental
Elemental beings are composed of one of the four elements, air, earth, fire, and water. Each patron has a different demand. Air demands exploration and maps. Earth demands an enforcement of the status quo. Fire demands destruction and chaos. Water demands disinterest and avoidance in the world.
Fey
Fey are mischievous, dangerous, supernatural creatures tied to the plane of shadows. They typically demand chaos, and change.
Ooze
Oozes are amorphous, mutable, unintelligent creatures. Only the truly insane pledge themselves to an ooze, and the ooze demands nothing and wants everything. It gives no specific directions, and simply desires “Everything”.
Heroic Pacts
Companions – All pact classes have a companion. This companion gains monster class levels, but it is important to note that regardless of what the monster class may grant, it can never grant minions of its own.
Binder
Defender
A Binder has bound a member of their Patron’s lesser servants and sends it into combat on their behalf. They are masters of brutes that can fight alongside the mightiest on the battlefield.
- HP: 11 at first level, plus 5+1d6 at each level afterwards.
- BAB: Poor
- Saves: Good Fort and Will. Bad Reflex.
- Level 1 – Bind Vestige – At first level, the binder creates a monster bound to them, known as a Vestige. The Vestige is medium size, and shares all traits granted by the creature’s type. The Vestige speaks and/or understands common (at the binder’s discretion) and serves loyally to the best of its ability. In addition, it has stats equal to a Blaster or Warrior with hit die equal to yours. A binder has access to one Vestige at a time, but it can be dismissed as a standard action. If dismissed, a new one can be bound with a weeklong ritual. This creature is summoned as a result of the ritual and remains until otherwise dismissed or slain. Instead of building their own creature, a binder can select any creature whose HD are equal to or less than their own, provided it is of their type.
- Level 2 – Soul Binding – The Vestige can use the Binder or its own base modifier for will saves. Whichever is greater so long as it is within 30ft of its master.
- Level 3 – Augmentation – The vestige gains a secondary movement mode. Flight 30ft poor, swim 60ft, or burrow 10ft.
- Level 4 – Growth – The vestige can grow to large size at the binder’s command, as a standard action, and shrink back down as another standard action.
- Level 5 – Flesh Binding – So long as the binder is within 30ft, the vestige gains DR 1/- per HD.
Summoner
Striker
A Summoner has bound a small collection of their patrons lesser servants and sends it into combat on their behalf. These summons, last a short period, but gain special qualities based on their patron.
- HP: 9 at first level, plus 3+1d6 at each level afterwards.
- BAB: Poor
- Saves: Good Reflex and Will. Bad Fortitude.
- Level 1 – Summons – At first level, the summoner creates a profile for a monster bound to them. This being is medium size, and shares all traits granted by the creature’s type. This creature speaks and/or understands common (at the summoner’s discretion) and serves loyally to the best of its ability. In addition, this creature has stats equal to a Ravager or Hunter with hit die equal to yours. These stats are generated once, and a new creature is summoned with those stats each time. A Summoner must summon their creature as a full round action for it to appear. Doing so causes it to appear within 30ft + 5ft/HD in a space that can support it. If slain, a new one can be summoned within 1d6 rounds. The summon naturally lasts for 1 round/HD. The summoner can expend a move action at the start of its turn to focus and retain its summon an additional round. A summoner can create a new profile for summoning with a weeklong ritual if changes are desired. A higher level summoner could summon multiple creatures if their durations are long enough to overlap. Instead of building their own creature, a summoner can select any creature whose HD are equal to or less than their own, provided it is of their type.
- Level 2 – Surprise Attack – Creatures adjacent to your summon when it appears are considered flat footed for the first round it is present.
- Level 3 – Sustained Summoning – The summoned creature only requires a swift action of focus to retain.
- Level 4 – Elemental Burst – When your summon appears, you can choose to have a burst of elemental flames, dealing 1d6 Acid/Cold/Electric/Fire damage to any adjacent creatures.
- Level 5 – Second Profile – A summoner can have two summoned profiles, and choose which creature is summoned at the time of summoning.
Warlock
Utilitarian
The Warlock has bound one of their master’s servants and benefits immensely from its scouting and the utility powers inherent to it.
- HP: 6 at first level, plus 1d6 at each level afterwards.
- BAB: Poor
- Saves: Good Fort and Will. Bad Reflex.
- Level 1 – Familiar – At first level, the warlock calls a familiar which is bound to them. This being is tiny size, and shares all traits granted by the creature’s type. The familiar speaks and/or understands common and any languages understood by the warlock (at the warlock’s discretion) and serves loyally to the best of its ability. The familiar has stats equal to a Leader with hit die equal to yours. A binder has access to one familiar at a time, and it can be dismissed as a standard action, which destroys it. If dismissed, a new familiar can be bound with a weeklong ritual. Instead of building their own creature, a warlock can select any creature whose HD are equal to or less than their own, provided it is of their type.
- Level 2 – Enhanced Movement – The familiar gains a secondary movement mode. Flight 30ft perfect, swim 120ft, or burrow 20ft.
- Level 3 – Familiar Pocket – The warlock can stow his familiar somewhere on his person as a standard action. In doing so, the familiar loses line of sight and effect to all creatures, and vice versa.
- Level 4 – Vestigial Awareness – With 5 minutes of focus, the warlock can enter a trancelike state, unable to take any actions. When they do, their consciousness transfers to their familiar and they can control it as though it were their own body. This connection cannot be broken so long as they remain on the same plane of existence.
- Level 5 – Slippery Mind – whenever the warlock fails a will or fortitude save against a spell or effect, assuming he is in physical contact with his familiar, the familiar can suffer the effects instead.
Bokor
Support
The Bokor has bound a mindless automaton from their Patron’s collection and uses this creature as focal point for magical effects.
- HP: 6 at first level, plus 1d6 at each level afterwards.
- BAB: Poor
- Saves: Good Reflex and Will. Bad Fortitude.
- Level 1 – Vodou – At first level, the Bokor creates a monster bound to them. This being can be small or medium size, and shares all traits granted by the creature’s type. This creature cannot speak but understands common. Additionally, the Bokor has a mental link to the creature, so long as it is within line of sight. The creature is mentally under the control of the Bokor and cannot act without instruction (free action). This creature has stats equal to a Brute or Leader with hit die equal to yours. A Bokor has access to one bound creature at a time, and it cannot be unsummoned, but can be dismissed. If dismissed, a new one can be bound with an hour long ritual. Instead of building their own creature, a bokor can select any creature whose HD are equal to or less than their own, provided it is of their type.
- Level 2 – Aid Others – Allies adjacent to a vodou cannot be flanked, and gain a +2 shield bonus to AC. For each ally gaining a +2 to AC, the vodou takes a -1 penalty to its AC.
- Level 3 – Share Pain – Any ally within 30ft of the Vodou can choose to split damage received with the vodou. If they would take damage, they can choose to send some of that damage to the vodou at their discretion. The Bokor is the final say in damage allotment but does not need to spend actions for this ability to function. This ability does allow the vodou to take damage beyond its current hit point maximum, so long as it is all from a single source. Once slain, this ability no longer works.
- Level 4 – Repairs – The vodou is well made and repairs itself constantly. It gains fast healing 1.
- Level 5 – Immolation – When slain, at the bokor’s discretion, the Vodou can explode, dealing 1d6/HD Acid/Cold/Electric/Fire damage in a 30ft radius from it. Reflex save DC 10+Bokors HD for half.
Prestige Pacts
Beastmaster
A beastmaster’s companions are gigantic, feral beasts of enormous size.
- HP: 8+1d6 at each level.
- BAB: Poor
- Saves: Good Fortitude and Reflex. Bad Will.
- Level 6 – Increased Size – A beastmaster’s companion is one size category larger than normal. In addition, it is considered mindless and is therefore immune to mind affecting abilities.
- Level 7 – Blood Frenzy – Whenever a beastmaster’s companion takes damage, it enters a blood frenzy, gaining +4 strength and constitution. In addition, the companion gains the ability to inflict damage on itself as a free action and add that number as a bonus to all damage rolls made this round.
- Level 8 – Blind Rage – The companion gains the scent ability and is allowed to make saving throws vs illusions on sight, not just interaction.
- Level 9 – Burning Breath – The companion gains a breath weapon that deals 1d6/HD Fire damage in a 60ft one. Reflex save DC 10+HD for half. This can be used once every 1d4 rounds.
- Level 10 – Craft arms and armor – The beastmaster can craft any weapon or armor. These items require 1,000 carats of Pearl per level of the item. All crafting takes 1 week.
Malconvoker
A Malconvoker’s companion has grown twisted and vile through mistreatment.
- HP: 3+1d6 at each level
- BAB: Poor
- Saves: Good Reflex and Will. Bad Fortitude.
- Level 6 – Wicked Summons – All of the malconvoker’s companions gain Darkvision 60ft, and resist fire 2/HD. Additionally, they take on a dark and wicked appearance.
- Level 7 – Perfect Darkvision – The companion gains the ability to see perfectly in darkness at any distance, including magical darkness.
- Level 8 – Craft Wands, Rods and Staffs – The malconvoker can craft rods, staffs, and wands. Items with charges are always crafted at max charge and take 100 carat of Pearls per spell level. Other items require 1,000 carats per level of the item. All crafting takes 1 week.
- Level 9 – Telepathy – The companion is telepathic at a range of 100ft and can use this ability to implant suggestions. These suggestions must not be immediately fatal and allow a will save DC 10+HD to negate. This is a mind affecting ability.
- Level 10 – Unrestricted Conjuration – Once every 5 times you change your companion, you can choose a companion with a type whose pact you have not taken.
Soulgaurd
Soulgaurd’s harness the healing and restorative properties of their summons.
- HP: 5+1d6 at each level.
- BAB: Poor
- Saves: Good Fortitude and Will. Bad Reflex.
- Level 6 – Healing Touch – The Soulgaurd can heal with a touch. They gain a pool of 5XHD healing points that can be used throughout the day. These points heal their companion at a rate of 1 point/5HP, and other creatures at a rate of 1 point/1HP.
- Level 7 – Craft Protective Items – The Soulgaurd can craft rings, and wondrous items. Items require 1,000 carats of pearl per level of the item. All crafting takes 1 week.
- Level 8 – Curative Touch – The soulgaurd can remove poison or disease with a touch. Their companion gains immunity to both.
- Level 9 – Elemental Resistance – The companion gains resist 2/HD for acid, cold, electric, and fire.
- Level 10 – Soul Bind – The soulgaurd cannot be slain while their companion lives. So long as their companion is alive, the soulgaurd simply slips into a state of unconsciousness. If their companion is sentient, it may work to revive them. If not, they can be revived by other means.
Paragon Pacts
Gatekeeper
Gatekeepers serve their patrons directly, and not only have access to them, but guard who else does or does not.
- HP: 6+1d6
- BAB: Poor
- Saves: Good Fortitude and Will. Bad Reflex
- Level 11 – Commune – A gatekeeper can directly seek guidance from and forges a telepathic bond with their patron. Their patron regards this as a good thing and will directly provide instructions on how to handle scenarios. In all the cosmology, a given patron may only have 5-10 gatekeepers at a given time, and generally knows each of them by name. The patron cannot provide knowledge on things it does not know about.
- Level 12 – Guardian – A gatekeeper can forge and sign pacts in her patron’s name. As such, she can grant the 1st level binder, summoner, warlock, or bokor class features to anyone, provided they agree to the same binding contract and complete a weeklong ritual.
- Level 13 – Gate – A gatekeeper can travel to a random destination on any given plane and can bring up to 5 creatures within 30ft (will save DC 10+HD negates). The gatekeeper can also travel directly to their patron’s hall, meeting place, or other designated location. This gate ritual requires 1 full minute to perform.
- Level 14 – Calling – A gatekeeper can expend planar currency as indicated below, to call a more powerful servant of their patron. They can call a creature whose HD equals their own and has the same creature type as their patron as a standard action. The creature takes the currency, and then agrees to take an action or perform a service lasting no longer than 1 day/HD of the gatekeeper.
- Aberration – 1 Vial of Liquid Hope
- Dragon – 1 Vial of Liquid Fear
- Elemental – Peace
- Fey – Chaos
- Ooze – Any
- Level 15 – Command – Gatekeepers are used to being obeyed. They can issue a command to any creature that hears them. This creature gets a will save DC 10+HD to negate, and if it fails, performs the effects immediately. These commands can be suicidal. This is a mind affecting ability. Creatures who share a patron get no save, unless the command is suicidal, and are affected even if normally immune to mind affecting powers.
Oathbreaker
The oathbreaker makes a habit of taking advantage of patrons and has discovered ways of avoiding the punishments.
- HP: 5+1d6
- BAB: Poor
- Saves: Good Fortitude and Will. Bad Reflex
- Level 11 – Broken Oath – An oathbreaker can choose a new patron at any time. Doing so allows them to spend 1 minute calling a new companion instead of the normal delays for reforming this bond (if they are longer than 1 minute)
- Level 12 – Nondetection – The oathbreaker and their companion are immune to divination spells and effects.
- Level 13 – Take my Word – The oathbreaker gains a +1/HD bonus to bluff, diplomacy, and sense motive checks.
- Level 14 – Extended nondetection – The oathbreaker’s nondetection abilities extend to up to 10 willing allies.
- Level 15 – Loophole – The oathbreaker has discovered the ability to add loopholes to their pacts. When forming a new pact, they can add a buyout clause as indicated below. This allows them to exit their pacts without creating enemies. This does not apply to any pacts formed prior to gaining this ability.
- Aberration – 1 Vial of Liquid Hope
- Dragon – 1 Vial of Liquid Fear
- Elemental – Peace
- Fey – Chaos
- Ooze – None (Cannot be bought)
Epic Pacts
Patron
As a Patron, you gain the ability to have your vassals further your agenda in exchange for minor amounts of power.
- HP: 15 per level.
- BAB: Poor
- Saves: Good All
- Level 16 – New Type – You create your own new creature type. You expend 100 Souls and perform a ritual. Once done, you can start offering your own patronage, and two things happen. First, those who sign pacts can use your creature type for their own companions, and second, your companion becomes one of this type. Creatures of your type have three abilities from the list of aspects.
- Level 16 – Pact Completion – You have completed your service. Your patron has ascended to godhood (or achieved their goal), and you are no longer bound to them.
- Level 17 – Aspect – your type gains an aspect from the list below.
- Level 18 – Aspect – your type gains an aspect from the list below.
- Level 19 – Aspect – your type gains an aspect from the list below.
- Level 20 – Divine Ascension – You have discovered the ritual required to ascend and gain your first divine rank.
- Aspect List: low light vision, Darkvision 60ft, do not need to eat, do not need to sleep, do not need to breathe, do not age, immune to crits, intelligence over 3, Immune to poison, immune to sleep, immune to stunning, immune to paralysis, immune to disease, immune to death effects, elemental (pick) resistance 10, immune to polymorph, immune to flanking, immune to charm, immune to compulsions, immune to phantasms, immune to patterns, immune to polymorph.