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The Avowed

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

1
The Avowed
Promises of Power
playtest version 8 (full beta)
Authors: Forrest Heck, Katia Oakes
Additional Design: 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 me along
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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.

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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.

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See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does
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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.

2016 Forrestfire Studios

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1
The Avowed

Foreword
GONNA BE HONEST, THIS PAGE IS HERE ENTIRELY
FOR A LAYOUT BUG THAT CAN'T BE FIXED WITHOUT
ADDING A PAGE SOMEWHERE

THERE'LL BE SOME FOREWORDS EVENTUALLY

PROBABLY IN THE FINAL VERSION

WE'RE GONNA TALK ABOUT PLAYTESTING

MAYBE SOME ART. I DUNNO. THIS PAGE IS GONNA


BE UGLY AS HELL UNLESS IT'S FULL OF SOMETHING
THOUGH.

SORRY.

ANYWAY THE CONTENT YOU'RE LOOKING FOR IS IN


ANOTHER CASTLE. ON THE FOLLOWING PAGE.

2
The Avowed

Introduction
THERE'LL EVENTUALLY BE AN INTRODUCTION HERE
Table of Contents
DISCUSSING WHAT THE CLASS IS ABOUT PROBABLY INTRODUCTION 3
CHAPTER 1: THE AVOWED 4
I GUESS
CHAPTER 2: PACTS 7
Types of Pacts 7
Pact Descriptions 7
Celestial Pact 8
Court Fey Pact 10
Dragon Pact 11
Elemental Pact 13
Using This Book Fiend Pact 15
This book is divided into five chapters, an appendix, Nation Pact 17
and one final section, as given in the overview below. Old One Pact 19
Chapter 1 (The Avowed): This chapter includes the
Otyugh Pact 20
avowed, a new base class focused around using the
subsytem introduced in this book. Self Pact 22
Chapter 2 (Pacts): This chapter details each of the Shadow Pact 23
various pacts an avowed can make, fueling their power Making Pacts 24
and modifying how the class plays.
Chapter 3 (Clauses & Pulses): This chapter details CHAPTER 3: CLAUSES & PULSES 26
clausesan avowed's core abilities, and customization General Rules 26
options for aether pulses.
Chapter 4 (Feats): In addition to new feats for the
List of Clauses and Shapes 27
avowed, you'll also find several feats with altered Shapes 28
function for avowed characters, as well as reprintings Least Clauses 33
of each of the feats an avowed can gain as a bonus feat.
Lesser Clauses 35
Chapter 5 (Character Options): This chapter includes
an archetype for the avowed class, several new class Greater Clauses 38
feature substitutions, and a useful magic item. Final Clauses 42
Appendix: The appendix includes several unique
interactions of rules with the avowed (including CHAPTER 4: FEATS 46
prestige class prerequisites and item use), as well as
CHAPTER 5: CHARACTER OPTIONS 51
alternate favored class bonus options for 90 races.
Mage's Magnificent SkyMarket: This "bonus" section Tinker Archetype 51
provides a set of variant rules for buying, selling, and Class Feature Substitutions 53
using souls in a campaign, along with a section on how to Silver Shoes (New Magic Item) 53
handle soul-selling and suggested plot hooks for doing so.
APPENDIX 54
Books Needed
Avowed Rule Interactions 54
To use this book, we recommend that you have the
Pathfinder Roleplaying Game Core Rulebook on hand.
Favored Class Bonuses 54
Otherwise, while the avowed references materials in Referenced Spells 57
many other books, all of the rules you need to play an
MAGE'S MAGNIFICENT SKYMARKET 61
avowed are included in this book.
Souls: A Buyer's Guide 62

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The Avowed

Chapter 1: The Avowed


"When I'm done, I'm headed down below... But I ain't done an avowed is simple, but growing as one is not easy.
yet, am I?" Only those with enough willpower to take their pact and
expand it can create a strong enough link, and as such,
Gibbons Engel, a fiend-pact avowed
these individuals are greatly coveted by supernatural
There are many avenues to power. Study, faith, beings from all ends of the planes.
training, birthright... The paths towards strength are Role: The avowed can take a great many roles in a
as innumerable as the stars in the sky, and for some, party, but tend to focus on destroying their foes with
just as unreachable. But there are easier paths towards aether pulses or debilitating them with their clauses.
greatness. By seeking out and bargaining with another, Alignment: Any. Some pactmakers prefer avowed of
one can gain a mystical power. By coalescing this power specific alignments, but pacts themselves have no hard
in the right manner, one can become an avowed. restrictions on alignment, and exceptions to a patron's
An avowed is not merely someone who sold their desires are not uncommon.
soul to a devil, nor did they simply trade for someone Starting Age: Intuitive.
else's magican avowed is a unique existence, a being Starting Wealth: 5d6 10 gp (average 175 gp.) In
defined by a powerful psychic connection forged addition, each character begins play with an outfit worth
between them and another. Through this connection, 10 gp or less.
they can warp the world around them, tugging at the Hit Die: d8.
strings of reality and making their word law. Becoming
CLASS SKILLS
The avoweds class skills are Acrobatics (Dex), Appraise
(Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise
(Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana),
(Int), Knowledge (local) (Int), Linguistics (Int), Perception
(Wis), Profession (Wis), Sense Motive (Wis), Sleight of
Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.

CLASS FEATURES
The following are the class features of the avowed. An
avowed's caster level for any avowed class features is
equal to his class level plus any bonuses that might apply
from items or abilities.
Weapon and Armor Proficiencies: An avowed is
proficient with simple weapons and one martial weapon
of his choice. He is also proficient with light armor and
shields (except tower shields).
Pact: An avowed's power comes from a unique
psychic connection they've formed with another being.
Though these connections may take many styles, they
are colloquially known as "pacts," and are magically
etched on the beings of both the avowed and the other
party of the pact. At 1st level, an avowed chooses a single
pact from those listed in Chapter 2: Pacts. This psychic
connection also allows the avowed to use psychic skill
unlocks as if he could cast psychic spells (see Pathfinder
Roleplaying Game: Occult Adventures for more details).
Aether Pulse (Sp): An avowed's most basic ability is the
power to exert his will as a physical force. As a standard
action, he can recite a piece of his pact to fire a ray at
a creature or object within 60 feet. This ray requires a
Gibbons Engel, an avowed ranged touch attack to hit, and unlike a normal spell-like

4
The Avowed
Table 11: Avowed
Base Attack Fort Reflex Will Shapes Clauses
Level Bonus Save Save Save Special Known Known
1st +0 +2 +0 +2 Clauses (least), aether pulse 1d8, pact 2* 1
2nd +1 +3 +0 +3 Bonus feat, pact sense 3 2
3rd +2 +3 +1 +3 Aether pulse 2d8 3 3
4th +3 +4 +1 +4 Pact empowerment 4 4
5th +3 +4 +1 +4 Aether pulse 3d8 4 5
6th +4 +5 +2 +5 Clauses (lesser) 5 6
7th +5 +5 +2 +5 Aether pulse 4d8 5 7
8th +6/+1 +6 +2 +6 Pact empowerment 6 8
9th +6/+1 +6 +3 +6 Aether pulse 5d8 6 9
10th +7/+2 +7 +3 +7 Ascension, bonus feat 7 10
11th +8/+3 +7 +3 +7 Clauses (greater), aether pulse 6d8 7 11
12th +9/+4 +8 +4 +8 Pact empowerment 8 12
13th +9/+4 +8 +4 +8 Aether pulse 7d8 8 13
14th +10/+5 +9 +4 +9 Patronage 9 14
15th +11/+6/+1 +9 +5 +9 Aether pulse 8d8 9 15
16th +12/+7/+2 +10 +5 +10 Clauses (final), pact empowerment 10 16
17th +12/+7/+2 +10 +5 +10 Aether pulse 9d8 10 17
18th +13/+8/+3 +11 +6 +11 Bonus feat 11 18
19th +14/+9/+4 +11 +6 +11 Aether pulse 10d8 11 19
20th +15/+10/+5 +12 +6 +12 Pact empowerment 12 20

ability, it has both thought and verbal components. An spell resistance.


aether pulse deals 1d8 points of damage for every odd If a clause, shape, or other ability deals damage equal
class level the avowed possesses (1d8 at 1st level, 2d8 to some fraction of an avowed's aether pulse, this damage
at 3rd level, and so on). It is equivalent to a spell whose is dealt in d8s, and determined by dividing the number
level is equal to 1/2 the avowed's class level (maximum of dice in the aether pulse's normal base damage. For
9th level). Its save DC, if applicable, is equal to 10 + example, a 9th-level avowed (aether pulse 5d8) who uses
1/2 the avowed's class level + the avowed's Charisma a shape that deals 1/2 his aether pulse's base damage
modifier. would deal 2d8 points of damage with the shape.
Aether pulses count as a type of weapon for the If an aether pulse deals damage of an energy type, it
purposes of feats such as Weapon Focus, and such feats gains that type as a descriptor (though immunities only
apply to all the avowed's shapes (including shapes apply to the damage in question, for aether pulses that
used through weapons, such as aether channel) as well. deal multiple types of damage).
Likewise, aether pulses are their own weapon group for Clauses (Sp): An avowed has access to a small group
the purposes of abilities and effects. Unless noted by a of special powers. These powers, called clauses, stem
shape, the avowed is never considered to be wielding from the details of their pact, and are a special type of
or gripping the aether pulse, and can't use Vital Strike spell-like ability. An avowed can use his clauses at will,
with his aether pulse. Likewise, an avowed cannot apply with the following qualifications:
metamagic feats to his aether pulses. However, the Unlike other spell-like abilities, a clause has both
Ability Focus (aether pulse) feat will add a +2 bonus to thought and verbal components. They provoke attacks of
the save DCs of any aether pulses he makes, and feats opportunity as normal unless otherwise stated, and the
that modify spell-like abilities (such as Quicken Spell- avowed can cast defensively normally (albeit with a +10
Like Ability) work normally with aether pulses. increase to the check DC from the thought component).
Unless affected by a modulation clause, an aether pulse The avowed's caster level for his clauses is equal to his
is not subject to spell resistance. Individual modulation class level.
clauses will note whether or not they are blocked by As clauses are not actually spells, they do not benefit

5
The Avowed
from the Spell Focus feat or similar abilities. However, Casting, Deadly Aim, Embodiment of Aether,* Empower
an avowed can take Ability Focus (clauses) to increase Spell-Like Ability, Extra Clause,* Flyby Attack, Greater
his save DCs, and feats that modify spell-like abilities Grapple, Improved Grapple, Intuitive Recitation,*
(such as Quicken Spell-Like Ability) work normally with Lingering Pulse,* Merciful Pulse,* Mystic Reflexes,*
clauses. Overcharge Modulation,* Pactbound Guardian,*
There are four different grades of clauses: least, lesser, Piranha Strike, Point-Blank Shot, Power Attack, Precise
greater, and final. At 1st level, an avowed has access Shot, Quicken Spell-Like Ability, Rapid Grappler, Silent
to least clauses. At 6th level, he gains access to lesser Recitation,* Skillful Pact,* Spirited Swordsmanship,*
clauses, at 11th level, greater clauses, and at 16th level, Steadfast Personality, Steel's Betrayal,* Village Burner,
final clauses. In addition, there are some clauses denoted Weapon Finesse, or Weapon Focus.
as "pact clauses." These are granted by pact abilities, and He must still meet the feat's prerequisites, and several
cannot be gained in any other fashion. of these feats have alternate effects when applied to an
An avowed learns one clause at every class level he avowed's class features, as noted in Chapter 5: Feats.
gains. In addition, at every even-numbered avowed level, Bonus feats marked with an asterisk (*) are new feats
he can also replace a clause he knows with a clause of introduced in that chapter.
the same or lower grade, in addition to learning a new Pact Sense (Su): At 2nd level, an avowed gains a
clause. An avowed can only select a given clause once. sense related to his pact. See the individual pacts for
If a clause prompts a saving throw, its DC is equal to more details.
10 + 1/2 the avowed's class level + the avowed's Charisma Pact Empowerment (Su): At 4th, 8th, 12th, 16th,
modifier. Most clauses do not allow spell resistance and 20th levels, an avowed gains an ability from his
(as noted in their descriptions); however, if a clause pact. The exact abilities a particular avowed gains are
emulates a spell effect that is affected by spell resistance, detailed in the individual pacts; see the Pacts section on
so too does the clause. the next page for more details. Some pacts grant unique
If a clause has a duration longer than instantaneous, clauses; no avowed without the proper pact can learn
the avowed can dismiss it for any or all of its targets as a these clauses, and they cannot be selected normally. If a
standard action. pact ability prompts a saving throw, its DC is equal to 10
More information on the types of clauses and how they + 1/2 the avowed's class level + the avowed's Charisma
function can be found in Chapter 3: Clauses & Pulses. modifier.
Pulse Shapes: An avowed has a number of specialized Ascension (Su): Flight is one of the surest signs of
shapes he can use with his aether pulse. A shape is used power that one can possess. Starting at 10th level, an
to change how an aether pulse functions, altering its avowed gains a fly speed equal to his base land speed,
area, damage, or delivery mechanism. Some shapes with good maneuverability. If he has other fly speeds
allow the avowed to target multiple creatures or an (such as from the take flight clause), he also increases
area, and others allow the avowed to channel his aether those fly speeds by 30 feet and their maneuverabilities
pulse through a weapon (or wield it as a weapon itself). by one step.
Whenever the avowed uses his aether pulse, he can Patronage (Su): At 14th level, an avowed has attained
choose to apply a single shape he knows to the effect. power that lets him become a patron for other avowed.
This does not require an action, and in fact may change He can bestow a mid-campaign pact on another being,
the action required to use the aether pulse. as described on page 24, granting them the benefits of
At 1st level, an avowed knows two shapes, one of his his own pact (even if it isn't a Patron pact).
choice and one bonus shape granted by his pact. He
cannot select the same shape twice at 1st level; both Avowed Rules Interactions
must be different. At every even-numbered class level, The avowed class' abilities function slightly differently
the avowed learns one additional shape. Shapes can be than from spells and spellcasters, but still use many of
selected multiple times, increasing their power each the same rules. The ways that an avowed interacts with
time the avowed does so. Each time the avowed learns caster level increases, prestige classes, and some specific
a new shape, he can also replace a shape he knows with magic items are listed in the Appendix on page 54.
another shape choice (in addition to learning the new
shape). He may not replace the shape gained from his Racial Favored Class Bonuses
pact, and may not exchange the shape gained at 1st Any sapient being possessed of enough willpower can
level for a selection of the same shape as the one he become an avowed. As such, every race has access to
gained from his pact. the following alternate favored class bonus.
Bonus Feats: At 2nd, 10th, and 18th levels, an avowed
All: Gain 1/6 of an avowed bonus feat.
gains a bonus feat from the following list: Ability Focus,
Aether Duelist,* Aether Equilibrium,* Aether Outburst,* In addition, different races tend to have their own talents
Aether Torrent,* Aetheric Armor,* Chokehold, Combat and specialties, as listed in the Appendix on page 54.

6
The Avowed

Chapter 2: Pacts
The pacts that an avowed can form are as varied as the Patron Pacts
avowed themselves. However, though the exact details
By far the most common pact made, a patron pact
of what is offered and what is given are unique to those
is a bargain between an avowed and a particularly
who make them, pacts tend to share particular aspects
powerful or unique supernatural being. As the majority
and abilities. A pact between a human and a particular
of an avowed's power comes from the pact itself, a
type of demon will often be similar to that formed by
patron loses very little on their side of the bargain. The
a different humanoid and a different demon of that
payment they take in exchange varies from patron to
type. While each type of pact has different origins and
patron, but tends to involve service using the avowed's
connotations, every pact has the following features.
newfound powers.
Some pacts grant unique clauses. Any clause learned
Occasionally, a patron pact is made that includes a
through a pact is only available to characters with that
promise of power for the avowed's bloodline; as a result,
pact's ability; an avowed cannot choose to learn it as he
many avowed are born into their power. By discovering
levels up.
the details behind their ancestor's bargain, they can gain
Name the same powers that were granted to them (sometimes
The name of the pact's source; some pacts are gained freely, though more rarely, they too must pay a price to
from specific creatures, and some are more general; the access the pact).
specifics of how pacts are made with such creatures are
detailed at the end of this chapter.
Symbiotic Pacts
Symbiotic pacts differ from patron pacts in that they
Description are two-way. The psychic bond created by the pact is
A description of who makes these pacts, what they tend not a mere bargain for symbiotic pactmakers, but a
to entail, and common titles an avowed may carry. powerful tether between them. Though the individual
pactmakers may not be personally powerful, this pact
Skills
ensures that as one gains power, so too does the other,
Each pact grants the avowed two additional class skills
each drawing strength from the connection they've
that are relevant to the pact or its parties.
forged.
Bonus Shape Esoteric Pacts
An avowed chooses one of the two listed shapes to gain
at 1st level. The other may be chosen normally later on. Esoteric pacts are rare, unique, and not, strictly, pacts.
Unlike the pacts forged by an avowed and another,
Attunement esoteric pacts are a method of self-empowerment. By
The process of making a pact has side-effects on the creating a special psychic link and enforcing it on the
avowed; for some pacts, these are subtle, but others world, an esoteric avowed can contract with abstract
are more overt. An avowed gains his pact's attunement concepts, uncaring beings, or even their own pride,
ability at 1st level. gaining powers that few others possess.

Sense
The special sense that an avowed gains at 2nd level.
Each of these senses are constant supernatural abilities.
If a pact sense has an effect that requires concentration,
doing so is a move action that can be done while
concentrating normally on other effects.

Pact Empowerments
At 4th, 8th, 12th, 16th, and 20th levels, an avowed's
pact grants him a new ability unique to the pact. A pact
empowerment is a supernatural ability.

7
The Avowed
Celestial Pact (Patron)
It takes a great deal of influence to convince a celestial Celestial Pact Empowerments
to make a pact. A creature of law may give out its The following are the celestial pact's empowerments.
blessing because it is expected to, a creature of evil Heavenly Body (4th): The power of your pact has
may do so expecting greater gain later, and a creature allowed your strength of body to carry over to strength
of chaos may do so just because it can. A creature of of magic. You add 1/2 your Constitution bonus (if any)
good, however, must be concerned with the potential as a sacred bonus to your aether pulse and clause save
uses of its power; unlike a paladin or clerics power, a DCs. In addition, at the end of each of your turns, you
pact cannot be revoked once it is made. It is with great gain a bonus on attack and damage rolls for 1 round
caution, then, that a celestial opts to make a pactan based on how much damage you've taken since the end
empowerment to protect someone in need, a blessing of your last turn. This bonus on damage rolls is doubled
on someone who has proven time and time again they when applied to abilities that do not involve attack rolls
can resist corruption, or a reward for someone who has or combat maneuver checks (such as aether blast).
sacrificed everything in the service of what is noble and
right are common reasons for celestial pacts to be made. Damage Taken Attack and Damage Bonus
Of course, not all celestials stay good. Fallen celestials 19 +1
seem more prevalent than other creatures, thought to 1019 +2
be because they are the most likely to see what is still
2029 +3
good in their wayward comrades. Unwilling to kill
what can still be redeemed, rogue celestials may escape 3039 +4
their pursuers, making a bargains with mortals to gain 40+ +5
power and influence. No longer concerned with the
Rune of Detention (8th): Your rune of penance clause
consequences, the sheer recklessness with which these
gains an additional effect, allowing you to temporarily
rare entities are willing to make pacts makes fallen
halt and imprison those who dare strike your allies.
celestial pacts seem nearly as prevalent as those made
Whenever a creature marked by your rune of penance
by their considerably more numerous siblings.
damages an ally other than you, you become aware
As the powers granted by the pact are inherently
of the action and can choose to discharge the rune
selfless in nature, putting their bodies on the line for
as a free action (even if it isn't your turn), ending its
those of their allies, celestial-pact avowed are usually
current effect (after granting your ally fast healing)
known as martyrs, though in cases where the avowed
on the opponent. The rune expands into a prison-like
is particularly faithful and illustrious, they are often
cylinder of light, and that creature must succeed at a
canonized, and granted the title of saint.
Reflex save or become trapped in their space. While
Celestial Pact Features trapped, they are unable to move willingly from their
The following are the celestial pact's features. space (even with teleportation effects), and unable to
Skills: Heal, Knowledge (planes). perceive anything more than 30 feet away from them.
Bonus Shape: Aether channel or aether wrath. A This effect lasts for 1 minute, though the creature can
celestial-pact avowed's aether pulses often take the make another Reflex save during each of its turns as
appearance of brilliant light and golden, celestial flames. a standard action; success means they can move up to
Attunement: As a free action, you can call a halo half their speed and stop being imprisoned by the rune.
of celestial fire into being around you. This halo both Otherwise, this effect surrounds and follows them until
protects you and keeps allies from being harmed. The it expires, even if they are moved by another creature.
halo glows with the same intensity as a torch, and while At 12th level, the distance at which an imprisoned
it's active, you gain 2 temporary hit points at the start of creature cannot perceive things is reduced to 20 feet.
each of your turns, up to a maximum of 2 + 2 per avowed At 16th level, it is reduced to 10 feet. At 20th level, an
level at any given time. These temporary hit points imprisoned creature can only perceive the spaces
stack with temporary hit points from other sources, adjacent to it.
as normal. In addition, you gain rune of penance as a Purifying Radiance (12th): You can take the ills of
bonus clause. others onto yourself. By praying or meditating with
Sense: You can sense the hostility and emotional another creature for 1 hour, you use the heal (or harm,
states of others. You may use your Charisma instead of if the other creature is healed by negative energy) and
Wisdom on Sense Motive checks, and as a free action, atonement spells on that creature. You do not need to
you can read the intents of each creature within 30 feet provide the material components for this atonement
as if you had taken 10 on a Sense Motive check against spell, even if you're using it to redeem a cleric or druid.
them. Using this ability inflicts 1 temporary negative level

8
The Avowed
on you that lasts for one week. This negative level is Celestial Pact Clauses
inflicted even if you are normally immune to negative The following two clauses are granted by the celestial
levels. pact, and cannot be selected normally.
Cleansing Fire (16th): Your celestial fires burn away
impurities in the soul, leaving others with a blank slate. RUNE OF PENANCE
Whenever you would reduce a creature to 0 or fewer hit Pact (1st); free action; spell resistance no
points, you can instead reduce them to 1 hit point. If you You mark an opponent you can see within 10 feet per caster
do, that creature becomes helpless for 8 hours and you level with a rune of penance. This rune lasts for 1 minute,
may have their alignment shift one step towards yours and while marked by this rune, any time that opponent
on each axis (good/evil and lawful/chaotic). damages a creature other than you, the damaged creature
This ability does not change the creature's personality gains fast healing 5 for 1 round per 10 damage taken. This
in any way; it merely cleanses their soul of their prior ability stacks with itself to increase the duration of the fast
acts, allowing them a truly open path forwards. Many healing; for example, if your marked opponent deals 20
fall back to evil after being cleansed, but just as many damage to one of your allies (granting that ally fast healing
turn over a new leaf. for 2 rounds), then another 30 damage in the next round,
However, regardless of their decision, the flames the ally would have gained fast healing for a total of 5
leave them numb and peaceful for a brief moment; rounds (and already used one of them).
their attitude towards you and your allies changes to You can use this clause once per round, and can have any
indifferent (though it can be changed later as normal), number of opponents marked with its effect at any given
and they can, by meditating for 1 hour, gain the effect of time, though the rune ends if they move out of range
the atonement spell to become any alignment they wish A non-mindless creature under the effect of this clause
(and regain alignment-based powers, if applicable). is aware you have this ability, and any consequences of
Rune of Protection (20th): At 20th level, you ascend triggering it (including from other abilities).
to a purer form. You gain damage reduction 10/evil and
the alignment subtypes for your alignment (for example, RUNE OF PROTECTION
if you are lawful good, you gain the good and lawful Pact (9th); immediate action; spell resistance no
subtypes). In addition, you gain rune of protection as a You shield an ally from death or destruction, sending them
bonus clause. away to keep them alive in their moment of need. You can
use this clause whenever an ally you can perceive 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.
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.

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
likeis it a representation of their patron? Something
flowing from within them; their convictions? Is it
merely an energy they tap, regardless of its origin?
These questions might all lead to determining what
sort of thematics the avowed's abilities take on, and
what their "runes" actually look like.
Often, saints take the battle directly to the forces of evil.

9
The Avowed
Court Fey Pact (Patron)
Court fey are creatures of contradictions, simultaneously of the melee attack against you, the attack is deflected.
free-spirited and impulsive, and yet bound by law to an If there is at least one creature other than you and your
extent that would make a devil shudder at the tyranny. attacker within your reach, you can choose to redirect
The lords and ladies of the faerie realms are well known the attack to one of them, using your opponent's attack
for their positions in local myths and legends. Indeed, roll. Resolve the attack against that creature as if they
theyre frequently bound to, in some sense, the stories had been the initial target, even if they would normally
that develop around them, as though they were a set have been out of range.
of rules all their own that must be abided by. This, Sense: You automatically detect the presence or
along with their rather alien mentality, makes their absence of illusion effects within 30 feet. This does not
dispositions remarkably difficult to judge, even for the reveal the location of illusions or which objects are
more experienced at interacting with them. illusory, only that they are there. If you wish, you can
Fey pacts are one of the most common ones formed. Fey exclude specific effects that you are aware of from this
are beings of bargains and trades sealed by law, and to sense.
make a pact with a mortal for power iswhile somewhat
out of the ordinaryno stranger than an elf engaging
Court Fey Pact Empowerments
in a trade deal with a dwarf. What they ask, however, is The following are the court fey pact's empowerments
always rather abstract. Childhood memories, a strand Fairy Ring (4th): As a move action, you may mark
of hair from a loved one, or even the supplicants Name a square you occupy with a ring of mushrooms for a
itself. Services in their favor are also common, though number of rounds equal to your avowed level. Once
they can vary from being as complex as assassinating a per round as a free action, you may return to that circle.
rival to ensure the crown to shining their shoes on a street, This is a teleportation effect, and you may only have
or as absurd as inverting every book on a certain shelf in a one Fairy Ring at a time. If you use this ability to make a
certain library, and only those books. They are inherently new one, the older one withers and fades.
capricious, but they will always repay their favors. Furtive Manipulator (8th): Creatures that cannot
Ultimately, court fey care most about the emotional observe you (such as by being invisible or successfully
resonance of their payment, and this alongside their using Stealth against them) take a 2 penalty on saving
natural affinity with pacts and bargains leads many throws against your abilities (including abilities that
to believe that they were the first to pact with mortals. cause them to become aware of your presence). In
Whether or not this is true, the ramifications of their addition, any time a creature succeeds at their saving
pacts echo in the folklore of many smaller settlements- throw against a mind-affecting effect you used on them
whether they may be worshipped as deities, or viewed while they were unaware of you gains no indication
inherently as a force of nature, they are never taken that you used the effect at all (not even a chill or bad
lightly- or at least, not for long. feeling that might have normally come with succeeding
While those pacted with court fey arent accorded at a save).
anything approaching equal status in faerie, they are at Fetch (12th): You gain fetch as a bonus clause.
least known to them and occasionally allowed among Fairy Circle (16th): You gain fairy circle as a bonus
their company. As such, they are known as "courtiers." clause.
Fair Folk (20th): Creatures that are unaware of your
Court Fey Pact Features presence (such as by being invisible or successfully
The following are the court fey pact's features. using Stealth against them) are treated as willing for
Skills: Knowledge (nature), Stealth. the purposes of clauses, abilities, and effects originating
Bonus Shape: Aether blade or aether rounds. Fey- from you. In addition, when you reach 20th level, you
pact avowed tend towards elegant, light weaponry and gain a fey realm of your own. This realm is created the
magic-enhanced archery. moment you gain this ability, as if by a permanent create
Attunement: As an immediate action when a greater demiplane spell, except that its area is always
melee attack is made against you, you use fey magic 100 1-mile cubes instead of one acre. Your fey realm has
to misdirect it. You must be aware of the attack to use the Bountiful, Shape, Seasonal, Structure, and Morphic
this ability. Make a melee or ranged attack roll at your features, with the manifestations of each determined
highest bonus with a weapon you are wielding. If you by you when you gain this ability. In addition, you gain
make a ranged attack roll, it does not provoke attacks of homecoming as a bonus clause.
opportunity. If the result is greater than the attack roll

10
The Avowed
Court Fey Pact Clauses You use lesser simulacrum, as the spell, save that you require
The following three clauses are granted by the court fey a body parthair and fingernails sufficeof the creature
pact, and cannot be selected normally. to be mimicked. The simulacrum has a starting attitude
towards you one step higher than normal, but otherwise
FAIRY CIRCLE acts as normal for the creature, even believing that it is
Pact (9th); 1 hour; spell resistance no the creature in question. If you expend 250 gp worth of
You use teleportation circle, as the spell. Unlike a normal rare plants and vines per Hit Die of the simulacrum, the
clause, you must provide the 1,000 gp amber dust material duration changes to instantaneous.
component in order to use it. Otherwise, the effect fails. HOMECOMING
If you also provide 22,500 gp worth of diamond dust as
a material component, the teleportation circle you create Pact (7th); standard action; spell resistance yes
becomes permanent, as if the permanency spell had been You move yourself and others to or from your realm. This
cast on it. clause functions as the plane shift spell, except that it only
works on yourself and willing creatures, and you can only
FETCH travel to the realm created by your pact (or to the material
Pact (4th); 1 hour; spell resistance no plane, if you are already on your demiplane).

Dragon Pact (Patron)


Among mortal beings, true dragons are the undisputed top most valuable object within range. If you wish, you can
of the food chain. Possessing natural sorcery, elemental exclude the possessions of yourself and other beings of
power, and immense physical strength, these monsters your choice from this sense.
are known across the planes as dangerous enemies and
powerful allies. However, as awe-inspiring as they are,
Dragon Pact Empowerments
dragons rarely go through their lives completely alone. The following are the dragon pact's empowerments.
A wyrmling relies on stronger beings to keep it safe, an Draconic Infiltrator (4th): Like a true dragon, you
adult dragon might look for companionship, allies, or can take another form to blend into society. You gain an
minions, and when a mighty wyrm needs someone alternate form. This works like the alter self spell, except
around, someone will be there for them. that the form you take is the same every time (chosen
As such, dragon-pact avowed are not particularly rare. when you gain this ability). Changing form is a standard
Dragons tend to ask for treasure, service, or both in action, and you can remain in your alternate form for as
exchange for their patronage, and expect their avowed long as you wish.
to come to their aid when needed. On the flip side, many Unlike normal transformative magic, however, this
true dragons are loyal to their minions (or protective of form is as much a change of mind as it is body. You gain
their "possessions"), and an avowed can generally count a +10 bonus on Bluff and Disguise checks to convince
on their assistance when they themselves need help. others that you are your alternate form (in addition to
The titles a dragon-pact avowed might possess vary. the normal +10 bonus on Disguise checks for magical
Dragons are highly proud and individualistic, and so alteration), and your alternate form can have a different
they tend to bestow personalized ranks and epithets alignment than you (chosen initially when you gain this
upon their favored subordinates. ability, but subject to change based on your actions
in that form). When in your alternate form,you are
Dragon Pact Features treated as having that form's alignment for all spells,
The following are the dragon pact's features. magic items, and abilities that rely on alignment. For
Skills: Climb, Knowledge (history). the purpose of meeting a qualification for a feat, class,
Bonus Shape: Aether breath or aether rampage. A or any ability, you are only eligible if both of your
dragon-pact avowed's claws and breath are reminiscent alignments meet the requirements.
of the great monsters he's contracted with. Any attempts to scry or otherwise locate you work
Attunement: You count as being dragon type when only if you are currently in the form the creature is
it would be advantageous for you to do so, and become attempting to locate (or if the creature knows that both
immune to sleep and paralysis effects. forms are you). Otherwise, the spell or effect has no
Sense: You can sense material wealth, such as gold, effect, revealing nothing but darkness, as if the target
silver, jewels, and magic items. You know whether or were invalid or did not exist.
not such objects are within 30 feet of you (even through At 8th, 12th, 16th, and 20th levels, you gain another
walls and other barriers), and by concentrating as a alternate form you can take with this ability. These forms
move action, you can pinpoint the exact location of the function exactly like the first.

11
The Avowed
Hoarding Instinct (8th): Like your draconic superiors, Dragon Pact Clause
you begin to collect a hoard of your own, basking in your The following clause is granted by the dragon pact, and
wealth and gaining confidence and power from it. You cannot be selected normally.
gain a natural bonus to your AC (or increase your existing
natural armor bonus, if any, by the same amount), an REALM-ENDING BREATH
insight bonus on saving throws, and a competence bonus Pact (9th); standard action; spell resistance no
on Appraise, Bluff, Diplomacy, and Intimidate checks You exhale a blast of elemental power like nothing your foes
based on how much wealth (including money, goods, and have ever seen. You create a spread shaped like either a 75-
magic items) you have on your person at a given time. foot cone or a 150-foot line. This spread deals 10d8 points of
Hoard Value AC Bonus Save Bonus Skill Bonuses damage each of acid, cold, electricity, fire, and sonic damage
4,000 gp +1 +1 +2 to each opponent and unattended object within the area
(dealing full damage before hardness). A successful Reflex
16,000 gp +2 +1 +4 save halves each element's damage. A creature only receives
36,000 gp +3 +2 +6 one saving throw to halve this damage, and the evasion class
64,000 gp +4 +2 +8 feature does not apply (a creature with improved evasion
takes full damage on a failed save).
100,000 gp +5 +3 +10
This clause counts as a breath weapon for the purposes
If your campaign includes a variant that reduces the of abilities and effects, as well as for requirements and
expected wealth of a character by some fraction of prerequisites. Using this shape does not provoke an attack
their normal amount (such as the Automatic Bonus of opportunity.
Progression), the required value of your hoard should If you use the Empower Spell-Like Ability or Maximize
be reduced by an equal fraction. Spell-Like Ability feats with this clause, these feats only
Sorcerous Rebound (12th): As an immediate action, apply to a single element's damage, not each one.
when you succeed at a saving throw against a spell Using this clause is stressful, and when you use it, you
or spell-like ability, you can make a caster level check cannot use it again in the following turn.
(DC 11 + the spell or spell-like ability's caster level). If
you succeed, the 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 can empower them, too. When you gain this ability,
you 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
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.

Pacts are often formed by seemingly unlikely partners.

12
The Avowed
Elemental Pact (Symbiotic)
The primordial, alien manifestations of the elemental learn information about the example of your element
planes are capricious, single-minded entities that are (be it an object, creature, or merely a phenomenon)
surprisingly eager to form pacts. For those seeking as if you had examined it closely with this Perception
power without a concern for the ethical ramifications, check. If the source is a magical effect, you can make
burning a forest to the ground or destroying a dam a Knowledge (arcana) or Spellcraft check as well to
can often be all it takes for an elemental to create the identify it, as if you had examined it for three rounds
psychic link to the inner planes necessary to channel the with detect magic.
primal elements. Elementals, however, trend towards
neutrality, and a more thoughtful bargainer may make
Elemental Pact Empowerments
their pact by finding a way to spread their element The following are the elemental pact's empowerments.
without destroying peoples lives, such as by diverting a Overwhelm (4th): If you have energy resistance to a
river through an aqueduct or teaching a technologically given type of energy (including from your attunement
primitive race how to harness the powers of lightning. ability), your attacks and abilities ignore points of
Elementals rarely have the long-term planning ability energy resistance of that type equal to your own. For
to demand favors or bargains, and prefer immediate example, if you chose fire as your element for this pact,
gratification. To an elemental, the most important thing you would ignore twice your avowed level in resistance
is that they spread, whether literally through the world to fire, thanks to your attunement ability. Immunities a
or through the minds and bodies of mortalsand the target possesses function as normal.
metaphysical power of an avowed is a victory to them; Consolation Flare (8th): Once per round, when
turning the figurative into the literal. a creature succeeds on a saving throw against one
Elemental-pact avowed are often mistaken for of your aether pulses or clauses, you may have that
sorcerers, but the preferred form of address among creature take damage equal to 1/2 your aether pulse's
them depends on the favored manifestation of their base damage (no save). This damage is the type that you
element. Windcaller or earthcaller are common chose for your attunement ability.
choices, though a particularly arrogant avowed may Elemental Ally (12th): You become immune to your
blaspheme against the masters of the elemental planes, element's associated damage type, gain your element as
and choose to go by firelord. a subtype, and as a swift action, you can summon an
elemental of your element's type to grant momentary
Elemental Pact Features aid. When you do, you summon a Small or Medium
The following are the elemental pact's features. elemental of your element into an unoccupied space
Skills: Knowledge (planes), Survival. you can see within 30 feet. It immediately makes a single
Bonus Shape: Aether blast or aether cascade. An slam attack (if it has any targets you wish it to attack),
elemental-pact avowed's aether pulses take on an and otherwise remains for 1 round before vanishing. It
appearance similar to his element, even if it's not takes no further combat actions after its slam attack, but
dealing damage of that type. can flank normally. In each of your turns, you can take
Attunement: Choose air (electricity), earth (acid), fire another swift action to maintain the summon, allowing
(fire), or water (cold). You gain resistance to the listed type the elemental to remain for another round. If you do, it
of energy equal to twice your avowed level. In addition, can take one move action and make a single slam attack,
whenever you use an aether pulse, you can have it deal but still takes no other combat actions. You can only
that energy type instead of its normal damage type. Your have one elemental summoned at any given time with
choice of elemental attunement also determines how the this ability.
rest of the pact functions. In addition, you can survive In addition, as a full-round action, you can use
on the plane of your element. You do not take damage plane shift as a spell-like ability to move yourself and
from the plane's default effects on the plane of fire, can your equipment to your element's plane or back to the
breathe underwater on the plane of water (or in the zone material plane.
created by your elemental dominion clause, at 20th level), Control Elements (16th): When you use the Elemental
do not suffocate on the plane of earth, and so on. Ally ability, you can summon a Large-sized elemental
Sense: You can sense your element. As a move action, instead of a smaller one. In addition, you gain control
you can focus, learning the location of all sources of elements as a bonus clause.
your element (air, earth, fire, or water) within 30 feet Elemental Dominion (20th): When you use your
of you. When you do, you can focus on a single source Elemental Ally ability, you can summon a Huge-sized
of this element, making a specialized Perception check elemental instead of a smaller one. In addition, you gain
that uses your Charisma instead of your Wisdom. You elemental dominion as a bonus clause.

13
The Avowed
Elemental Pact Clauses with it. The lava created by this ability cools to stone 1
The following two clauses are granted by the elemental minute after you stop manipulating it.
pact, and cannot be selected normally. Water: You use control water, as the spell. If you use
this ability in a place with no water, you create one 10-foot
CONTROL ELEMENTS cube worth of water in contiguous spaces within range to
Pact (7th); standard action; spell resistance no control per two caster levels. This water disappears once
You use one of the following effects, based on the element the effect ends.
you chose for your pact: ELEMENTAL DOMINION
Air: You use control winds, as the spell. In each round
that you concentrate on this effect, the winds bear you Pact Zone (9th); standard action; spell resistance no
aloft (even if you're outside of the currently affected area), You summon a piece of an elemental plane to your
allowing you to move up to your speed as part of the presence, creating a spread-shaped zone with a radius
action to concentrate. of 60 feet, centered on your position. This area gains all
Earth: You use move earth, as the spell, except that the environmental and planar traits of your associated
its base casting time is 1 standard action for a 150-foot elemental plane (the elemental plane of air, earth, fire, or
square (up to 10 feet deep), and then 1 extra minute per water). For example, if your element is fire, creatures within
additional 150-foot square, instead of 10 minutes per. This the area take 3d10 points of fire damage per round, objects
can potentially allow you to lower creatures down, but as ignite, and fire spells and spell-like abilities are cast at +2
the effect does not break the ground's surface, trapping CL. If your element is water, the area fills with water, and
a creature in a way other than reducing its elevation is water spells and spell-like abilities are similarly enhanced. If
normally impossible. your element is earth, however, the zone functions slightly
Fire: You touch an object and burn or melt it, turning differently from the original plane. The area fills with porous
up to a 10-foot cube worth of material into lava. If you dirt that blocks line of sight and line of effect, but does not
use this ability on an object of greater size than a 10-foot cause creatures to suffocate within it. Creatures can move
cube, you transform only a 10-foot cube of it (which will by digging at half speed, and creatures with burrow speeds
then damage the rest of the object). Attended items and or that can earth glide use those speeds normally.
unattended magic items receive a Reflex save against this In addition, all damage of your element's type is increased
effect, and if you attempt to touch an object held or worn by half (50%, as the Empower Spell feat) within the area.,
by another creature, you must succeed at a melee touch This does not stack with Empower Spell or similar effects.
attack. In addition, when you use this clause, you gain the This clause remains in effect for 1 year, after which the
benefits of the Sustained Force function of the telekinesis plane you used it on reasserts itself.
spell, but you can only lift and manipulate fire and lava

A fire elemental will offer a pact in exchange for the simplest things; all it wants is to watch the world burn.

14
The Avowed
Fiend Pact (Patron)
Fiends are one of the most common patrons for avowed; regardless of the distance between you and them. A
denizens of the lower planes' propensity for corrupt successful demoralization with this ability, the creatures
bargains lends a certain ease to forming the ties required attitude towards you is temporarily improved as though
to empower an avowed. The bargains tend to involve you had used Intimidate to coerce themthough this is
service on the material plane, often fighting the forces unlikely to have any effect during the combat itself.
of good, corrupting innocents, or merely standing ready Temptation (8th): You gain temptation as a bonus
for further instruction. clause.
Some fiends ask for the avowed's soul as well, but this Soul Eater (12th): You feed on the souls of others.
is relatively rare; an avowed is much more useful as an Once per round, when you damage a creature with an
ally or minion than as a currency, and by leaving the aether pulse, you sap some of their immortal essence,
avowed's soul their own, a fiend fosters ill-placed good gaining temporary hit points equal to 1/2 that creature's
will. More commonly, a fiend will offer their pact on Hit Dice. These temporary hit points last for 1 minute
the condition that the avowed commits an act of pure or until used, and successive uses of this ability overlap,
evil, putting him on a path that ensures his soul will rather than stacking. If you killed the creature with
eventually find its way in the fiend's grasp regardless. your aether pulse, you instead gain temporary hit points
Fiend-pact avowed are called by many names, from equal to that creature's Hit Dice.
titles bestowed by their patrons to insults screamed by Soulreaver (16th): You gain soulreaver as a bonus
paladins that hunt them. However, the most common clause.
term for a fiend-pact avowed is "warlock." Dark Metamorphosis (20th): You become a true
fiend in your own right. You count as an outsider with
Fiend Pact Features the evil subtype whenever it would be advantageous
The following are the fiend pact's features. for you, and if you had sold your soul to your patron, it
Skills: Knowledge (planes), Knowledge (religion). returns to your ownership. Whenever a creature you've
Bonus Shape: Aether circus or aether rampage. A penalized with your attunement would regain hit points,
fiend-pact avowed's aether pulse seems to be seemingly- they instead gain no hit points, and you gain temporary
uncontrolled blasts of dark fire, and his aether rampage hit points equal to the healing they would have received.
is reminiscent of the fiend he contracted with. These temporary hit points last for 1 minute or until
Attunement: Whenever you deal damage to a creature used, and stack with those granted by your Soul Eater
that is flanked (including by other creatures), denied ability (though not with other temporary hit points
their Dexterity bonus to AC, or believes you to be an granted by this ability).
ally, all morale bonuses on the creature are suppressed In addition, when you reach 20th level, you gain
and they take a 1 penalty on all saving throws for 1 a dark realm of your own. This realm is created the
round. This effect applies after the ability or attack that moment you gain this ability, as if by a permanent create
damaged them (including any additional effects that greater demiplane spell, except that its area is always
might have been inflicted). 100 1-mile cubes instead of one acre and it is located
Starting at 6th level, the penalty you inflict with this somewhere on a lower plane of your choice. Your
ability becomes cumulative (though it still only lasts 1 realm has the Alignment, Gravity, Seasonal, Shape, and
round). You can inflict a maximum penalty of 2 at 6th Structure, with the manifestations of each determined
level, 3 at 12th level, and 4 at 18th level. If you use an by you when you gain this ability. In addition, the realm
area-of-effect aether pulse that deals 1d8 points of damage contains a permanent portal to the lower plane it is
per caster level, you increase the current penalty against located on, that you can open and close as a free action.
a given creature damaged by it by 2 instead of 1. This realm's borders are just as absolute as a normal
Sense: You can sense the desires of creatures within demiplane's, even though it exists within an existing
30 feet. This works like a constant detect desires effect, non-astral and non-ethereal plane.
except that it senses within 30 feet of you, and can be Whenever you would gain a soul gem (normally with
concentrated on as a move action. the soulreaver clause, but if your campaign includes
Fiend Pact Empowerments the optional rules for selling souls on page 25, then you
might have other ways), you can choose to have the
The following are the fiend pact's empowerments.
creature's soul imprisoned within your realm instead of
Disquieting Gaze (4th): Those touched by your power
within a gem. They lose all of their abilities, and cannot
are left unsettled or terrified. Once per round, when
take actions unless you allow them to. While you are
you penalize a creature with your attunement ability,
in your realm, you can torment, converse with, or even
you can make an Intimidate check to demoralize that
free these souls as you please. Once per week, you can
creature as a free action, even if it isn't your turn and

15
The Avowed

Fiends are among the most dangerous outsiders to traffic with, but remain a common patron thanks to the reliability with
which they deliver their sides of bargains.

use true resurrection as a spell-like ability on one of instead gains a +8 bonus on its saving throw. This is a death
the souls you've claimed, inflicting a geas/quest on that effect. Any creature killed by this clause has its soul stolen,
creature in the process if they choose to return to life. crystallized into a gemstone in your possession as if they
In addition, you gain homecoming as a bonus clause. had sold it to you (see the Selling Souls sidebar on page 25,
or the appendix on page 62).
Fiend Pact Clauses In addition, you gain 5 temporary hit points per creature
The following three clauses are granted by the fiend affected, regardless of how many souls you successfully stole.
pact, and cannot be selected normally. These temporary hit points last for 1 minute or until used, and
HOMECOMING successive uses of this ability overlap, rather than stacking.
Pact (7th); standard action; spell resistance yes TEMPTATION
You move yourself and others to or from your realm. This Pact (4th); full-round action; spell resistance yes
clause functions as the plane shift spell, except that it only You give an enemy a taste of power. Choose a creature you
works on yourself and willing creatures, and you can only can perceive within 30 feet. That creature must succeed at
travel to the realm created by your pact (or to the material a Will save or immediately take a standard action of your
plane, if you are already on your demiplane). choosing (even if it isn't their turn). If they do not have the
SOULREAVER 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
Pact (8th); standard action; spell resistance no have any damaging spells remaining), the creature does not
You use powerful dark magic, grasping at the souls of those take the action, instead becoming staggered for 1 round.
around you. All opponents within 30 feet must succeed at If they deal damage to a creature they consider an ally,
a Will save or die immediately. A creature with greater than then you may affect the damaged creature with your
half its normal maximum hit points remaining gains a +4 attunement as if you had damaged them while they were
bonus on its saving throw. A creature with full hit points flanked.

16
The Avowed
Nation Pact (Esoteric)
Though still rare, nation-pact avowed are nonetheless the Perception, Sense Motive, and Survival checks against
most common of esoteric pacts, in part because its entirely creatures that are not citizens of your nation, citizens
possible to do so without even intending to. Enough that are rebelling against your nation, and citizens that
patriotic fervor, an act in defense of ones country, and are currently committing treason against your nation.
a devout oath of servitude can be all it takes to form the Likewise, you gain a +2 bonus on aether pulse attack and
psychic bond characteristic of avowed with the citizens damage rolls against them, and can make Knowledge
and, indeed, the concept of a person's nation itself. checks untrained when attempting to identify these
When someone does make a conscious and deliberate creatures.
pact with their nation, its often validated by the rulers or Each of the bonuses granted by this ability increase to
people of their nation, and thus their coronations tend to +4 at 12th level, and +6 at 20th level. This ability counts
be major public events. Gaining the powers of a nation as favored enemy and favored terrain for the purposes
pact can prove ones loyalty and belief before the eyes of of meeting requirements and prerequisites.
onlookers, and such events been used to absolve peoples On My Command (8th): Your presence imbues your
intentions in public trials. However, the act of service to soldiers with speed and competence. As a standard
ones nation need not be continued, and traitorous pact- action, you can allow a willing ally that you can perceive
makers may slaughter their countrymen under an occult to make a single attack with a weapon they are wielding.
flag of their victims nation. This attack is made as a free action (even though it isn't
A nation-pact avowed is often bestowed a noble their turn), and they gain a bonus on their attack roll
title or military rank by the nation they work under equal to your Charisma bonus (if any). On a successful
captain or lord before the avoweds name are rather hit, their target is also affected as if they were hit with
common, though they are nearly always ceremonial. As your aether pulse. You may apply a modulation to this
a whole, however, they are simply known as patriots. aether pulse, but not a shape. You may use this ability on
yourself, if you wish.
Nation Pact Features Squad Tactics (12th): You gain the ability to use
The following are the nation pact's features. your On My Command ability as a swift action as well
Skills: Knowledge (geography), Knowledge (nobility). as a standard action. You may only it once per round,
Bonus Shape: Aether barrage or aether lance. A however. If you use it as a standard action, you can
nation-pact avowed tends to incorporate ornate allow up to two allies (including you) to move up to
heraldry and sigils of his nation into the appearance of their speed, then make an attack as if by your on my
his aether pulse. command ability. This movement provokes attacks of
Attunement: You create a zone of control around opportunity as normal. At 18th level, you can affect up
you. Opponents treat your threatened area as difficult to three allies when you use activate on my command
terrain. as a standard action.
Sense: You can detect the nationality of others. At any Hearts Beat As One (16th): When you use your On
given time, you know if a creature with Intelligence 3 My Command ability, you and your allies momentarily
or higher that is not a citizen of your nation is within bond souls, sharing your spirits and aiding each other.
30 feet of you. As a move action, you can pinpoint such Each ally who is affected by that ability (including
creatures and determine their nation of origin. This yourself) can choose to reduce their current hit points
sense is blocked by the undetectable alignment spell and by any amount, forming a combined pool of healing
any other effect that would foil the detect evil spell. Such that you can distribute to any of the allies you affected
protected creatures are sensed as if they were citizens with the ability (even ones who donated hit points to
of your nation. the pool).
True Patriot (20th): Your pact sense improves. You
Nation Pact Empowerments
can now sense all types of treason regardless of your
The following are the nation pact's empowerments.
location (even on other planes), and even sense treasons
Nationalistic Fervor (4th): You gain a specialized
before they happen. You detect a minor treason (such as
version of the ranger's favored enemy and favored terrain
breaking a law or aiding a criminal) 1 minute before it
class features. While you are within the boundaries of
happens, a moderate treason (such as attacking officers
your nation, you gain a +2 bonus on initiative checks
of your government, defecting from your military, or
and Knowledge (geography), Perception, Stealth, and
killing your citizens) 1 hour before it happens, and a
Survival checks. When traveling within your nation, you
major treason (such selling state secrets, dealing to both
normally leave no trail and cannot be tracked (though
sides of a war, or attacking your ruler) 1 day before it
you may leave a trail if you wish).
happens, learning the time and location of the act, but
In addition, you gain a +2 bonus on Bluff, Knowledge,

17
The Avowed
no other details. Whenever you sense a major treason, The avowed's allies do not need to make Concentration
you may use plane shift and teleport as spell-like checks to use abilities within the troop.
abilities (caster level 20th) once each in the next minute. Troop Subtype: A troop is a collection of creatures that acts
In addition, you gain call for aid as a bonus clause. as a single creature, similar to a swarm, but typically as part
of a military unit. A troop has the characteristics of its type,
Nation Pact Clause
except as noted here. A troop has a single pool of Hit Dice
The following clause is granted by the nation pact, and
and hit points, a single initiative modifier, a single speed,
cannot be selected normally.
and a single armor class. A troop makes saving throws as
CALL FOR AID a single creature. A single troop occupies a 20-foot-by-20-
foot square, equal in size to a Gargantuan creature, though
Pact (9th); standard action; spell resistance no the actual size category of the troop is the same as that of
You send a message into the ether and your nation answers, the component creatures. The area occupied by a troop
the power of its people manifesting as an army of ephemeral is completely shapeable, though the troop must remain
soldiers under your command. When you use this clause, in contiguous squares. A troop has a reach equal to that
you summon a unique type of troop called an aether army. of the component creatures based on size or armament.
It appears immediately and acts on your initiative, following A troop can move through squares occupied by enemies
your orders to the letter. You can only have one aether and vice versa without impediment, although the troop
army summoned at any one time, and can dismiss it as a provokes an attack of opportunity if it does so. A troop can
free action If your aether army is destroyed, the ephemeral move through any area large enough for its component
soldiers fade, but you can resummon them by using this creatures. The exact number of a troop's component
clause again. Otherwise, they remain for 24 hours. creatures varies, but in general, a troop of Small or Medium
Your aether army is automatically summoned when you creatures consists of approximately 12 to 30 creatures.
use the plane shift or teleport spell-like abilities of your True
Patriot pact empowerment. A troop is never staggered or reduced to a dying state
by damage.
AETHER ARMY A troop cannot be tripped, grappled, or bull rushed,
N Medium humanoid (troop) except by area effects that include such effects. A
Init as creator; Senses as creator; Perception as creator troop can grapple an opponent.
A troop is immune to any spell or effect that targets
DEFENSE
a specific number of creatures (including single-
AC 21, touch 12, flat-footed 19 (+9 armor, +2 Dex) target spells such as disintegrate and multiple target
hp 126 (12d8+72) spells such as haste), though it is affected by spells or
Fort +13, Ref +6, Will +12 effects that target an area or a nonspecific number of
Defensive Abilities troop traits, Improved Iron Will creatures (such as fireball or mass hold monster).
OFFENSE
A troop takes half again as much damage (+50%) from
spells or effects that affect an area. If a troop is rendered
Speed 20 ft. unconscious by nonlethal damage, it disperses until its
Melee troop (3d6+5 and 5d8 aether pulse) hit points exceed its nonlethal damage.
Space 20 ft.; Reach 5 ft. Creatures with the troop subtype don't make standard
STATISTICS melee attacks. Instead, they deal automatic damage to
any creature within reach or whose space they occupy
Str 20, Dex 15, Con 20, Int 10, Wis 10, Cha 10
at the end of their move, with no attack roll needed.
Base Atk +9; CMB +14; CMD 27
A troop's stat block has troop in its Melee entry
Feats Combat Reflexes, Great Fortitude, Iron Will, Lightning
with no attack bonus given. Unless stated otherwise,
Reflexes, Toughness, Improved Iron Will
a troop's attacks are non-magical. Damage Reduction
Languages Common
sufficient to reduce a troop attack's damage to 0 or
SQ aether army, answered call
other special abilities can give a creature immunity
SPECIAL ABILITIES (or at least resistance) to the troop's attacks. Some
Aether Army (Su): An aether army is a manifestation of a troops also have other special attacks in addition to
patriot's will and belief in his nation. As such, it carries a normal damage. Troops threaten all creatures within
small part of his power, dealing 5d8 points of additional their reach or within their area, and attempt attacks
damage (as if by an aether pulse) with its troop attack. of opportunity as normal with their troop attack.
Answered Call (Ex): An aether army's purpose is to defend Because of the chaos of combat, spellcasting or
its avowed's allies and destroy their enemies. As such, it concentrating on spells within the area of a troop or
does not deal troop damage to any of its creator's allies, within its reach requires a caster level check (DC 20
and can always tell the avowed's allies from their enemies. + spell level). Using skills that involve patience and
concentration requires a successful DC 20 Will save.

18
The Avowed
Old One Pact (Patron)
Alien beings of incomprehensible power lurk in the discorporate as a free action (even if it isn't your turn,
depths of the planes and deep in space. Uncaring, and even if you couldn't otherwise take that action),
terrifying monstrosities, even knowing their names has becoming an untargetable and undamageable cloud of
been enough to drive mortal scholars mad. To stare into acrid smoke for up to 2 rounds. If you use this ability in
the abyss and know that you are only here because the response to someone else's action, it takes place after
cosmic arm of a mad god has never had cause to go near that action.
your world can shatter the minds of the weak-willed During this duration, you can move through other
and break the wills of those who resist. There are those creatures' spaces and ignore difficult terrain, but
whose reaction to learning of these horrors is mindless cannot end your turn in another creature's space.
servitude, desperately hoping for the mercy of a god While in this form, you cannot take any actions (not
who cannot comprehend their insignificant lives. There even free actions) other than speaking, using telepathy
are those who attempt to fight against it, struggling for to communicate, and movement.
all their lives to protect the world from the destruction At the start of each of your turns during this duration,
of a god whose very existence warps reality in ways a you heal for 1/4 of your maximum hit points. At the end
mortal cannot survive. Then, there are those who look of each turn during this duration (or at the end of the
upon these impossible beings and see an opportunity. second round), you may end this effect, reforming in
To make a pact with a great old one requires a degree your space and becoming able to act normally again. If
of recklessness, regardless of the circumstances. To you end this effect prematurely, any remaining healing
survive contact with them, a mortal mind needs an you could have gained is lost.
intermediarywhether that be with the rare great If your campaign uses the massive damage variant
old one willing to take a human form, a madman who rules, this ability means that you are not at risk of death
hears their whispers, or an aberrant cultist whose mind from massive damage.
survived contact with their god. To make a pact with Sense: You always know whether or not another
a great old one, like any god, often requires spreading creature within 30 feet is currently suffering from
their influence. Doing so is always a risky proposition, a fear condition or mind-affecting effect (including
and a socially conscious avowed will often struggle morale effects), and whether or not they're a creature
to find a way to gain the blessing of a great old one you can perceive. As a move action, you can pinpoint
without harming the world. Good-aligned great old the location of each such creature within 30 feet, even
one pactmakers often seek to mitigate the effects of through walls and other barriers. If you wish, you can
their previous actions, though rare cunning ones with exclude yourself and other beings of your choice from
a warped style of thinking can contrive a mutually this sense.
beneficial scheme, bringing madness and despair upon
their enemies.
Old One Pact Empowerments
The prevalence of great old one pacts among their The following are the old one pact's empowerments.
maddened followers has lead to them, for the most part, Falter (4th): You gain telepathy out to a range of 50
being known as "cultists," even though many followers feet + 10 feet per avowed level, and your alien powers
and indeed, most adventurershave no interest in can affect even the most guarded minds. If you use a
serving the dark beings beyond what is absolutely mind-affecting or fear effect on a creature that would
necessary. normally be immune, you can treat them as not immune.
However, such creatures gain a +3 resistance bonus on
Old One Pact Features saving throws (if any) against your mind-affecting and
The following are the old one pact's features. fear effects.
Skills: Knowledge (nobility), Knowledge (planes). Obey (8th): You channel the authority of the great
Bonus Shape: Aether grasp or aether swarm. An old one you represent, causing lesser beings to follow
old one-pact avowed's aether pulse tends to have a your orders without question. As a swift action, you can
maddening simplicity of appearance that gently tears at use command (as the spell) against a creature within
minds that view it. Though this does not have any real the range of your telepathy, except that its save DC
effect, many find these powers to be slightly unsettling. is equal to your clause save DC and it does not allow
Attunement: Fear conditions that affect you are spell resistance (as normal for a supernatural ability),
downgraded by one step (from panicked to frightened, and you can only use the Drop or Fall commands.
frightened to shaken, and shaken to unafraid). In Alternatively, you can use this ability as a standard
addition, whenever you lose real hit points (not action, in which case you can use any of the commands
temporary hit points) equal to or more than half your available. They do not need to understand your words
normal maximum hit points in a single round, you can or even speak any languages to receive this command;

19
The Avowed
merely being in contact with your power is enough. you gain them later. You may change which creatures
Wither (12th): You passively leak otherworldly power are safe as a free action.
into your surroundings, withering those around you. Flee (16th): Your otherworldly powers grow stronger.
At the end of each of your turns, every other creature At the end of each of your turns when using your Wither
within 30 feet takes 2 points of damage to a physical ability, all creatures within range must succeed at a Will
ability score of your choice (even if they would normally save or become shaken for as long as they remain within
be immune), and all non-creature plants within the range. Successive failed saves against this ability escalate
area immediately wither and die. A creature damaged the fear as normal (to frightened, then panicked). If this
by this ability heals 2 points of the ability damage it effect causes a creature to become panicked, they also
took at the end of each of its turns outside of the area become confused for 1 hour (as the confusion spell).
of this ability (for example, a creature damaged could Shatter (20th): Your presence permanently damages
run away and heal the ability damage taken at the end the minds of those around you. You gain a new order you
of its turn). can give with the command effect of your Obey ability:
You can suppress or resume this ability as a free "shatter." You can use this command as a swift action,
action. If you wish, you may affect an area with a smaller and a creature that fails its saving throw against it has
radius (reducing its radius in 5-foot increments). In its mind shatter, becoming permanently confused (as the
addition, you can choose to allow a number of creatures insanity spell). Whenever a creature becomes confused
equal to your Charisma bonus to ignore the effects of by your Flee ability, you may drive them insane in the
this ability and your Flee and Shatter abilities, when same manner.

Otyugh Pact (Symbiotic)


The strange creatures known as otyughs are often thought Otyugh-pact avowed are not particularly common,
of as vile abominations or dangerous lurkers. Because and their titles are few. Thanks to their association with
of their filthy dietary habits and often-repulsive lairs, otyughs, some call them "filth lords" or similar epithets,
these aberrations are commonly assumed to be merely but the aberrations themselves recognize them on sight,
mindless beasts, but they are in fact fairly intelligent, and know them as "friends."
and often form alliances and bargains with others in
exchange for food or protection. Otyugh Pact Features
An otyugh pact is one such alliance; rarely, an otyugh The following are the otyugh pact's features.
has the psychic talent and willpower required to create Skills: Knowledge (dungeoneering), Survival.
the bond needed, and sometimes otyughs are sought- Bonus Shape: Aether grasp or aether rampage. An
out by potential avowed to form a pact with. While otyugh pact avowed's aether pulse often takes the shape
these beings are not nearly as supernaturally adept of an otyugh's tentacles.
as most patrons, a symbiotic pact with an otyugh is Attunement: You become immune to the effects
surprisingly powerful, granting the avowed power over of disease (but can still carry diseases without being
filth and, ironically, an affinity for cleanliness. affected). You can choose to have contagious diseases
you carry not infect others. In addition, whenever you
Scent Messages would become nauseated, you become sickened for the
Otyughs can communicate through scent, although the same duration instead.
messages are very rudimentary. The are some common Sense: You gain the scent ability, and can generate
messages, and what they smell like. unique scents of your own, marking an object with a
particular scent that allows you to communicate with
Rotting fish: "Danger is near" those who know the scents in question (see the Scent
Smoke: "Come quickly" Messages sidebar). These scents remain until cleaned
Flowers: "Stay away" off by or a stronger scent infuses the area or object.
Sour apples: "I am hungry, got food?"
Rancid meat: "No food here" Otyugh Pact Empowerments
Wet fungus: "Delicious food here" The following are the otyugh pact's empowerments.
Rotten potatoes: "Bad food here" Filth Absorption (4th): As a standard action, you can
Ammonia: "Time for a moot" absorb filth and detritus. You clean that area completely,
Overripe fruit: "Looking for a mate" consuming all disease, grime, food, and trash within 5
Vinegar: "Intruders" feet. This functions as a remove disease spell targeting
Onion: "I am lost" all adjacent creatures (caster level equal to your avowed
Old wine: "I am injured and need help" caster level) and a prestidigitation to clean the area. If
you cure someone of a disease, you become infected with

20
The Avowed
it. In addition, whenever you damage a creature with Disease Application (16th): By concentrating for
an aether pulse, you can infect them with one disease 10 minutes, you can condense up to half your class
you carry to them. This works as if they had caught it level in diseases you are currently infected with into a
normally, except its save DC is equal to your aether pulse transparent liquid you can spray on an object or 5-foot
save DC. section of ground within your reach. Any creature that
Pathogen Acceleration (8th): As a standard action, touches the object or enters the space must succeed
you can cause all diseases within 60 feet of you to at a Fortitude save (DC equal to your clause save DC)
immediately prompt a saving throw against their effects. or contract all of the diseases at once. Any further
This save does not count towards curing the disease, but saves against the diseases also use this save DC. The
a failed save deals damage or applies effects as normal. sprayed disease can smell like whatever you like, and
Trash Animation (12th): As a standard action, you can only be removed with a remove disease spell cast
give detritus in an area a semblance of life. This on the object or area (even though it normally targets
functions as an animate objects spell (caster level equal a creature). You can only have one such object or area
to your avowed caster level), except that it targets trash, created at once; if you create another, the older one
loose objects, and even secured objects (such as floor loses its potency.
tiles) in the area to create a single, unique creature. Trash Awakening (20th): You can create a brand-
This object is treated as an animated new soul, awakening sapience in the animated
object of the maximum size you swarm of detritus you've created with your
could create with the spell, Trash Animation ability. In order to do so, you
except it has the swarm must spend 1 day in meditation with the swarm,
subtype (gaining traits as at which point it gains Intelligence, Wisdom,
if it were made of Tiny and Charisma scores of 3d6 (rolled
creatures). Unlike a separately for each, and replacing
normal swarm, your the latter two's existing scores).
animated trash can It gains skills and feats as
still use its natural normal for a creature of its
attacks, and it can be Hit Dice, chosen by you.
a larger size than When you awaken a
a 10-foot cube swarm of trash, it is no
(for example, a longer under your control,
Huge swarm of but also no longer requires
trash created with your power to maintain
this ability is 15 itself. An awakened
feet on a side, swarm of trash is
and composed of friendly to you,
nine 5-foot cubes). but generally
You may assign will not risk
any combination its newfound
of abilities with sapience in
your trash swarm's battle unless
construction points. you offer it
You may only something in
have one animated return (in
object created with this effect, it is
ability at any one time, but it an NPC that you
lasts for as long as you wish Though otyughs lurk in foul places, they're far more can convince to aid you as
or until it strays further than amicable than one might expect. normal). You can then use
medium range (100 feet + 10 feet per Trash Animation to create a new
caster level) from you. You can dismiss it animated swarm of trash (and potentially
as a free action at any time, and if you use this ability awaken it too, if you wish).
to animate a different collection of objects, the older In addition, you can have up to two animated swarms
one is automatically destroyed (but can later have its created at a given time, rather than just one, and they
collection of trash reanimated, if you use this ability can stray as far as 1 mile from you before disassembling
again). into their component parts.

21
The Avowed
Self Pact (Esoteric)
The pact of the self is unique among the bonds an Self Pact Empowerments
avowed can form, even compared to other esoteric pacts. The following are the self pact's empowerments.
It is rare indeed that a being's sense of self is strong Mind and Matter (4th): Your pact has strengthened
enough to make this pact, and rarer still that the being you, body, mind, and soul. You gain a bonus equal to
is aware of how to do so. A pact of the self is most often your Charisma bonus (if any) on all saving throws.
gained through extensive training, self-empowerment, This does not stack with similarly untyped Charisma
and meditation, though occasionally one can be made as bonuses on saves (such as from a paladin's divine grace
a result of unbridled arrogance or self-assuredness. In or the who help themselves clause).
such a case, all it really takes is for the potential avowed Strength of Body (8th): Your speed and reaction time
to swear on their own namethe power will flow, improve, allowing you to deliver extra blows where
henceforth. others could only strike once. Once per turn (including
The results tend to be the same regardless: a self-pact other creatures' turns), when you make a melee attack,
avowed is a being of supernatural perfection. The pact you can also make an unarmed strike against the same
enhances his mind and body alike, elevating him to a creature. This attack is made at your highest attack
standing above lesser beings. Some self-pact avowed bonus, with a 2 penalty, and can be made even if the
claim regal titles such as "noble" or "lord," regardless target would normally be unreachable (such as if you
of their social standing, but the most common word for hit with a reach weapon).
these rare mages is "paragon." Force of Will (12th): You can power through even
Self Pact Features the most debilitating effects. As a standard action,
you can cleanse yourself of up to one non-permanent
The following are the self pact's features.
effect that is currently affecting, or one of the following
Skills: Climb, Swim.
conditions: blinded, confused, dazed, dazzled, deafened,
Bonus Shape: Aether channel or aether blade. A self-
entangled, exhausted, fascinated, fatigued, frightened,
pact avowed's aether pulse has a very personal display
nauseated, panicked, paralyzed, petrified, shaken,
that varies from avowed to avowed.
sickened, staggered, or stunned. Alternatively, as a full-
Attunement: You gain Improved Unarmed Strike as
round action, you can end any number of the above
a bonus feat. Whenever you take the full attack action,
conditions or effects. You can use this ability even if
you may make one additional unarmed strike attack
you would normally be unable to take these actions as a
by taking a 2 penalty on all of your attack rolls during
result of conditions on you.
the action, as if using the Two-Weapon Fighting feat. In
Indomitable (16th): Your soul strengthens, allowing
addition, you add your Charisma bonus (if any) as an
you stubbornly cling to life, even when your return
armor bonus to your AC whenever you are unarmored
seems impossible. Whenever you would die outright
and unencumbered.
from an effect, you are instead reduced to 1 hit point
Sense: You can sense the general strength of others.
and stable. You no longer gain negative levels from
As a move action, you can focus on a creature within 30
being returned to life by spells and effects, and your
feet. When you do so, make a Perception check, using
soul cannot be trapped or destroyed. If your soul was
your Charisma instead of your Wisdom to determine
owned by someone else, it returns to your ownership,
your bonus. The DC of this check is equal to 10 + the
and it cannot be sold or bought again (a prospective
creatures Hit Dice + the creatures Charisma modifier.
buyer becomes aware of this when they attempt to buy
If the creature is trying to hide, lay low, or otherwise
it). You can be returned to life by raise dead, resurrection,
go unnoticed (no action needed on their part), add +10
and similar effects regardless of the state of your body
to the DC, and if they are actively fighting or displaying
(so long as some piece of it is in the spellcaster's hands),
their power, subtract 10 from the DC. If you succeed,
and regardless of the amount of time that has passed
you determine how many Hit Dice they have, their base
since you died.
attack bonus, and the highest level spell or power they
Perfection of Form (20th): You have transcended,
can cast (if any). If a creature with at least 10 more Hit
becoming perfection in a mortal frame. You no longer
Dice than you have is within 30 feet, you automatically
take penalties for aging (and lose such penalties if you
detect their presence, though you do not automatically
had already taken them), and no longer automatically
know any details about them and do not automatically
fail saving throws and miss attack rolls on natural 1s.
pinpoint their location.
In addition, you automatically confirm critical hits
without having to roll.

22
The Avowed
Shadow Pact (Patron) Using Nevercast Shadows
Deep within the plane of shadow lurk a group of strange, Nevercast shadows are not a monster that exists in
alien creatures. These beings, known by scholars as the Pathfinder Roleplaying Game; these alien beings
nevercast shadows, are unique among the denizens of live deep in the plane of shadow, and generally avoid
the primordial dark. They are true natives of the plane combat unless directly attacked, preferring to spend
of shadow, rather than originating as the shadow of a their time drifting or watching others.
material plane resident, and hold a great and terrifying A nevercast shadow's game statistics tends to
power over the fabric of darkness as a result. be unique, even among other shadow beings. They
However, unlike most shadows, the nevercast cannot share very few traits beyond their origin and ability
exist within the light. Illumination is anathema to to manipulate shadows. In order to stat a nevercast
them, and though they have many goals and desires, shadow, as a starting point the GM should grant an
a nevercast shadow tends to have one core desire, at existing monster shadow conjuration and shadow
the deepest parts of its mind: to escape the darkness evocation as at-will spell-like abilities and the following
and walk in the light. Whether they want to explore, abilities from the shadow pact: Shadow Blend, Shadow
to learn, or to destroy, the nevercast have an innate, Step, Shadow Form, and Nowhere to Hide.
instinctual fascination with their opposite, and as such,
they are easy to make pacts with. Most of the time, all area of dim light counts as having shadows. In brighter
the avowed needs to do is promise to search for a way areas, you can use this ability to teleport to any space that
to achieve the nevercast's wish. is both adjacent to a creature or unattended object and
A shadow-pact avowed is often bestowed a title by his something they could cast a shadow on. At 12th, 16th, and
patron, but to others, they tend to be known as "shades." 20th levels, the range of this ability increases by 30 feet.
At the GM's option, other spaces might be considered to
Shadow Pact Features
have shadows as well.
The following are the shadow pact's features.
Shadow Form (12th): As a full-round action, you can
Skills: Knowledge (planes), Stealth.
merge with nearby shadows. You gain the incorporeal
Bonus Shape: Aether retaliation or aether swarm. A
subtype and become nearly imperceptible: to all eyes,
shadow-pact avowed's aether pulse often appears to be
you're just a shadow without anything casting it. While
his shadow, ripped up from the floor to attack his foes.
you're in your shadow form and not in an area of
Attunement: Whenever you are within an area
bright light, you gain a bonus on Stealth checks equal
of darkness (dim light or lower), each of your speeds
to your caster level and can make such checks while
is increased by 5 feet per avowed level. This increase
being observed, without needing any sort of cover or
only applies while you remain in darkness; if you move
concealment. While you remain in your shadow form,
into an area of light and you've already moved further
you cannot leave surfaces; you must remain within 5
than your normal speed would allow, your movement
feet of something you can cast a shadow on at all times
ends (though it doesn't cost you any extra actions). If
or this ability ends. Otherwise, it lasts until you dismiss
you move at least your base speed in a single round,
it as a free action.
you gain a +4 bonus to AC and spell resistance against
Nowhere to Hide (16th): You gain blindsight out
hostile effects equal to 10 + your class level. Both of
to a range of 120 feet, except that it only allows you to
these benefits last until the start of your next turn.
perceive things in areas of darkness (dim light or lower).
Sense: You can see perfectly in darkness (even magical
In addition, you gain a +2 bonus on all rolls and checks
darkness). Unlike other pact senses, this does not have a
(including but not limited to attack rolls, damage rolls,
range limit; you can see as far as you could in light.
saving throws, opposed skill checks, and the like)
Shadow Pact Empowerments against creatures within an area of darkness, and such
The following are the shadow pact's empowerments. creatures take a 2 penalty on all rolls and checks
Shadow Blend (4th): In illumination other than bright against you and your abilities.
light, you blend into the shadows, gaining concealment Bringer of Night (20th): You become a true being of
(20% miss chance). If you already had concealment, the shadow, darkening the world merely by existing. You
miss chance gained from concealment increases to 50% gain the ability to project a 120-foot-radius field of
(though this does not count as total concealment). You dim light around you. Light effects within the area are
can suppress or resume this ability as a free action. automatically dispelled, and nonmagical light sources
Shadow Step (8th): You gain the ability to travel are automatically snuffed out. Any time you use a clause
through your shadow to another shadow you can see. As a that creates an area of darkness or dim light (such as
move action that does not provoke attacks of opportunity, the nightfall or writhe clauses), you can have it fill your
you can teleport up to 30 feet to an unoccupied space zone of dim light, rather than using its normal area. You
with a shadow in it. For the purpose of this ability, any can suppress or resume this ability as a free action.

23
The Avowed
Making Pacts
Unlike many classes, an avowed's abilities come from of both of the pact partners. This is because the pact is
not from training, study, heritage, or even belief, but two-way: not only does the avowed gain power, but the
from a combination of his willpower and the seed of partner does as well.
magic gifted by his pact partner. As such, any character As the avowed gains levels, the partner might gain
has the potential to become an avowed. levels in the class as well (or advance by Hit Dice), as
Sometimes, taking one's first avowed level involves determined by the GM. This might mean that the avowed
bit more collaboration between the player and the GM and their partner want to adventure together to pool
than a normal class; the pact system necessitates, in their resources, and in such a case, a player might be
many cases, the creation of a new NPC and plot hooks allowed to take the Leadership feat or a similar ability
to go with them. As such a player should always be to gain access to their partner as a cohort, once they're
allowed to access a "no strings attached" pact for their sufficient level to do so.
characterperhaps they inherited their ancestor's pact, Most partners, however, have their own lives and
were gifted their power free of charge, or possibly even goals, and though they'll keep in touch with the avowed,
don't know (in-character or out-of-character) the origin they do not adventure alongside them. In part this is
of their power, simply gaining mysterious abilities over because of the nature of the pact itselfthe avowed and
the course of their adventures. his partner are bound together at the soul. If one dies,
When a character takes a level of the avowed class, the other can feel it, knowing the location of their death
they have the option to immediately retrain any (even across the planes). If one or the other is present
number of their previous levels (including skill ranks when their partner is returned to life with raise dead
and feats, if necessary) into avowed levels at no cost. If, or a similar effect, the spellcaster casting the spell only
after retraining, they no longer qualify for feats they requires half the normal material components. Thus,
possess, they may either keep those feats (losing access while staying together might be a good option, many
to them until they regain the prerequisites) or exchange symbiotic pact partners use each other as insurance
them for feats on the avowed bonus feat list. against the dangers of an adventuring life.
If a player wishes to make a more involved pact, the
GM should work together with them to build a story
Esoteric Pacts
for their pact and patron that fits well with the existing Uniquely among pacts, esoteric pacts require no partner.
characters and campaign. Otherwise, the details of An esoteric pact is formed when a prospective avowed
pacts vary from pact partner to pact partner. meets the right conditions and possesses the right will.
These pacts have no costs to acquire, and no creature to
Patron Pacts hold leverage over the avowed. However, they are rare
As noted on page 7, a patron pact requires very little in comparison to the other two types, precisely because
involvement from the patron themselves. A patron of the conditions required. With no patrons to seed the
can be any particularly magical being, ranging from avowed's power, and no partners to share power with,
outsiders to fey to even creatures like krakens, rakshasa, the avowed must pull himself up by his own bootstraps,
and sphinxes. When a patron pact is made, the patron in a sense, to gain his abilities. Once they do, though,
provides a "seed" of power, from which the abilities they tend to be uniquely powerful mages as a result.
of the avowed grow. There are no hard requirements
on the exchange for this powersome patrons ask for
Ancestral and Inherited Pacts
payment or services, but some are willing to give their Though they are not a true subset of pacts, inherited
patronage free of charge. pacts do not follow the same "rules" as other pacts.
There is no taking this power back, however. Once Any of the three types of pacts can be inherited along
an avowed is created, the patron has no special control a bloodline, even esoteric pacts. This is most common
or influence over them by dint of their donation, for patron pacts, as one can bargain to share the power
though some might take steps to gain such leverage down their line, but symbiotic pacts often empower the
over their new ally. Patron pacts are one of the more avowed and his partner such that their children gain
common ancestral pacts; a creature can bargain to have their powers too, and esoteric pacts, depending on the
their power granted to their future children and their nature of the avowed, might pass from the avowed to
children, possibly allowing their descendents freer his offspring, allowing them much easier access to the
access to the powers of the avowed than most. abilities than the avowed needed.
A character that inherited a pact might have a great
Symbiotic Pacts family or ancestor they look up to, or possibly need to
Symbiotic pacts, unlike patron pacts, do involve a investigate their lineage to find the source, if the power
significant investment of power and effort on the part has lain dormant for generations.

24
The Avowed
Player Collaboration representations. A devil invariably fills their contract with
Lastly, it might happen that two (or more) players want legalese specifying exactly who is obligated in what ways,
to link up their characters' stories, playing an avowed and an otyugh's physical contract might simply be a trinket
and his patron or partner, with both as PCs. In such a it dug out of the trash for its new friend. The only true
case, we recommend, for patron pacts, statting up the consistency between physical contracts is that they are
patron with whatever combination of race and class fits always small enough to be held in one hand by the avowed,
the concept, then running the avowed alongside them. and they weigh nothing, even if the object they used to
For symbiotic pacts, both the avowed and the partner be had a significant weight. The exception to this is if an
should gain the benefits of the pact regarding returning avowed has a masterwork weapon or armor sized for them
from death, but the details of the partner could be more on hand when they gain this drawback. If they do, they
difficult to figure out. may have that object become their physical contract. An
One possibility we recommend is to write a backstory already-magical item cannot become a physical contract,
involving a more powerful than normal pact that but a physical contract can later be magically enhanced.
transformed the partner into a form closer to the A physical contract's purpose is to represent its avowed's
avowed themselves. For example, an air elemental psychic bond. It details the current capabilities (even those
might become a sylph, changing shape to more easily the avowed has gained since the start of his pact) of the
adventure with others, then taking avowed levels and avowed. A creature reading or otherwise examining the
choosing abilities that thematically tie them to their true physical contract can make a Perception check (DC 10 +
nature. Similarly, a fiend might become a tiefling. There the avowed's caster level) to decipher it, learning the level
are no set rules for playing many types of monsters, of avowed its owner has attained, what pact they made,
though, so these sorts of characters should be handled and what clauses they know, as well as any feats from the
on a case-by-case basis by the players and GM. avowed bonus feat list they've taken (even if they weren't
taken as bonus feats).
New Drawbacks An avowed always knows the direction of and distance
The following abilities are listed as drawbacks because to his physical contract, as long as it's on the same plane. If
they present clear downsides to the avowed, both it is on another plane, he knows that it's on another plane,
narratively and mechanically. If your campaign does but cannot automatically determine which one.
not use drawbacks (or if a character already has a
DESTRUCTION
drawback), but a player still wishes to use one of these
effects, they should be allowed to gain these effects A physical contract cannot be destroyed without first
anyway, even at the expense of personal power. killing (or destroying, in the case of a construct or undead
Indebted: You have sold your soul to another. You gain avowed) the avowed who owns it, at which time it can be
the indebted subtype (see the sidebar to the right), with destroyed as a normal item of its type.
a being determined by you and your GM as the owner of
your soul. If you later regain ownership of your soul, you
lose this drawback and must replace it with another one,
Selling Souls
or lose the bonus trait you had gained from it.
When an avowed sells his soul to a patron, he retains
the soul itself, but it flows through the planes to them
Physical Contract: Your pact takes a physical form.
after his death.
You gain a physical contract. You take a 1 penalty on
Indebted (new subtype): Your soul is owned by
saving throws against the abilities of any creature that
another. When you die, it passes to their possession,
has your physical contract on their person. You must crystallizing into an indestructible gemstone and
possess the pact class feature to select this drawback. allowing them to do whatever they wish with it. You
cannot be raised from the dead unless your soul's
Physical Contract current owner allows it. However, if your soul gem is
physically present when a spellcaster uses raise dead,
SLOT none CL see text WEIGHT resurrection, or a similar ability, the spellcaster does not
need your body on hand, and only requires half the
AURA strong normal material components. The gem is consumed in
Sometimes, when a creature becomes an avowed, the the process of casting the spell. If you later die again, a
process of creating their bond involves an item or contract new gem is created.
representing the bargain. This object becomes a physical The owner of a soul gem can crush it as a standard
contract, and its caster level is equal to the avowed's class action, releasing the soul sealed within and allowing it
level, but its aura is always strong (of no particular school). to pass to its proper afterlife.
The forms of these contracts vary from pact to pact; More information on the ownership of souls can be
demons' contracts tend to be very informally-worded and found in the appendix on page 62.
handwritten, while celestial contracts are often symbolic

25
The Avowed
Chapter 3: Clauses & Pulses
As noted on page 5, an avowed's aether pulse and clauses Shapes and Modulations
are a special type of spell-like ability. Using a clause is In addition to normal clauses, there are two special types
a standard action unless noted in its description, and of clauses, with their own rules for how they're used.
unlike normal spell-like abilities, aether pulses and Applying shapes and modulations to an aether pulse is
clauses require thought and verbal components (see the done as part of that ability's action, and an avowed can
sidebar below). only apply one of each to a given aether pulse. Shapes and
Every clause has the following features: modulations use the level of the aether pulse they are used
Name with, and do not have their own spell level equivalents.
Shapes: Shapes alter how an aether pulse works, and
The name that a clause is generally known by. The exact
can only be learned through the shapes class feature.
names differ from avowed to avowed and pact to pact,
Whenever an avowed uses his aether pulse, he can
but the effects remain the same.
apply up to one shape to it, potentially altering its effect
Grade or action needed. Shapes do not have grades; instead, a
The grade of the clause. An avowed gains access to least shape can be selected up to four times.
clauses at 1st level, lesser clauses at 6th level, greater Modulations: Modulations alter what an aether pulse
clauses at 11th level, and final clauses at 16th level. does, and are learned the same way as normal clauses.
Whenever an avowed uses his aether pulse, he can apply
Spell Level Equivalent 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
line as the grade in parentheses. For the purposes of in their descriptions. The effect of a modulation applies
concentration check DCs, globe of invulnerability effects, to all attacks or damage that the aether pulse does. If a
and the like, a clause is treated as a spell of its level modulation causes the aether pulse to deal a different
equivalent. type of damage, it gains that type as a descriptor.

Action Special Rules


The clause's activation action. Clauses are normally Though they still follow the general rules for shapes
standard actions, but some require the avowed take and clauses, weaponlike shapes and clauses that create
other types of actions to use them. specialized area effects have additional rules.
Iaijutsu and Weaponlike Shapes: When the aether
blade, aether lance, and aether rampage shapes are used
Thought Components
with an aether pulse, the avowed is treated as having
Thought components represent mental constructs
drawn the "weapon" created as part of activating the
necessary for the ability's function, such as picturing
shape. This allows them to interact with abilities like
a dragon in vivid detailand the results of its fiery
Mithral Current maneuvers from Dreamscarred Press'
breathin order to activate the aether breath clause.
Thought components are so mentally demanding that Path of War: Expanded. Once they've been drawn by
they make interruptions and distractions extremely creating them with their shape, they can be sheathed
challenging. The DC for any concentration check for normally while they're still active (such as using
an ability with a thought component increases by 10. Mithral Current stances), and recreated in the next
An avowed using an ability with a thought component round (at which point the avowed is treated as drawing
can take a move action before beginning to activate the weapon again).
the ability to center himself; he can then use the Zones: Some clauses have the zone descriptor noted
normal DC instead of the increased DC. in their description. These clauses create unique area
effects that cannot overlap with another zone. If a new
Verbal Components
zone completely covers another zone, the older zone
A verbal component is a spoken incantation. To
ends. Otherwise, where there's an overlap, the newer
provide a verbal component, an avowed must be able
to speak in a strong voice. A silence spell or a gag spoils zone takes effect, suppressing older zones in its area.
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.

26
The Avowed
List of Clauses
Shapes One With Nature: You can speak with animals and gain
Aether Barrage: You fire your aether pulse as a series of the wild empathy ability.
rays. Pest Control: You create a fog that's toxic to others.
Aether Blade: You create a short-lived weapon of pure Personal Gravity: You ignore difficult terrain and can
energy, allowing you to make a melee touch attack. move on surfaces as if by spider climb.
Aether Blast: Your aether pulse becomes an explosion. Resonance Pulse:M Your aether pulse deals sonic damage,
Aether Breath: You create a line or cone of energy. ignores hardness, and shatters objects.
Aether Cascade: Your aether pulse chains from one target Reveal Your Secrets: You identify an object, as the spell.
to another. Sickening Pulse:M Your aether pulse sickens targets.
Aether Channel: You charge melee and thrown weapons Sightseer: You can see in the dark and detect invisible
with destructive energy. creatures.
Aether Circus: You transform your aether pulse into a Silver Tongue: You gain a +6 bonus on Bluff, Diplomacy,
massive volley of short-ranged bolts. and Intimidate checks.
Aether Grasp: You grapple a target, then fire a point- Weatherproofing: You grant an ally an endure elements
blank aether pulse. effect and protection from your area aether pulses.
Aether Lance: Your aether pulse is an melee line attack. Who Help Themselves: You add your Charisma bonus on
Aether Rampage: You form natural weapons out of your saving throws of one type.
aether pulse.
Aether Retaliation: You reactively fire an aether pulse.
Lesser Clauses
Aether Rounds: You charge ranged projectile attacks you Abrasive Pulse:M Your aether pulse reduces the damage
make with destructive energy. reduction and spell resistance of affected creatures.
Aether Swarm: You create a cloud of minute constructs Airspace Control: You create a region of difficult terrain
that devour your foes. that grants you concealment.
Aether Wrath: Your aether pulse becomes a cylinder. Binding Disagreement: You curse a target, offering them
terms that can remove the curse.
Least Clauses Caustic Pulse:M Your aether pulse deals acid damage and
Air Lock: You control the characteristics of nearby air, continues to deal acid damage for several rounds.
adjusting the environment to your liking. Center of Attention: You fascinate nearby creatures for
Athletic Edge: You gain a +6 bonus on Acrobatics, Climb, as long as you concentrate + 5 rounds.
and Fly checks. Chameleon Clause I: You gain a changeable clause.
Aquatic Affinity: You gain a swim speed, can breath Create Friendship: Charm a creature.
underwater, and can walk on water. Dragon's Teeth: You animate a corpse and control it.
Blend In: You gain a +6 bonus on Disguise, Sleight of Hand, Escape Clause: You fake your death, leaving a corpse
and Stealth checks. behind and turning invisible for one round.
Bonechilling Pulse:M Your aether pulse deals cold damage Exit Stage Right: You teleport a short distance and leave
and slows targets' movements. an illusion of yourself behind.
Cover of Darkness: You gain a deflection bonus to AC Facechanger: You alter your appearance or steal another's.
and concealment against ranged attacks. Fade from Sight: You become invisible, as the spell.
Deafening Pulse:M Your aether pulse deals electricity Firewalker: You gain resistance to an energy type.
damage and makes a thunderclap that deafens targets. Fist of the Sky: You create a hand of force that grabs, lifts,
Dusk Pulse:M Your aether pulse deals nonlethal damage and performs combat maneuvers for you.
and fatigues targets. Fly on the Wall: You create a Fine-sized scout.
Frightening Pulse:M Your aether pulse causes targets to Frostbite Pulse:M Your aether pulse deals cold damage
become shaken. and additional Dexterity damage.
Hidden Knowledge: You gain a +6 bonus on Knowledge Gravedigger: You use create pit. At higher caster levels,
checks and can make Knowledge checks untrained. the pit gets bigger.
Hunter's Instincts: You gain the scent ability and leave Gravity Pulse:M Your aether pulse affects targets with a
no tracks. flightbreaker and slow effect.
Lifeleech Pulse: Your aether pulse steals life from a target Inferno Pulse:M Your aether pulse deals fire damage and
and redistributes it to one ally (including you). sets targets ablaze.
Light Show: You create one of several light effects. Scream: You cause opponents to become shaken when
Lock and Key: You create an explosive arcane lock effect. you use your aether pulse.
Nightfall: You create an area of darkness. Sixth Sense: You gain blindsense out to 30 feet.

27
The Avowed
Solar Pulse:M Your aether pulse blinds targets. Final Clauses
Take Flight: You gain a fly speed. Agonizing Pulse:M Your aether pulse nauseates targets.
Unbind Spell: Use dispel magic, and on a failed dispel Always Ready: You use foresight and can communicate
check, you follow it up with another in the next round. telepathically with creatures under its effect.
Wall of Pain: You create a wall that wracks creatures with Annihilation Pulse:M Your aether pulse disintegrates objects
unbearable pain. it touches.
Greater Clauses Banish Into Light: You steal a creature's shadow.
Breach: You puncture a hole in reality, disrupting time
Akashic Pulse:M Your aether pulse steals essence and
and distance in the area.
dazes targets.
Chameleon Clause III: You gain a changeable clause.
Ash Flow: You create a moving cloud of volcanic ash.
Create Weakness: You make a creature vulnerable to an
Balefire Wall: You make a wall of extraplanar fire that can
energy type.
burn those normally immune to flames.
Emaciating Pulse:M Your aether pulse inflicts negative
Bewitch: You use the suggestion spell and may wipe
levels.
memories of the suggestion from the target.
Fire-Eater: You become immune to a type of energy.
Chameleon Clause II: You gain a changeable clause.
Flesh Sculptor: You use baleful polymorph, but can also
Cloaked in Shadow: You can use Stealth in darkness while
turn the target into a plant.
observed. Opponents near you who can't perceive you
Fractured Shadows: You become a swarm.
take a 4 penalty to Strength and Dexterity.
Inescapable Domain: You create a short-lived dimensional
Concussive Pulse:M Your aether pulse knocks targets back.
lock that creatures have difficulty entering and leaving.
Ether Pulse:M Your aether pulse is made of invisible force.
Into the Night: You use the shadow walk spell.
Frozen Isolation: You trap a creature in a prison of ice.
March of the Damned: You use flesh wall, except you can
Kinetosis Pulse:M Your aether pulse inflicts motion sickness
order the wall to move.
on its targets.
Now You See Me: You use greater invisibility, can tell when
Immortality Clause: You gain temporary hit points
someone can see you anyway, and can blind such
equal to your caster level and do not age for 24 hours.
creatures by ending the effect.
Maddening Pulse:M Your aether pulse confuses targets.
Pactbound Retribution: You use bloodsworn retribution,
Rebind Spell: Counter or undo a dispel magic effect.
as the spell.
Roaring Pulse:M Your aether pulse deals sonic damage
Relinquish: Use break enchantment or control summoned
and terrifies creatures that are weaker than you.
creature spells, or counterspell with greater dispel magic.
Secret Message: You use sending and can obscure your
Ruin: You create an earthquake that also affects creatures
identity while doing so.
as if by antipathy.
Shadow Strands:Z You make a shadow-infused solid fog
Shadow Realm:Z You create a massive area of darkness
that hinders your foes.
that disorients and warps directions within.
Slumber for Eternity: You put a creature to sleep until
Shear Space: You create a gap in space that behaves like
they're forcibly woken. A successful save exhausts them.
an indestructible, opaque wall of force.
Spell Consumption: You use greater dispel magic, and
Singularity: You create a point of extreme gravity.
gain temporary hit points based on the spells dispelled.
Soul Shackle: You use leashed shackles, except it deals
Stained-Glass Mirror: You use a veil effect that damages
additional damage based on distance.
those who disbelieve it.
Such Fragile Playthings: You use enemy hammer, and
Stutter Step: You teleport a short distance as an immediate
can control the bodies of creatures you damage for 1
action, gaining a 50% miss chance against an attack.
round.
Tar Trap: You create an area of burning tar.
Switcheroo: You swap places with a creature in response
Waking Nightmare:Z You create an area of shadow-
to an attack.
infused terrain that entangles and unsettles creatures.
Time-Splitting Pulse:M Your aether pulse briefly severs
Weakening Pulse:M Your aether pulse deals additional
targets' connection to time, stunning them for 1 round.
Strength damage.
Winding Woods:Z You create a zone that disorients and
redirects creatures' movements.
Writhe:Z You create an area of darkness or daylight filled
with a black tentacles effect that damages Wisdom.

28
The Avowed
Shapes
Shapes do not have grades or level requirements to + your Strength modifier (or 1-1/2 times your Strength
take them, and can be selected multiple times. Each modifier, if wielded in two hands), and threaten a critical
additional time an avowed takes a shape, he gains the hit on a natural 20. Weapon Finesse may also be used with
next step of its effect. A shape can be taken up to four an aether blade, even though it isn't a light weapon.
times, and the benefits for doing so are cumulative. 2nd Selection: Your aether blade can extend, allowing
If the avowed is currently using an ongoing shape you to use it as a reach weapon. You can still attack adjacent
with his aether pulse, he cannot use different aether creatures with it.
pulse until it ends unless otherwise specified. For 3rd Selection: Your aether blade gains an enhancement
example, an avowed who uses aether blade must wait bonus on attack and damage rolls of +1 per three caster
until his next turn to use a different aether pulse, and levels (minimum +1, maximum +6).
an avowed that's maintaining aether grasp cannot use 4th Selection: You gain a limited form of the pounce
aether pulses other than further aether grasps. Shapes ability. When you charge while wielding your aether blade,
that are activated as free actions do not provoke attacks you can make a full attack with it (but not any other
of opportunity for their activation (but might for their weapons). If you have the aether duelist feat, you can make
attacks). Such shapes can only be used once per round, attacks with both aether blades.
and using one prevents the avowed from using the
others. AETHER BLAST
Shape; standard action
AETHER BARRAGE
You create a spherical spread of energy within 60 feet that
Shape; full-round action deals your aether pulse's base damage to everything caught
This shape is a specialized full attack with your aether pulse. within its area. A successful Reflex save halves this damage.
During this full attack, you can use aether pulse multiple The radius of the spread is determined by your caster level,
times in place of your normal attacks (taking the normal as listed on the table below. If you wish, you may make a
iterative penalties if you have a high enough base attack spread with a smaller radius (reducing its radius in 5-foot
bonus to make extra attacks), and can make one additional increments).
attack, as if you were under the effect of a haste spell. This Caster Level Spread Radius
does not stack with the haste spell itself or similar effects.
When using this shape, you cannot gain extra attacks other 1st5th 10 ft.
than from your base attack bonus or this effect. As such, 6th10th 15 ft.
Rapid Shot and similar feats do not function with it, and 11th15th 20 ft.
you cannot combine the shape with another weapon. Your
16th20th 25 ft.
aether pulse attacks each use the same modulation applied
to this shape (if any), and can be targeted against the same 21st+ 30 ft.
or different creatures, just like a normal full attack. 2nd Selection: The amount of damage dealt by your aether
2nd Selection: This shape's range increases, allowing you blast increases to 1d8 per caster level (for example, a 9th-level
to make attacks against targets within medium range (100 avowed would deal 9d8 points of damage instead of 5d8).
feet + 10 feet per caster level). 3rd Selection: The range of your aether blast increases,
3rd Selection: You add your Charisma bonus (if any) to allowing you to center the spread within medium range
the damage of each ray. (100 feet + 10 feet per caster level).
4th Selection: The rays you fire veer towards targets, 4th Selection: When you use your aether blast, you
negating any miss chances that would otherwise apply, may create a second spread within range that functions
such as from concealment. You still have to aim the rays identically to the first (including modulations and being
at the right square, if you can't perceive the targets. Rays able to reduce its radius, if you wish). A creature or object
mistakenly shot into an empty space do not veer and hit that is within the area of both spreads is only affected once,
invisible enemies, even if they are nearby. however.
AETHER BLADE AETHER BREATH
Shape; free action Shape; standard action
You channel your aether pulse to create a weapon-like mass When you learn this shape, choose line or cone. When you
of energy. This aether blade is treated as a one-handed use this shape, you exhale to create a line- or a cone-shaped
weapon for all purposes, and vanishes after 1 round. spread (depending on your choice) of horrific energy that
Attacks with your aether blade are melee touch attacks deals your aether pulse's base damage to everything caught
that deal damage equal to your aether pulse's base damage within its area. A successful Reflex save halves this damage.

29
The Avowed
This shape counts as a breath weapon for the purposes 4th Selection: The energy of your breath takes on a
of abilities and effects, as well as for requirements and sticky texture. Creatures that fail their Reflex saves against
prerequisites. Using this shape does not provoke an attack your aether breath also become entangled for a number of
of opportunity. The length of your breath is determined by rounds equal to the number of times you've selected this
your caster level, as listed on the table below. If you wish, shape.
you may have your breath fill a smaller area (reducing its
length in 5-foot increments). AETHER CASCADE

Caster Level Cone Length Line Length Shape; standard action


If your aether pulse hits, it arcs to another valid target you
1st5th 15 ft. 30 ft. can see within 30 feet of the target hit. You can repeat
6th10th 30 ft. 60 ft. this process a number of times equal to your caster level
11th15th 45 ft. 90 ft. (including the first arc). You can only attack a given target
once per use of this shape.
16th20th 60 ft. 120 ft.
2nd Selection: This shape's range increases, allowing you
21st+ 75 ft. 150 ft. to make your first attack against a target within medium
2nd Selection: Your breath's energy continues to blaze. range (100 feet + 10 feet per caster level) and subsequent
At the start of your turn after breathing, all creatures who attacks against targets within close range (25 feet + 5 feet
failed their Reflex saves against your aether breath take per two caster levels) of the last target hit.
damage equal to your aether pulse's base damage (no 3rd Selection: Your aether cascade can loop back to one
save). If you used a modulation clause with this shape that of the targets you've already struck, attacking them again
changed its damage type, this extra damage is that type, with an arc. You can use this ability once per use of the
but no other effects of the modulation clause are inflicted. aether cascade shape.
3rd Selection: You can use both the line and the cone 4th Selection: You can arc your aether cascade to targets
version of this shape, regardless of which you chose the first you can't see from your own position. You can perceive
time you selected it. from within a given target's space as you hit them, in order
to choose your next target.
AETHER CHANNEL
Shape; free action
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 and thrown weapon attacks
deal additional damage equal to the base damage of your
aether pulse. If you used a modulation clause with this
shape, its effects apply to this additional damage. If you
are attacking with multiple weapons (including natural
weapons) in a given round, or with weapons that resolve
as touch attacks, you only add half your aether pulse's base
damage, instead of the full amount.
2nd Selection: When you use this shape, your base attack
bonus from avowed class levels is equal to your avowed
level until the start of your next turn. This increase only
applies when making melee and thrown weapon attacks,
but functions as normal BAB in all ways, including gaining
iterative attacks on a full attack and meeting prerequisites.
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 your
aether channel is in effect, allowing you to make a full attack
when you charge.

Aether channel fills one's weapons with power.

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The Avowed
AETHER CIRCUS base attack bonus from avowed class levels is equal to your
Shape; standard action avowed level.
You create a fusillade of energy bolts that swarm across While this shape uses a grapple as its primary mechanic,
nearby space. Using this shape does not provoke attacks it does not necessarily have to be wrestling or a hold. Some
of opportunity. When you use this shape, you choose a other possibilities might be to create a "jaw" of aether to
number of targets within 10 feet of you, based on your caster latch onto your foe, to wrap the target in mystic threads, or
level (see the table below), and affect them as if you had hit even just to hold them telekinetically as well as physically.
them with your aether pulse. You cannot target attended 2nd Selection: You may use your caster level instead of
objects with this shape, and a target with total cover from your base attack bonus on combat maneuver checks when
you cannot be affected. If you cannot perceive something, using this ability, including to maintain the grapple.
you can still target it, but must choose the correct space 3rd Selection: When you use this ability, you can make
(and suffer a 50% chance of not affecting them even on a your grapple attempt against any creature you can see
correct guess). within 30 feet. If you succeed, you do not move them to
an adjacent space as you would for a normal grapple. The
Caster Level Number of Targets target remains grappled in their space, and can attempt
1st3rd 2 to escape as normal but cannot attempt to reverse the
4th6th 4 grapple against you unless they can reach you.
4th Selection: You no longer need a free hand to use this
7th9th 8 shape and maintain the grapples started with it. You must
10th13th 16 still follow all the other rules of grappling.
14th16th 32 AETHER LANCE
17th19th 64
Shape; standard action (see text)
20th+ Unlimited Your aether pulse becomes a beam that you thrust forward
2nd Selection: This shape's range increases to 20 feet. through your foes. Using this shape does not provoke
3rd Selection: This shape's range increases to 30 feet. attacks of opportunity. When you use this shape, you
4th Selection: This shape's bolts veer around corners create a line-shaped burst with a length equal to your
and unerringly track their targets. Total cover no longer natural reach + 10 feet. Make a single melee attack roll and
protects against the shape, so long as there is a gap or compare it to the AC of each creature caught in the line.
way to reach the target within the range of the effect. In The line deals damage to each creature hit equal to your
addition, they no longer suffer a chance of failure against aether pulse's base damage + 1-1/2 times your Strength
targets you cannot see. modifier. It threatens a critical hit on a natural 20, and you
use the same damage roll for each target. Weapon Finesse
AETHER GRASP may also be used with an aether lance, even though it isn't
Shape; standard action a light weapon.
You imbue your body with your power, allowing you to After making your attack with your aether lance, you can
detonate an aether pulse at point-blank range against a move to the furthest unoccupied space within the line as
creature. When you use this shape, make a grapple attempt a free action. This movement does not provoke attacks of
against a creature within your reach. Neither this grapple opportunity.
attempt nor this shape provoke attacks of opportunity, In addition to using aether lance as a standard action, you
and you only need one free hand to make this grapple can use it as part of a charge. When you do, you attack with
attempt. You gain a bonus equal to your Charisma bonus an aether lance at the end of the charge instead of making
(if any) on combat maneuver checks when using this ability, a normal weapon. It gains the normal +2 on the attack roll,
including to maintain the grapple. but any additional effects that your attack would have
If you successfully grapple the target, you discharge applied (such as damage from a martial strike) are only
your aether pulse against them, dealing your aether pulse applied to the closest target hit. You cannot combine an
damage to them and affecting them with the modulation aether lance with the pounce ability.
applied alongside this shape (if any). You also discharge If you wish, you may have your aether lance fill a smaller
another aether pulse against them when you successfully area (reducing its length in 5-foot increments).
maintain your grapple. 2nd Selection: The length of your aether lance increases
Knowing this shape counts as Dexterity 13, Improved by 10 feet, and it gains an enhancement bonus on attack
Unarmed Strike, and Improved Grapple for the purposes of and damage rolls of +1 per three caster levels (minimum
taking feats that have Improved Grapple as a prerequisite. +1, maximum +6).
In addition, for the purposes of taking such feats, your

31
The Avowed
3rd Selection: The length of your aether lance increases by 4th Selection: A creature hit by your aether retaliation
a further 10 feet, and its damage increases to 1d8 per caster (if you used it to attack) or that fails its Reflex save (if you
level + 1-1/2 times your Strength modifier (for example, used the area-of-effect version) is pushed 5 feet directly
a 9th-level avowed would deal 9d8 + 1-1/2 his Strength away from you by the energy.
modifier, instead of 5d8 + 1-1/2).
4th Selection: The length of your aether lance increases AETHER ROUNDS
by a further 10 feet, and when you use it, you may increase Shape; free action
its width to 10 feet (draw the line as normal, then extend it You charge your ranged weapons, enhancing their force
by 5 feet in all directions perpendicular to the line). and power with your aether pulse. Until the start of your
next turn, your ranged projectile weapon attacks deal
AETHER RAMPAGE additional damage equal to the base damage of your aether
Shape; free action pulse. If you used a modulation clause with this shape, its
When you first learn this shape, choose claws, slams, effects apply to this additional damage. If you are attacking
tentacles, or wing attacks. When you use this shape, you with multiple weapons (including natural weapons) in a
wrap your arms in energy, creating a set of natural weapons given round, or with weapons that resolve as touch attacks,
that extend from your hands. You gain two primary natural you only add half your aether pulse's base damage, instead
attacks of the type that you chose when you learned this of the full amount.
shape. They remain until the start of your next turn, deal 2nd Selection: Your aether rounds ignore the effects of
damage equal to your unarmed strike's damage plus your weather and wind (including wind wall and similar effects).
aether pulse's base damage, and threaten a critical hit on a 3rd Selection: You can create phantom ammunition
natural 20. They are otherwise treated as normal weapons out of aether, generating and loading each shot as a free
of their type, except they take up your hands, much like action just before you fire. This ammunition is treated as
claws. magic for the purposes of overcoming damage reduction
2nd Selection: The natural weapons from this shape gain and affecting incorporeal creatures, and vanishes after the
a +1 enhancement bonus per 4 caster levels (minimum attack (regardless of whether you hit). You can freely mix
+1). If they already had an enhancement bonus (such as attacks with this ammunition and normal ammunition, if
from an amulet of mighty fists), you instead increase that you wish.
enhancement bonus by this amount. This allows you to 4th Selection: Once per round, when you miss with a
gain an enhancement bonus greater than +5, and a total ranged projectile weapon attack while using this shape,
bonus greater than +10. you can choose to reroll that attack against any valid target
3rd Selection: You gain the rend special ability with your within range (including the initial target).
aether rampage. Once per round, when you hit a creature
with both of the natural weapons from this shape, you deal AETHER SWARM
additional damage as if you had hit again with one of them, Shape; standard action (see text)
plus 1-1/2 your Strength or Charisma bonus (if any). You transform your aether pulse into innumerable motes of
4th Selection: As a standard action, you can make an energy often shaped like swarming insects or pests. When
attack with both of the natural weapons from this shape. you use this shape, you fill two contiguous 5-foot cubes
within 10 feet of you with your aether swarm. Your aether
AETHER RETALIATION swarm can share spaces with creatures freely, and at the
Shape; immediate action end of each of your turns, every creature other than you
You react to a foe, firing off an aether pulse at close range to within the area of the swarm is automatically damaged by
deter further attacks. You can use this shape after a melee your aether pulse.
attack is made against you (regardless of whether or not The swarm remains until the start of your next turn, at
it hits), and can use it even if you're currently maintaining which point you can choose to maintain it by concentrating
or using another shape. You fire an aether pulse at your as a move action. When you do, you can move it up to
attacker, making a ranged touch attack to hit them. This 15 feet in any direction. You can reorganize the cubes that
aether pulse does not provoke attacks of opportunity. If make up your aether swarm freely, so long as each is still
you possess the aether blow ability, you instead make a adjacent to at least one other after the movement ends.
melee touch attack (even if they're out of reach). When you maintain your aether swarm, you can keep the
2nd Selection: When you use this shape, you can forgo same modulation clause (if any) or apply a new one.
the attack and instead deal your aether pulse's base damage You cannot use another aether pulse while you maintain
to everything within 5 feet of you. A successful Reflex save your aether swarm, but can use clauses and other abilities
halves this damage. freely.
3rd Selection: When you use the area-of-effect version 2nd Selection: When you kill or destroy a creature with
of this shape, you can choose to affect everything within 10 your aether swarm, their body is used as fuel for another
feet of you instead. swarm. You create a second aether swarm, starting with

32
The Avowed
as many of its spaces as possible within or adjacent to If you wish, you may make a cylinder with a smaller radius
that creature's space. This second swarm does not carry a or height (reducing each variable in 5-foot increments).
modulation clause, and its damage stacks with that of the Caster Level Cylinder Radius Cylinder Height
first. You maintain and move both swarms with the same
action. You can only have a single extra aether swarm at 1st5th 5 ft. 10 ft.
any one time. 6th10th 10 ft. 100 ft.
3rd Selection: Your aether swarm takes up four 5-foot 11th15th 15 ft. 1,000 ft.
cubes, and can be moved up to 20 feet in any direction
16th20th 20 ft. 10,000 ft.
when you maintain it.
4th Selection: Your aether swarm takes up eight 5-foot 21st+ 25 ft. 100,000 ft.
cubes (the space of a normal swarm creature), and can be 2nd Selection: The amount of damage by your aether
moved up to 30 feet in any direction when you maintain it. wrath increases to 1d8 per caster level (for example, a 9th-
AETHER WRATH level avowed would deal 9d8 points of damage instead of 5d8).
3rd Selection: The range of your aether wrath increases,
Shape; standard action allowing you to center the cylinder within medium range
You create a cylinder-shaped spread of energy within 60 feet (100 feet + 10 feet per caster level).
that deals your aether pulse's base damage to everything 4th Selection: When you use your aether wrath, you
caught within its area. A successful Reflex save halves may center its starting point (the bottom of the cylinder)
this damage. The radius and height of the cylinder are anywhere within range, even if you don't have line of sight
determined by your caster level, as listed on the table below. or line of effect to that location. The bottom of the cylinder
is then centered there, just as if you had used it normally.

Least Clauses
AIR LOCK no land speed, this clause instead gives you a land speed
Least (2nd); standard action; spell resistance no equal to your base swim speed and the ability to breath
You shift air, heat, and moisture around you, allowing you air as well as water (you still gain the water walking effect).
to create a region of comfortable weather within 30 feet of BLEND IN
you. You can adjust the air temperature to anywhere from
40F to 90F, and may reduce (or increase) nonmagical Least (2nd); standard action; spell resistance no
wind conditions to a pleasant breeze within the area. You imbue yourself with power that makes you hard to
If you wish, you may have the area disperse incoming notice and remember. For 24 hours, you gain a +6 bonus
precipitation towards the edges, keeping you dry. This on Disguise, Sleight of Hand, and Stealth checks.
effect remains centered on you for 24 hours, and you can BONECHILLING PULSE
use this clause again to change how you've affected the
surrounding environment. Creatures within the area gain Least Modulation; spell resistance no
a +4 bonus on saving throws against gas-based attacks or Your aether pulse takes the form of a freezing, biting wind
effects, and you can disperse such a effect within the area as that deals cold damage. Any creature damaged by it has their
a standard action. In addition, creatures within the area gain movement speeds reduced by half for 1 round. Successive
a +2 bonus on saving throws against effects that deal fire or hits with a bonechilling pulse increase the duration of this
cold damage. You can suppress or resume these protections effect, rather than further halving movement speeds.
as a free action. COVER OF DARKNESS
ATHLETIC EDGE Least (2nd); standard action; spell resistance no
Least (2nd); standard action; spell resistance no You wrap yourself in solid shadows, obscuring your form and
You imbue yourself with power that lets you move faster turning away blows. For 24 hours, you gain concealment
and easier. For 24 hours, you gain a +6 bonus on Acrobatics, (20% miss chance) against ranged attacks and a +1 deflection
Climb, and Fly checks. bonus to AC. This deflection bonus increases by +1 for every
five caster levels you possess ( up to a maximum of +5 at
AQUATIC AFFINITY 20th level).
Least (2nd); standard action; spell resistance no DEAFENING PULSE
You alter your body to become at home in the water. For
24 hours, you swim speed equal to your base land speed, Least Modulation; spell resistance yes
can breath water as well as air, and can walk on water as if Your aether pulse deals electricity damage, and the arc of
it were solid ground. If you have the aquatic subtype and lightning creates a resounding clap of thunder that deafens

33
The Avowed
a creature damaged by it for 1 minute unless they succeed a Disable Device check or knock spell, it explodes, dealing
at a Fortitude save. In addition, a creature damaged by this damage equal to your aether pulse's base damage to each
aether pulse becomes dazzled for 1 minute (no save). creature within 5 feet of the lock. A successful Reflex save
halves this damage. This clause's effect can be found and
DUSK PULSE disabled as if it were a magic trap with Disable Device and
Least Modulation; spell resistance yes Perception check DCs equal to 10 + your caster level.
You draw matter from the plane of shadows, striking the
target's strength and leaving them in a torpor. Your aether NIGHTFALL
pulse deals nonlethal damage and fatigues a creature Least (2nd); standard action; spell resistance no
damaged by it for 1 minute unless they succeed at a You usher a cloud of darkness into existence. When you
Fortitude save. use this clause, you create a darkness effect (as the spell)
surrounding an object you touch, except that its duration
FRIGHTENING PULSE is 24 hours. You are aware of the location of each creature
Least Modulation; Spell Resistance yes within this darkness, though this does not allow you to
You imbue your aether pulse with the essence of terror. A ignore the miss chance from not seeing them. At caster
creature damaged it must succeed at a Will save or become level 10th, you can create a deeper darkness effect with this
shaken for 1 minute. This effect cannot create a stronger clause instead of darkness. You can only have one area of
fear condition than shaken. A creature that is immune to darkness created with this effect at a time; if you use this
being shaken is still affected by the rest of your aether pulse. clause again while one already exists, the older one ends.
HIDDEN KNOWLEDGE ONE WITH NATURE
Least (2nd); standard action; spell resistance no Least (2nd); standard action; spell resistance no
You tap into a well of knowledge beyond your being. For 24 You transform your very being, becoming closer to the
hours, you gain a +6 bonus on Knowledge checks, and can natural world. For 24 hours, you gain the benefits of the
make checks with those skills untrained. speak with animals spell and the wild empathy ability as a
druid of your avowed level.
HUNTER'S INSTINCTS
Least (2nd); standard action; spell resistance no PERSONAL GRAVITY
Your senses sharpen and your presence dampens. For 24 Least (2nd); standard action; spell resistance no
hours, you gain the scent ability and leave no tracks behind You can adjust your frame of reference and how gravity
you, as if by a pass without trace spell. affects you. While this doesn't allow you to fly, you become
incredibly light, allowing you to walk on top of difficult
LIFELEECH PULSE terrain, ignoring it completely. In addition, you can walk on
Least Modulation; spell resistance no walls and ceilings as easily as you do floors, gaining the of
Your aether pulse creates a short-lived link between a the spider climb spell, except you do not need a free hand
target and another creature, transferring life force from to climb. Each of these effects last for 24 hours.
the former to the latter. Once per round, when you deal
damage to a creature with this aether pulse, you may have PEST CONTROL
an ally you can see within 60 feet gain temporary hit points Least (1st); standard action; spell resistance no
equal to half the damage dealt. These temporary hit points You create a cloud of poisonous mist that saps the vitality
cannot bring the creature above their maximum hit points, of others. When you use this clause, you make a 10-foot-
and last for 1 minute or until used. radius spread of mist centered on your location. This mist
does not block line of sight, but creatures within it gain
LIGHT SHOW concealment. In addition, other creatures in the cloud are
Least (3rd); free action; spell resistance see text fatigued for as long as they remain within it (no save).
You use your choice of the dancing lights, daylight, light, and Small insects such as mosquitos that enter the cloud die
spotlight (see the Appendix) spells. You can only have one of instantly (though this does not have any effect on monstrous
these spells active at once (if you use this clause again, the vermin and the like, and the movements of swarms disperse
previous effect ends), and can only use a given spell once per the mist enough that they are merely fatigued, rather than
round, but can otherwise freely use the listed spells. killed). If you wish, you can create a mist that only has this
effect, rather than fatiguing all creatures.
LOCK AND KEY
This mist lasts for 1 minute, and does not move with you.
Least (2nd); standard action; spell resistance no A moderate wind (11+ mph), such as from a gust of wind
You use arcane lock, as the spell. When someone opens spell, disperses the fog in 1 rounds. A fireball, flame strike, or
your arcane lock, either by dispelling it or unlocking it with similar spell immediately disperses the mist.

34
The Avowed
RESONANCE PULSE SIGHTSEER
Least Modulation; spell resistance no Least (2nd); standard action
Your aether pulse deals sonic damage and ignores hardness. Your eyes pierce the mortal world. You can see invisible
In addition, choose one of the following effects: creatures, as if by the see invisibility spell. In addition, you
Any object damaged by it is affected as if by a area- can see perfectly in darkness of any kind (even magical
of-effect version of the shatter spell (attended objects darkness). Both of these benefits last for 24 hours.
are not affected unless you specifically target them or SILVER TONGUE
their bearer rolls a natural 1 against an area shape, as
normal). Least (2nd); standard action; spell resistance no
One object damaged by it is affected as if by the You psychically enhance your social skills. For 24 hours, you
single-target version of the shatter spell. gain a +6 bonus on Bluff, Diplomacy, and Intimidate checks.

REVEAL YOUR SECRETS WEATHERPROOFING

Least (1st); standard action; spell resistance no Least (1st); standard action; spell resistance yes
You read an object's true powers. When you use this clause, With a touch, you grant a creature (or yourself) the benefits
you can attempt to ascertain the properties of a magic item of the endure elements spell for 24 hours. In addition, a
you touch, as if you had concentrated on the identify spell for creature under the effect of this ability is unaffected by
3 rounds. You can still only identify an object once per day. your aether pulses that create an area of effect (including
through abilities such as the Lingering Pulse feat, and extra
SICKENING PULSE effects granted by shapes such as aether spark).
Least Modulation; spell resistance yes WHO HELP THEMSELVES
Your aether pulse saps the target's health. A creature
damaged by it must succeed at a Fortitude save or become Least (2nd); standard action; spell resistance no
sickened for 1 minute. You use a bit of magic to make your own luck. For 24 hours,
you gain a bonus equal to your Charisma modifier (up to
a maximum of your avowed 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.

Lesser Clauses
ABRASIVE PULSE far northern mountains," or even an impossible task, if you
Lesser Modulation; spell resistance no wish). If the creature takes that action, the curse is lifted, as
Your aether pulse drills through defenses both physical and if by a remove curse spell. A creature cursed by this clause is
magical. A creature damaged by it must succeed at a Will always aware of what the terms of their curse is, even if they
save or any damage reduction and spell resistance it has are do not speak your language or did not hear you say them.
reduced by 5 points for 1 minute. Successive uses of this CAUSTIC PULSE
modulation stack, but a creature can only have its DR or
SR reduced once per round by this effect, regardless of how Lesser Modulation; spell resistance no
many times you damage them with an aether pulse. Your aether pulse deals acid damage, and any creature hit
by it takes 1 point acid damage per damage die of the
AIRSPACE CONTROL aether pulse at the start of each of your turns for 1 round
Lesser (3rd); standard action; spell resistance no per 5 caster levels. A creature can only take this additional
You create a telekinetic field that subtly enhances your damage once per round, regardless of how many times you
movements and hinders your foes'. For 24 hours, all other hit them with a caustic pulse.
creatures treat spaces within 5 feet of you as difficult terrain, CENTER OF ATTENTION
and you gain concealment (20% miss chance).
Lesser (5th); standard action; spell resistance yes
BINDING DISAGREEMENT You send out a wave of psychic energy, causing others
Lesser (4th); standard action; spell resistance yes to look your way. All opponents within 40 feet that can
With a touch, you emulate the bestow curse spell against perceive you must succeed at a Will save or become
a creature. When you do so, you must vocalize a term or fascinated for as long as you concentrate on this clause (up
action the creature can take (such as "confess your crimes to a maximum of 1 round per caster level) and 5 rounds
to the proper authorities," "climb to the highest peak of the thereafter. This effect only works on creatures with less Hit

35
The Avowed
Dice than you have caster levels, and any hostile actions thorough examination (Perception DC 10 + your caster
taken towards them end the fascinate condition, as normal. level) will reveal its true nature. Equipment taken from
After being fascinated, a creature's attitude towards you the false corpse is useless, but seems real until used. The
improves by one step. This is a mind-affecting effect. body you create disperses into shadowstuff after one hour,
vanishing without a trace.
CHAMELEON CLAUSE I
Lesser (3rd); standard action; spell resistance no EXIT STAGE RIGHT
You temporarily gain access to a least clause you do not Lesser (4th); standard action; spell resistance no
already know. For 24 hours, you can use that clause freely, You teleport to a space within close range (25 feet + 5 feet
but cannot use this one. This clause's effect cannot be per 2 caster levels), leaving a major image of yourself in your
dispelled or suppressed; you retain the use of the new previous space. The image reacts to attacks and events as if
clause until it ends. you were concentrating on it, and lasts for 1 round.
You do not need to be able to see the space you're teleporting
CREATE FRIENDSHIP to, but if you arrive in a place that is already occupied or if there
Lesser (4th); standard action; spell resistance yes is no open space within range, you take 1d6 points of damage
You charm a creature you can see within 60 feet, as if by and are shunted to a random open space on a suitable surface
the charm monster spell (Will negates). This effect lasts for within 100 feet of the intended location.
1 day per caster level, but you can only have one creature
charmed at once; if you successfully charm another FACECHANGER
creature with this clause, the previous charm ends. Lesser (2nd); full-round action; spell resistance no
You alter your appearance to any form you could assume
DRAGON'S TEETH with a disguise self spell. This clause has two effects on your
Lesser (4th); standard action; spell resistance no appearance, and lasts until you revert to your normal form
You touch a corpse and draw an imprint of its former (a standard action) or use this clause again.
life back to it. When you use this clause, you can use For your body, the change is physical in nature rather
animate dead on a single body, without requiring material than illusory. Your ability scores do not change when
components. The body is turned into an undead creature you use this ability, though you may lose access to
as normal and remains animated under your control until natural attacks (such as claws) if you do not include
you lose control of it or use this clause without material them in your new appearance.
components again, at which point it crumbles to dust. You For your clothing and equipment, the change is
may also dismiss it as a free action, causing it to be destroyed. illusory, as a normal disguise self spell.
Alternatively, if you provide the proper amount of onyx
gems (as listed in the animate dead spell), you can emulate You may use this ability to disguise as a specific individual,
the spell fully, permanently creating a skeleton or zombie receiving the normal bonus for magical alteration on the
under your command. Disguise check. In addition, as part of this clause, you can
touch a single creature (making a melee touch attack, if
ESCAPE CLAUSE applicable). If you do, that creature must succeed at a Will
Lesser (3rd); immediate action; spell resistance no save or you can copy their appearance perfectly, gaining a
You cloak yourself in shadows and use those same shadows further bonus on Disguise checks to pretend to be them
to fake your own death. You can only use this clause in equal to your caster level.
response to being targeted by or caught within the area FADE FROM SIGHT
of an opponent's attack or effect. You become invisible (as
the invisibility spell) until the end of your next turn and Lesser (2nd); standard action; spell resistance no
immediately can move up to 5 feet without provoking You vanish from visibility, becoming invisible (as the
attacks of opportunity. If you used this clause in response invisibility spell) for 24 hours or until you take an action
to an attack, that attack suffers a 50% miss chance unless that ends the effect.
the attacker can see invisible creatures. The invisibility FIREWALKER
from this clause ends if you take any action other than a
free action, after you complete that action (or as you take Lesser (2nd); standard action; spell resistance no
it, in the case of an offensive action). After using this clause, You shield your body from energy. When you use this
you are staggered for 1 round. clause, choose one type of energy (acid, cold, electricity,
In addition, you create an semi-real illusory duplicate fire, negative energy, positive energy, or sonic). You gain
in the space you occupied when you used this clause; resistance to that type of energy equal to your caster level
this duplicate appears to be your corpse (including any for 24 hours. You can only gain resistance from this clause
disguises, magical or otherwise, that you wear), though a to one energy type at once, but can use this clause again to
change which type you've selected.

36
The Avowed
FIST OF THE SKY enough to trap Huge creatures). Starting at caster level
Lesser (3rd); standard action; spell resistance no 16th, you can choose to make a pit 20 feet on a side (large
You create a floating hand of telekinetic force in an space enough to trap Gargantuan creatures).
you can perceive within 60 feet of you. This hand can be GRAVITY PULSE
directed to take one of the following actions as part of this
clause: Lesser Modulation; spell resistance yes
Your aether pulse magically increases the force of gravity on
It grabs at a creature within 5 feet of it. That creature a target. A creature damaged by it must succeed at a Will
must succeed at a Reflex save or become unable to save or become slowed (as the spell) and dragged towards
move from their space until they escape the hand the ground by a flightbreaker effect (see page 57). A target
(which they can attempt to do so by making another only makes one save, and these effects each last for one
Reflex save as a standard action). minute.
It makes a combat maneuver attempt against a creature
within 5 feet of it. Its combat maneuver bonus is equal INFERNO PULSE
to your caster level + your Charisma modifier, and Lesser Modulation; spell resistance no
its combat maneuver defense is equal to 10 + your Your aether pulse deals fire damage, and any creature
caster level + twice your Charisma modifier. It ignores damaged by it must succeed at a Reflex save or be ignited
an opponent's special size bonus (if any) to CMB and for a number of rounds equal to your Charisma bonus
CMD. (minimum 1). At the start of each of your turns, each
It gently lifts an object. The hand can lift up to 100 creature ignited by you takes fire damage equal to 1/2 your
pounds per caster level, and can be directed to drop aether pulse's base damage, and each creature adjacent to at
what it's holding as a free action. least one ignited creature them takes half that damage (no
The hand created by this clause lasts for 1 round per caster save). Multiple ignitions do not stack (they instead extend
level, and in subsequent turns, you can direct it again as a the duration that a creature burns for), and a creature can
standard action, allowing it to move up to 30 feet and take only take damage from ignition once per round, whether
another one of the actions listed above. or not they themselves are ignited.
Unlike normal flames, it's difficult to put out these fires.
FLY ON THE WALL As a standard action, an ignited creature can make another
Lesser (3rd); standard action; spell resistance no Reflex save against the same save DC to end the burning.
You create a Fine-sized construct called a scout. It has 2 Otherwise, they continue to burn for the duration, even if
hit points, AC 20, and saving throws equal to your own. they die or are destroyed before it ends.
A scout's appearance varies from avowed to avowed, but INSECTILE TRANSFORMATION
always appears as the same sort of creature (often tied to
the avowed's pact). The scout has a movement speed of 20 Lesser (4th); standard action; spell resistance no
feet and a climb speed of 20 feet. Its bonus on Climb and You use beast shape II as the spell, except that you take the
Stealth checks is equal to 8 + your caster level. form of a vermin creature instead of an animal.
Your scout takes no actions of its own. However, you can SCREAM
direct it to move up to its speed as a move action, and can
always perceive the scouts surroundings as though you Lesser (4th); standard action; spell resistance no
were in the scouts location (including any special senses You alloy yourself with a tiny piece of otherworldly power. For
you might have). You can only have one scout created at 24 hours, every time you use your aether pulse, opponents
once; if you use this clause again while one already exists, within 30 feet of you must succeed at a Will save or become
the older one fades into nothingness. shaken for 1 minute. A creature with at least 4 fewer Hit Dice
than you have caster levels is instead panicked on a failed
FROSTBITE PULSE save. You can suppress or resume this ability as a free action,
Lesser Modulation; spell resistance no and can only affect a given creature once per round with it.
Your aether pulse deals cold damage, and any creature SIXTH SENSE
damaged by it must succeed at a Fortitude save or also
take 4 points of Dexterity damage. A creature can only take Lesser (3rd); standard action; spell resistance no
Dexterity damage from this effect once per round, no matter You reach out psychically, "seeing" what you might not
how many times you damage them with an aether pulse. otherwise be able to. For 24 hours, you gain blindsense out
to 30 feet.
GRAVEDIGGER
SOLAR PULSE
Lesser (2nd); standard action; spell resistance no
You use create pit (as the spell). Starting at caster level Lesser Modulation; spell resistance yes
11th, you can choose to make a pit 15 feet on a side (large

37
The Avowed
Your aether pulse takes the form of a blinding flash of WALL OF PAIN
searing light. A creature damaged by it must succeed at a Lesser (3rd); standard action; spell resistance yes
Reflex save or become blinded for 1 round. You create a wall of writhing red mist, taking the form of a
TAKE FLIGHT 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
Lesser (4th); standard action; spell resistance no concentrate, plus 1 round per caster level. The wall provides
You gain a fly speed equal to your base land speed for 24 total concealment to creatures on the other side. Although
hours, with good maneuverability. the wall provides no physical resistance, a creature must
UNBIND SPELL succeed on a Will save or be halted at its edge as agony wracks
its entire body, ending its move action (though a creature
Lesser (3rd); standard action; spell resistance no can move away or attempt to move through the wall again
You use dispel magic, as the spell. In addition, if you used the if it has another move action). This is a mind-affecting pain
targeted version of the effect, it repeats against the same effect. A creature can attempt to pass the wall any number
target at the start of each of your turns for 1 round per 5 of times, but for each failed attempt within the last 24 hours
caster levels (potentially dispelling multiple effects). it suffers a cumulative 1 penalty on its Will save.

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 pulse 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,
up to a maximum equal to your Charisma modifier. This
temporary essence lasts for 1 hour.
ASH FLOW
Greater (3rd); standard action; spell resistance no
You create a flowing cloud of ash and cinders, causing
one contiguous 10-foot 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 that does not
provoke attacks of opportunity. 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.
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. This fire may come from one
of many locations (devils call theirs hellfire, the celestial All avowed eventually fly, but some were born for the skies.
equivalent is a soul-piercing light, and elementals conjure
searing flames from deep within the plane of fire), but BEWITCH
functions the same way in each case. Damage from this Greater (4th); standard action; spell resistance yes
effect ignores fire resistance and fire immunity. If a creature You use suggestion, as the spell. When the duration ends
is reduced to 0 hit points or fewer by this effect, its body or the task is completed, the target must succeed at a Will
is turned completely to ash, though its possessions are left save with a 5 penalty or entirely forget that you suggested
untouched. the course of action (believing that they did it of their

38
The Avowed
own volition and that any conversation you had did not FROZEN ISOLATION
broach the topic). A successful break enchantment or wish Greater (6th); standard action; spell resistance yes
can remove this effect, allowing them to remember your You surround a creature within close range (25 feet + 5 feet
conversation, but dispel magic and similar effects cannot. per two caster levels) in a prison of black ice. This prison lasts
CHAMELEON CLAUSE II 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
Greater (5th); standard action; spell resistance no being initially trapped. The prison is impenetrable from the
You temporarily gain access to a least or lesser clause you outside, and at the start of each of the creature's turns within
do not already know. For 24 hours, you can use that clause it, they take 1d6 points of cold damage. As a standard action,
freely, but cannot use this one. This clause's effect cannot the target can make a Fortitude save against this effect to
be dispelled or suppressed; you retain the use of the new push their way out of the prison, escaping. On a successful
clause until it ends. save, the prison shatters and melts into nothingness; on a
CLOAKED IN SHADOW failed save, the creature takes 1d4 points of Strength damage.
If the target's total Strength damage equals its Strength score,
Greater (4th); standard action; spell resistance no it dies (or is destroyed), freezing solid within the prison.
For 24 hours, you can use the Stealth skill while being
observed so long as you are in an area of dim light or KINETOSIS PULSE
darker (even against creatures who can see in the dark). Greater Modulation; spell resistance yes
In addition, opponents within 20 feet of you who cannot Your aether pulse inflicts a particularly debilitating form of
perceive you (generally by failing their Perception check motion sickness against creatures it damages. This effect
against you) take a 4 penalty to Strength and Dexterity. If lasts for 1 minute. When an affected creature moves any
you attack an unaware creature from a position of stealth, distance (be it by a move action, forced movement, or
this penalty applies against the attack, even though they ability), that creature takes a cumulative 1 penalty on
are now aware of you. attack rolls and saving throws per 5 feet it moved (up to
CONCUSSIVE PULSE a maximum penalty of 5). This penalty lasts for 1 round.
Teleportation is especially sickening; any time a creature
Greater Modulation; spell resistance no teleports or is teleported while under this effect, they take
Your aether pulse is charged with concussive force. A target the maximum penalty (5) for 1 round, as if they had
damaged by it must succeed at a Fortitude save or be moved.
pushed 25 feet directly away from you. A creature applies
their special size bonus (or penalty) on CMB checks to IMMORTALITY CLAUSE
this saving throw. If this causes a target to collide with an Greater (6th); standard action; spell resistance no
obstacle (such as a solid object or another creature), both You enhance your bodys durability and life force, gaining
they and the thing they collided with take bludgeoning temporary hit points equal to your caster level. These hit
damage equal to 2d6 + your Charisma bonus (if any). This points last for 24 hours or until used. You do not age while
modulation can affect objects, constructs, and undead. these temporary hit points remain.
Alternatively, if you use this modulation with a shape
that creates an area of effect, you can cause creatures MADDENING PULSE
damaged by it to be pushed in a straight line to the edge of Greater Modulation; spell resistance yes
the area, stopping when it collides with another creature or Your aether pulse shatters the minds of those it strikes. A
solid object (and taking damage as noted above, if they do). creature damaged it must succeed at a Will save or become
ETHER PULSE confused for 1 minute. A creature immune to confusion is
still affected by the rest of your aether pulse.
Greater Modulation; spell resistance no
Your aether pulse deals force damage (affecting incorporeal REBIND SPELL
and ethereal creatures as well as corporeal ones), and Greater (6th); immediate action; spell resistance no
is completely invisible. Though its effects on creatures You reweave the loose energies of magic that's just been
and objects function as normal, creatures who can't see ended. You can use this clause to undo the dispelling of
invisible things are treated as flat-footed the first time in a single effect (including from dispel magic, greater dispel
a given round that you affect them with an ether pulse. If magic, and even mage's disjunction). You must use this
it normally requires a save, they may have reduced options clause within 1 round of the effect being dispelled, at which
against it, if it requires an attack roll, then you target their point the effect continues as if it had never ended. You
flat-footed AC, and so on. cannot use this to restart effects that were counterspelled
(even by dispel magic) or voluntarily dismissed.

39
The Avowed
ROARING PULSE solid fog spell, except that creatures must succeed at a
Greater Modulation; spell resistance no Strength check (DC 10 + your Charisma modifier) to move
Your aether pulse deals sonic damage, and any creature through the area. For every 5 by which the check is failed,
targeted by or within the area of it with fewer Hit Dice than the creature loses 5 feet of the movement they could have
your caster level must succeed at a Will save or become taken (treating themselves as if they had already moved
panicked for 1 round. On a successful save, a creature is that far). Because of the composition of the effect, wind will
instead shaken for 1 round, during which time it cannot not disperse the shadowy webbing. While this is a darkness
attacks against you or use abilities that include you as a effect, it obscures all sight, even the ability to see in magical
target. This modulation is a mind-affecting fear effect, but darkness.
a creature that is immune to it is still affected by the rest of SLUMBER FOR ETERNITY
your aether pulse.
Greater (6th); standard action; spell resistance yes
SECRET MESSAGE You manipulate the mind of a creature within close range
Greater (5th); 10 minutes; spell resistance no (25 feet + 5 feet per 2 caster levels). That creature must
You use sending, as the spell, except that you can attempt succeed at a Will save or fall asleep immediately. They
to conceal the origins of your message. If you do, after the remain sleeping until they're shaken awake (a full-round
recipient hears your message and responds (or opts not to), action on the part of another creature) or take more
the recipient must succeed at a Will save or forget everything damage in a single round than your caster level. Sounds
about the sending but the message they received, including and lights do not cause them to wake up. On a successful
the message they sent back (if any), and your identity. This save, the creature is instead exhausted for 1 round.
secondary effect is a mind-effecting effect, but the initial SPELL CONSUMPTION
sending is not.
Greater (6th); standard action; spell resistance no
SHADOW STRANDS You use greater dispel magic, as the spell. If you successfully
Greater Zone (3rd); standard action; spell resistance no dispel an effect, you gain temporary hit points equal to twice
You fill an area with thick strands of semi-real shadows, that effect's caster level. These temporary hit points last for
obscuring sight and hindering movement. This functions as a 1 minute or until used.

To 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.

40
The Avowed
STAINED-GLASS MIRROR within the area. Anything with at least 5 feet of your
Greater (6th); standard action; spell resistance yes waking nightmare between it and a creature trying to see it
You use veil, as the spell. Any creature that succeeds at a instead gains total concealment (50% miss chance, and the
Will save to disbelieve its effects or successfully dispels it attacker can't use sight to locate the target).
(other than you) immediately takes 1d6 points of damage WEAKENING PULSE
per caster level as the illusion shatters into their mind. This
damage is a mind-affecting effect, and can only be dealt to Greater Modulation; spell resistance yes
a creature once per 24 hours, regardless of how many times Your aether pulse saps the strength of those it strikes. Any
they disbelieve your stained-glass mirrors. creature damaged by it also takes a 4 penalty to Strength.
(no save) for 1 minute. Further uses of this ability stack
STUTTER STEP (increasing the penalty and resetting the duration), but a
Greater Zone (5th); immediate action; spell resistance no creature can only be penalized by this effect once per round,
You teleport to an unoccupied space you can perceive no matter how many times you damage them with an aether
within 5 feet per 2 caster levels. If you used this clause in pulse.
response to an attack or ability, there is a 50% chance that WINDING WOODS
it misses you completely (otherwise, you teleported too
late and are affected normally, even if the clause takes you Greater Zone (6th); 1 minute; spell resistance no
out of the effect's range or area). You infuse an area with subtly disorienting magic. When
you use this clause, you create a spread-shaped zone at your
TAR TRAP position with a radius of 40 feet per caster level. This zone
Greater; standard action; spell resistance no lasts for 24 hours, and it is a mind-affecting illusion effect.
You create a 20-foot-radius spread of burning tar on the There is no visible indication of the zone from outside, and
ground within medium range (100 feet + 10 feer per caster you are immune to its effects.
level). This tar lasts for 1 minute before fading away, and Any creature that ends its turn within the zone must
moving through it is difficult and dangerous. The area succeed at a Will save or fall prey to its effects. For as long
is treated as difficult terrain, and any creature moving as they remain within the zone, that creature's movements
through it takes 1d6 points of fire damage for every space of are disoriented. Any time they try to move, they instead
the tar they enter (larger creatures will take more damage). move in a random direction (taking paths around barriers
A creature within the area that takes no movement or intervening creatures, if necessary), rationalizing their
during their turn risks sinking into the burning tar, and movements as following the only paths available to them.
must succeed at a Reflex save at the end of their turn or To an affected creature, the zone seems to become a twisting
become trapped, unable to move from their space without maze appropriate to the location it's in (for example, a
spending a full-round action to pull themselves out. A forest would seem to have paths formed by thick groups of
trapped creature takes 1d6 points of fire damage per space trees, and a city might have endless alleyways). At the end
of tar they occupy at the start of each of their turns while of each turn within the zone, a creature can make another
trapped, and does not have to make another Reflex save Will save to escape the illusion. However, even if they do
against sinking in on a turn they pull themselves out. so, and if they leave the zone and later return, they must
continue to make saves if they end their turn within your
WAKING NIGHTMARE winding woods.
Greater Zone (6th); standard action; spell resistance no WRITHE
You weave shadows and fear together to build a nightmare
in reality. When you use this clause, you create a number Greater Zone (5th); standard action; spell resistance no
of 10-foot cubes equal to your caster level within medium A yawning portal to the beyond opens, allowing the writhing
range (100 feet + 10 feet per caster level). Each cube must tentacles of an unseen horror to reach through, grasping
be touching another cube, and any creature that enters the wildly for anything foolish enough to step within its reach.
area created by this spell must succeed at a Will save or When you use this clause, you create a black tentacles effect
become entangled and shaken for as long as they remain (as the spell), except that the tentacles have an additional
within the area. Immunity to fear effects protects against bonus on their CMB checks equal to your Charisma bonus,
being shaken, but not from being entangled. A creature and a creature grappled by them takes 1 point of Wisdom
that leaves and re-enters the area must make another damage at the start of each of your turns. In addition, that
saving throw. effect's spread is filled with an otherworldly light that acts as
The area created by this clause may look however you either a darkness effect or a daylight effect (your choice when
wish, but it always obscures sight (including darkvision), you use this clause) for as long as it remains in existence.
granting concealment (20% miss chance) to everything

41
The Avowed
Final Clauses
AGONIZING PULSE BREACH
Final Modulation; spell resistance yes Final (9th); standard action; spell resistance: no
Your aether pulse causes extreme, debilitating pain. A With an ear-splitting crack, you break open a hole in reality,
creature damaged by it must succeed at a Fortitude save or letting a cascade of unreal, maddening power flow into the
become nauseated for 1 minute. This is a pain effect. world. When you use this clause, choose a point in space
you can perceive within long range (400 feet + 40 feet per
ALWAYS READY caster level). This point bursts with an otherworldly light
Final (9th); standard action; spell resistance yes that acts as either a darkness effect or a daylight effect (your
You use foresight (as the spell). You can communicate choice when you use this clause), except that its radius is 100
telepathically with any creatures within 100 feet that are feet. Any creature that can see the area, as well as creatures
affected by this clause. within the area, become entangled. The effect, in many cases,
is visible for miles, depending on where you place it.
ANNIHILATION PULSE In addition, everything within 100 feet of your breach
Final Modulation; spell resistance yes point becomes distorted. Distance and time become
Your aether pulse strikes completely destroys its targets. less relevant; any creature who attempts to move within
Any object damaged by it or force effect targeted by it is the area must succeed at a Will save to be able to move
disintegrated (as the disintegrate spell). If the aether pulse normally, otherwise, all of their movement take them
affects an area, it disintegrates all objects within its area. If directly towards the center point of the effect for 1 round.
used against a large or thick object, it bores up to 10 feet A creature makes another save if they move again in their
deep into the object (stopping otherwise). This can allow next turn, whether or not they succeeded on the previous
it to continue past a barrier that would block line of effect, ones. Ranged attacks have a 50% miss chance, from the
if it completely disintegrates said barrier. The aether pulse same phenomenon.
stops if it fails to disintegrate enough of a gap to continue This effect lasts for 1 hour before reality scabs over the
(such as if it hits an 11-foot-thick wall). If a creature is hole you've made. If you create a breach overlapping with
reduced to 0 or fewer hit points by this aether pulse, they the area of another one, creatures who suffer from its
are also disintegrated. effects move towards the nearest tear in reality.
BANISH INTO LIGHT CHAMELEON CLAUSE III
Final (8th); swift action; spell resistance no Final (7th); standard action; spell resistance no
You can steal a shadow, severing its owner's ties to the You temporarily gain access to a least, lesser, or greater
very concept of darkness. You can use this clause against clause you do not already know. For 24 hours, you can use
a creature you can see within close range (25 feet + 5 feet that clause freely, but cannot use this one. This clause's
per 2 caster levels). That creature must succeed at a Will effect cannot be dispelled or suppressed; you retain the
save or have its shadow stolen. A creature affected by this use of the new clause until it ends.
ability is permanently banished from the darkness, taking
a 4 penalty on saves against your abilities and losing any CREATE WEAKNESS
abilities it had that let it see in the dark (but not alternate Final (7th); standard action; spell resistance yes
senses like blindsight). In addition, the creature cannot You create a weakness where there was previously none.
benefit from concealment and sight-based miss chances When you use this clause, choose one creature you can
(such as from a displacement spell or gleaming armor). perceive within 30 feet. That creature must succeed at a
This even allows a blind creature to see and attack them Fortitude save or become vulnerable to your choice of acid,
freely (though it does not allow the banished creature to cold, electricity, fire, or sonic damage for 24 hours. If you
use abilities they could not otherwise use on a blinded later use this clause on them again, its effects don't stack;
creature, such as gaze attacks). In addition, such a creature you reset the duration and can choose a new vulnerability,
no longer benefits from invisibility, though it can make if you wish. A creature that is immune to the energy type
Stealth checks as normal if it isn't trying to hide behind a chosen instead loses their immunity for the duration of
source of concealment. This condition cannot be removed this effect. Though it prompts a Fortitude save, this clause
except with a wish, miracle, or similar effect. Alternatively, functions normally against creatures without Constitution
if an affected creature successfully uses the steal combat scores.
maneuver against you, they can choose to take their
shadow back instead of stealing an object.

42
The Avowed
EMACIATING PULSE caster level to each creature within your space. Any
Final Modulation; spell resistance yes creature damaged by this effect must also succeed
Your aether pulse strikes at the target's life directly. A at a Fortitude save against your clause save DC or
creature damaged by it must succeed at a Fortitude save or become nauseated for 1 round.
gain 2 temporary negative levels. These negative levels fade You can enter and pass through the spaces of
after 24 hours without becoming permanent. other creatures freely. You neither provoke nor can
take attacks of opportunity, and spellcasting or
FIRE-EATER concentrating on spells within the area of your space
Final (7th); standard action; spell resistance no requires a caster level check (DC 20 + spell level) on
You absorb energy, ignoring its effects. When you use this the part of the spellcaster. Using skills that involve
clause, choose one type of energy (acid, cold, electricity, patience and concentration requires a DC 20 Will save.
fire, negative energy, positive energy, or sonic). You become While using this clause, you are staggered. You cannot
immune to damage of that energy type for 24 hours. You prevent or remove this condition for as long as you're a
can only gain immunity from this clause to one energy swarm. When you first activate the clause as a full-round
type at once, but can use this clause again to change which action, you can move up to your speed as part of the action.
type you've selected. In further rounds, you can use aether pulses and clauses
that require standard actions. Your ability scores and game
FLESH SCULPTOR statistics have not changed except as noted above, so
Final (5th); standard action; spell resistance yes attacks and abilities function normally. You can aim effects
You use baleful polymorph (as the spell), except that you from any of your spaces, though some pulse shapes (such
can also mimic plant shape II to transform a creature into a as aether channel) will be useless in swarm form, as you
Small plant creature, in addition to beast shape III. cannot use your weapons.
If you are reduced to 0 or fewer hit points, this effect
FRACTURED SHADOWS
ends, and you reform in one of your spaces of your choices.
Final (8th); full-round action; spell resistance no Otherwise, dismissing this clause's effect is a free action,
You shed your body, discorporating into a cloud of small and you can remain a swarm for as long as you wish.
motes of energy, similar to that of an aether swarm. You gain
the swarm subtype, and are treated as a swarm of Diminutive- INESCAPABLE DOMAIN
sized creatures. This means you gain the following traits: Final (7th); 1 round; spell resistance yes
You are immune to weapon damage. You create an impenetrable arena from which none
You cannot be tripped or grappled, and you cannot can escape. This functions as the dimensional lock spell,
grapple an opponent. except its duration is 1 round per caster level. Whenever
You occupy eight 5-foot cubes of space, which must a creature attempts to cross the boundary of the effect,
remain contiguous with each other, but are otherwise you can halt the creature's as an immediate action. That
completely shapeable. When you move, you move creature's movement ends in the space they tried to cross
each cube individually, but must end your movement the boundary from (the action is still spent). They then
with each cube adjacent to at least one other cube. cannot attempt to enter or exit the arena of this clause for
You are immune to any effect that targets a specific 1 round.
number of creatures (including single-target spells INTO THE NIGHT
such as disintegrate), with the exception of mind-
affecting effects (charms, compulsions, morale effects, Final (6th); standard action; spell resistance no
patterns, and phantasms), which treat you as a single You use shadow walk (as the spell). While traveling with
creature. this spell at night, you move with doubled speed.
You take half again as much damage (+50%) from MARCH OF THE DAMNED
effects that affect an area.
For purposes of determining the effects of wind on a Final (6th); standard action; spell resistance no
swarm, you are treated as a diminutive creature. You use flesh wall, as the spell (see page 57), except that
You cannot make attacks, with the exception of your you do not need to have corpses on hand to create it.
swarm attack, attacks made as part of clauses, and Once per round, as a free action, you can direct the wall to
aether pulses (see below). march, moving up to 5 feet in any direction. If it moves into
You cannot use your possessions; they are melded a creature's space, that creature must make a Reflex save
into your form (though items that grant you bonuses or become trapped in the wall, as if they'd tried to move
continue to do so). through it. A successful save means they can move up to 5
You gain a swarm attack. At the end of each of feet without provoking attacks of opportunity in order to
your turns, you deal 1d8 points of damage per escape the wall's advance.

43
The Avowed
If you used this clause without any corpses on hand (though it is not treated as total concealment). Perception
to animate, your magic creates corpses to fill the needed checks made inside the area are made at a 10 penalty. Any
space, but you can only create up to one zombie per caster area effect used within the area has a 20% chance of falling
level out of the wall. If you do have corpses to use, you can off-target and becoming centered 1d10 x 5 feet in a random
create one additional zombie per corpse incorporated into direction from where the effect's originator intended.
the wall. You can only have one flesh wall from this clause Any time a creature teleports into or within your shadow
created at a given time; if you use the clause again, the realm, that creature must succeed at a Will save or their
older one ends. teleport ends in a different location than they intended.
On a failed save, the creature ends their teleport 1d% x 5
NOW YOU SEE ME feet away in a random direction from their intended target.
Final (4th); standard action; spell resistance no If this would place the creature within an occupied space
You become completely invisible (as the greater invisibility or solid object, they are shunted to the nearest unoccupied
spell) for 24 hours. In addition, you automatically know space, taking 1d6 points of damage.
when a creature can see you (such as with a see invisibility or Finally, any time a creature moves (in any way, be it a
true seeing effect, but not with blindsight or similar senses), 5-foot step, forced movement, a charge, or even falling)
and the precise location of that creature, regardless of within your shadow realm, they must succeed at a Will save
distance between the two of you. Whenever you're seen by or they move in a random direction instead. This can move
one or more creatures, you can dismiss this clause's effect the creature into a dangerous location if the roll does not
as a free action (even if it isn't your turn). Each creature go their way.
that could see you while you were invisible must succeed You are immune to the effects of your own shadow realm,
at a Reflex save or become blinded for 1 round. Similarly, but your allies are not. Allies within 100 feet of you gain a
if this clause is dispelled, it causes a flash of light towards +5 bonus on saving throws against its effects, however.
the creature that dispelled it, blinding them if they fail a
Reflex save. SHEAR SPACE
Final (8th); standard action; spell resistance no
PACTBOUND RETRIBUTION You create a gap in reality that nothing can cross. This
Final (6th); standard action; spell resistance no works like a wall of force spell, except that it is immune to
You use bloodsworn retribution, as the spell (see page 57). all damage and blocks line of sight entirely. Disintegrate can
still destroy this wall of force (it drills a new pathway across
RELINQUISH the gap you opened), and this clause is suppressed within
Final (6th); immediate action; spell resistance no the area of a dimensional lock spell or similar effect.
You assert that your power is greater than that of others. You
use your choice of break enchantment, control summoned SINGULARITY
creature (see page 57), or the counterspell function of the Final (9th); standard action; spell resistance no
greater dispel magic spell. You can only use this ability on You create a localized black hole, warping space to bring
a given effect or summoned creature once every 24 hours. extreme gravity to the area. Choose a grid intersection
within medium range (100 feet + 10 feet per caster level)
RUIN of you. You can choose a point within an object or that
Final (8th); standard action; spell resistance no you don't have line of sight or line of effect to, if you wish.
With a cataclysmic rumble, you tear a city to the ground When you use this clause, everything within 60 feet of the
and salt the earth under it, driving those away. You use black hole gets pulled towards it. Creatures within reach of
earthquake, as the spell, except that the area also falls under the ground or an anchored object can make a Reflex save
the effect of the antipathy spell for 2 hours per caster level. to grab hold of it, staying where they are. Otherwise, they
are pulled 20 feet towards the central point (stopping and
SHADOW REALM
taking falling damage if they hit an obstacle)
Final Zone (9th); 1 minute; spell resistance no The black hole remains in existence for 1 minute per
Shadows creep upwards and the sun seems to go out as you caster level, during which time it causes the following
call a region of deep shadow into the world. For the next 24 effects at the end of each round:
hours, the space within 1 mile of your location (regardless
Everything within 60 feet of the black hole is pulled
of line of effect) when you used this clause is plunged into
20 feet towards it, as when the clause was first used.
darkness, reducing light as if by a darkness spell, except it
Creatures within reach of the ground or an anchored
cannot be dispelled except by removing this effect entirely.
object can make new Reflex saves to stay in place.
In addition, your shadow realm warps distances and
Any creature or object whose space touches the
directions, disorienting all within. Attacks made inside or
center point takes 1d6 points of damage per caster
into the area suffer a 50% miss chance from concealment
level. This damage ignores hardness, and objects take

44
The Avowed
full damage. If an object (but not a creature) occupies
multiple spaces touching the center point, it takes Control Body
this damage for each space. The such fragile playthings clause references a psionic
power from Dreamscarred Press' Ultimate Psionics
Creatures attempting to move away from the center point called control body. Its effect is reproduced here, with
must succeed at a Climb check (or a Fly check, if in the air) the changes made by such fragile playthings.
to do so (DC 15 + your Charisma score), and even on a Control Body: You control the actions of the
success, they only move at half speed. You are not immune creature you affected with such fragile playthings. You
to the effects of your singularity; if you're within the area, do not gain mental contact with the subject, since you
you must make Reflex saves and checks like anyone else. are actually forcing limb movements independent of
Incorporeal creatures are immune to the pull of this effect, the targets mind. You can force the subject to stand up,
but not the damage if they're at the center. sit down, walk, turn around, and so on, but operating
If multiple singularity effects share the same area, they the vocal cords is too difficult. You can also hold the
overlap, pulling creatures and objects towards each at once subject immobile, rendering it helpless. You cannot
(resolve this by moving something 20 feet towards one, force the subject to manifest powers, cast spells, or use
then 20 feet towards the next, and so on, in random order). any special ability that is not a function of just its body
movements. If you lose line of sight to the subject, the
SOUL SHACKLE effect of this power ends.
Final (6th); standard action; spell resistance yes If you force the subject to engage in combat, its
Deep and painful chains hook into the subjects very attack bonus is equal to your base attack bonus +
essence of being. You use leashed shackles, as the spell your Charisma bonus, and its bonus on damage rolls is
(see page 57), except affected creatures take 3d6 points of equal to your Charisma bonus. A subject of this power
damage at the end of their turns for every 5 feet they are cannot make attacks of opportunity. The subject gains
no benefit to Armor Class from its Dexterity, but it does
from the anchor point.
gain a bonus to its AC equal to your Intelligence bonus.
SUCH FRAGILE PLAYTHINGS Although the subjects body is under your control,
the subjects mind is not. Creatures capable of taking
Final (6th); standard action; spell resistance yes purely mental actions (such as manifesting powers) can
You use enemy hammer, as the spell (see page 57), except do so. The subject may make an additional Fortitude
that a creature damaged by the effect must also make a Will save each round you maintain concentration.
save or be affected as though by an unaugmented control The subject is treated as being staggered and may
body effect for 1 round, except that it uses your Charisma only perform a single move action or standard action
instead of your Intelligence, and can affect a creature of any under your direction each round.
size and shape. You cannot be the target of your own control body
power.
SWITCHEROO
Final (7th); immediate action; spell resistance yes
You use your magic to warp space, switching places with TIME-SPLITTING PULSE
another creature to save yourself. You can only use this Final Modulation; spell resistance yes
clause in response to being targeted by or caught within the Your aether pulse is imbued with energy that disrupts
area of an opponent's attack or effect. Choose a creature its targets' connection to the timestream. A creature
you can perceive within 30 feet. That creature must succeed damaged by it must succeed at a Fortitude save or become
at a Will save or switch places with you, becoming the new stunned for 1 round. This effect works on creatures that
target of the attack or effect. You may even use this on your would normally be immune, but such creatures gain a +5
attacker, warping space to cause them to paradoxically resistance bonus on their saving throw.
strike themselves. This is a teleportation effect. If there is An object in motion that is damaged by this aether pulse
not enough room at your location for the target to exist, stops its movement for 1 round, before continuing as if it
then the clause fails. hadn't been affected.

45
The Avowed

Chapter 4: Feats
Though the following feats are intended for avowed, any is determined by your caster level, as listed on the table
character who meets their prerequisites can take them. below. If you wish, you may make a burst with a smaller
Some feats grant the avowed a specialized shape; these radius (reducing the distance in 5-foot increments).
specialized shapes are only available through the feats
that grant them, and cannot be chosen normally. Caster Level Burst Radius

Aether Equilibrium 1st5th 20 ft.


You can fire your weapons unerringly at close range. 6th10th 30 ft.
Prerequisites: Aether circus selected at least twice, 11th15th 40 ft.
aether rounds selected at least twice.
Benefit: As a standard action, you can gain the benefits 16th20th 50 ft.
of aether rounds until the start of your next turn, then 21st+ 60 ft.
fire your weapon against targets within half your aether
circus' range. You may only attack a given creature once Aether Torrent
during this ability, and you are limited to the number Targets struck by your aether pulse violently disgorge
of targets you could normally affect at once with aether blasts of energy
circus. You use the same attack and damage rolls for each Prerequisites: Aether cascade selected at least three
target. You do not provoke attacks of opportunity for times, aether wrath selected at least three times.
using this ability, and may reload your weapon as a free Benefit: You learn the aether torrent shape.
action during it. Your attacks have the same targeting AETHER TORRENT
restrictions as an aether circus, and if you have selected
that shape four times, they veer around total cover as if Shape; standard action
they were bolts from that ability. You create a line-shaped spread of energy with a length
of 30 feet, then a second 30-foot line originating from
Aether Duelist any creature within the first line, and a third 30-foot line
You can form a pair of aether weapons. originating from any creature within the second line. These
Prerequisites: Aether blade shape known. lines deal your aether pulse's base damage to everything
Benefit: When you use the aether blade shape, you caught within any of their areas. A successful Reflex save
can create two blades instead of one. The second blade halves this damage, and a given creature or object only
is treated as a light weapon, and each aether blade has takes this damage once, even if they are within multiple
its number of damage dice halved (the number of dice is overlapping lines.
rounded down for the off-hand blade, to a minimum of At caster level 15th, you create a fourth 30-foot line
1d8, and rounded up for the main hand blade). You take originating from a creature within the third line, and at
the normal penalties for fighting with two weapons. caster level 20th, you create a fifth 30-foot line originating
In addition, you can use your Charisma instead of from a creature within the fourth.
your Dexterity to qualify for Two-Weapon Fighting
and feats that list it as a prerequisite. If you possess Aetheric Armor (Combat)
the Embodiment of Aether feat, you can also use your Your magic helps you move more freely when clad in
Strength instead of your Dexterity to qualify for such steel.
feats. Prerequisites: Avowed level 1st; either Embodiment
of Aether or Str 15 and Cha 15.
Aether Outburst Benefit: You gain proficiency with medium and heavy
You can center a massive explosion on yourself. armor, and your movement speeds are not reduced for
Prerequisites: Aether retaliation selected at least twice. wearing such armor.
Benefit: You learn the aether outburst shape.
Embodiment of Aether
AETHER OUTBURST Your pact has fundamentally altered your soulit's as
Shape; standard action much part of your body as your arms and legs are, and
You create a burst of aether centered on yourself that deals your physical strength leads to spiritual power.
1d8 points of damage per caster level to everything within Prerequisites: Aether pulse class feature.
the area. A successful Reflex save halves this damage, and Benefit: You can use your Strength instead of
you are unaffected by the effect. The radius of the burst your Charisma to determine the save DCs of your
aether pulse, clause, and pact abilities, as well as for

46
The Avowed
determining the effects of such abilities that rely on
Charisma. In addition, you add your Strength bonus (if Deaf Oracles and Clauses
any) as a bonus on concentration checks and Use Magic If a character has an ability that would apply Silent
Device checks. If you die, a powerful imprint of your Spell to all of their spells to counteract their deafness
soul remains affixed to your body, allowing you to be (such as by being an oracle), they also apply the Silent
returned to life by raise dead, resurrection, and similar Recitation feat (see the next page) to all of their clauses.
effects with only half the normal material component
cost. Benefit: You are always treated as threatening spaces
Extra Clause within your reach, and you can fire an aether pulse as an
You learn an extra clause. attack of opportunity. Doing so does not provoke attacks
Prerequisites: At least 1 lesser clause known. of opportunity, though it's still counted as a ranged
Benefit: You learn an extra clause of any grade up to attack. You may not apply a modulation or shape to an
one lower than the highest-grade clause you know. You aether pulse fired as an attack of opportunity, but you
cannot learn a shape with this feat. may still attack with any weaponlike shapes you have
Special: You can take this feat multiple times. Each active.
time you do, you choose a different clause. In addition, you add your Charisma bonus to the total
number of attacks of opportunity that you can make
Intuitive Recitation per round. These additional attacks of opportunity
Your clauses can be cast through words alone. dont stack with those granted by Combat Reflexes, but
Prerequisites: Ability to use clauses. this benefit counts as Combat Reflexes for the purpose
Benefit: You no longer need thought components for of satisfying feat prerequisites and prestige class
your aether pulse and clauses. requirements. You can make attacks of opportunity
Lingering Pulse while youre flat-footed.
Your aether pulse leaves a dangerous cloud of energy Overcharge Modulation
behind. You can supercharge your aether pulse at the expense
Prerequisites: Aether blast, aether breath, aether of complexity.
lance, or aether wrath selected at least three times. Prerequisites: Empower Spell-Like Ability (aether
Benefit: When you use one of the above shapes that pulse), aether pulse class feature, at least one modulation
you have selected at least three times, you can fill the clause known.
area of the shape with a dangerous cloud of roiling Benefit: Choose one modulation clause you know.
power for 4 rounds, in addition to its normal effects. Whenever you use that modulation with your aether
Any creature that enters or starts its turn within the pulse (including alongside a shape), you can choose to
cloud takes damage equal to 1/2 your aether pulse's empower it, as if by the Empower Spell-Like Ability feat,
base damage. A creature can only take this damage without expending a use of that feat. If you do, no effects
once per round, and does not receive a save against this of the modulation beyond changes to the damage type
effect. If you used a modulation clause with this shape or type of damage (if any) are applied to the aether pulse.
that changed its damage type, this extra damage is that In addition, your aether pulses using this modulation
type, but no other effects of the modulation clause are (regardless of whether or not you altered its function
inflicted. If you create multiple overlapping clouds with with this feat) ignore resistance to its damage, and
this effect, the most recent one applies, and a creature creatures that would normally be immune take half
still only takes damage once per round. damage instead of none.
Merciful Pulse Special: Whenever you gain access to a new grade
You can use your avowed abilities nonlethally. of clauses, you can choose to change this feat's selected
Prerequisites: Aether pulse 1d8. modulation to another one that you know (including
Benefit: You can choose to deal nonlethal damage one you just learned).
with your aether pulse and clauses. The damage retains Pactbound Guardian
any of the other damage types it might have. If you use a Your patron has given you a mystical ally.
modulation that changes your aether pulse to nonlethal Prerequisites: Avowed level 2nd.
damage (such as dusk pulse), you can choose to deal Benefit: You gain a familiar, as a wizard of your
lethal damage with it. avowed level. Its share spells ability allows you to
Mystic Reflexes share the effects of clauses you use on yourself with
Your pact grants you enhanced reaction times. the familiar, and its deliver touch spells ability allows
Prerequisites: Aether blade, aether channel, aether you to have it deliver clauses (but not aether pulses or
rampage, or aether retaliation selected at least once. shapes) that require you to make a touch attack.

47
The Avowed
Silent Recitation Adjusted Feats
Your clauses can be cast through thought alone.
The following feats have special adjustments when used
Prerequisites: Ability to use clauses.
by an avowed on his class features, as listed in the
Benefit: You no longer need verbal components for
Avowed section of each one.
your aether pulse and clauses. If a clause requires you
to speak (such as binding disagreement), you must still Ability Focus
do so. One of this creature's special attacks is particularly
difficult to resist.
Skillful Pact
Prerequisite: Special attack.
You're an expert at your pact's associated skills.
Benefit: Choose one of the creature's special attacks.
Prerequisites: Pact ability, 5 ranks each in your
Add +2 to the DC for all saving throws against the special
pact's associated skills.
attack on which the creature focuses.
Benefit: You gain the skill unlocks (see Pathfinder
Special: A creature can gain this feat multiple times.
Roleplaying Game: Pathfinder Unchained) for your pact's
Its effects do not stack. Each time the creature takes the
two associated skills, as if you had taken the Signature
feat, it applies to a different special attack.
Skill feat for both of them.
Avowed: An avowed can take this feat and choose
Spirited Swordsmanship aether pulse, clauses, or pact abilities. Ability Focus (aether
Your strength comes not from physical conditioning, but pulse) increases the save DCs of all of the avowed's aether
from your desire to succeed allowing you to move by pulses, including the DCs of saves against modulation
thought alone. clauses. Ability Focus (clauses) increases the save DCs
Prerequisites: Aether pulse class feature. of all other clauses, but not modulation clauses. Ability
Benefit: You can use your Charisma instead of your Focus (pact abilities) increases the save DCs of any of the
Strength or Dexterity for your attack and damage rolls avowed's class features from his pact.
with the aether blade, aether lance, and aether rampage
Empower Spell-Like Ability
pulse shapes. When used in this way, your Charisma
One of this creature's spell-like abilities is particularly
modifier to damage is multiplied by 1/2 for a shape
potent and powerful.
wielded in an off-hand and multiplied by 1-1/2 for one
Prerequisite: Spell-like ability at caster level 6th or
wielded in two hands. Aether lance is considered to
higher.
be wielded in two hands for this purpose, and aether
Benefit: Choose one of the creature's spell-like abilities,
rampage adds your full Charisma modifier, as it grants
subject to the restrictions below. The creature can use
primary natural attacks.
that ability as an empowered spell-like ability three
In addition, you can use your Charisma instead of
times per day (or less, if the ability is normally usable
your Strength or Dexterity for your attack rolls when
only once or twice per day).
using the aether channel and aether rounds shapes
When a creature uses an empowered spell-like ability,
(whether or not the attack is melee or ranged). If you do,
all variable, numeric effects of the spell-like ability are
you do not add your Strength, Dexterity, or Charisma
increased by half (+50%). Saving throws and opposed
modifier on the damage roll, even if you are using a
rolls are not affected. Spell-like abilities without random
composite bow.
variables are not affected.
Steel's Betrayal (Combat) The creature can only select a spell-like ability
You channel power through your foe's armor, striking duplicating a spell with a level less than or equal to 1/2
them from all sides. its caster level (round down) 2.
Benefit: Whenever you make a touch attack, you Special: This feat can be taken multiple times. Each
can choose to instead make your attack roll against the time it is taken, the creature can apply it to a different
target's non-touch AC. If you do, you gain a bonus on the spell-like ability.
damage roll equal to the sum of that creature's armor Avowed: An avowed can always select his aether
bonus, shield bonus, and natural armor bonus to AC pulse with this feat, regardless of his caster level and his
(up to a maximum bonus equal to your character level). aether pulse's effective spell level. He must still be caster
If you are attacking with multiple weapons (including level 6th to take the feat, however, and if he uses an
natural weapons) in a given round, both the bonus to aether pulse that has an effect over multiple rounds, he
damage, and the maximum bonus, are reduced by half must expend an additional use of this feat each round
(to a minimum of +1). to continue gaining the increased effects.
You cannot use this feat in conjunction with Power
Quicken Spell-Like Ability
Attack, Deadly Aim, or Piranha Strike.
This creature can use one of its spell-like abilities with
next to no effort.
Prerequisite: Spell-like ability at CL 10th or higher.

48
The Avowed
Benefit: Choose one of the creature's spell-like Combat Casting
abilities, subject to the restrictions described in this You are adept at spellcasting when threatened or
feat. The creature can use the chosen spell-like ability distracted.
as a quickened spell-like ability three times per day (or Benefit: You get a +4 bonus on concentration checks
less, if the ability is normally usable only once or twice made to cast a spell or use a spell-like ability when
per day). casting on the defensive or while grappled.
Using a quickened spell-like ability is a swift action
Deadly Aim (Combat)
that does not provoke an attack of opportunity. The
You can make exceptionally deadly ranged attacks by
creature can perform another actionincluding the
pinpointing a foe's weak spot, at the expense of making
use of another spell-like ability (but not another swift
the attack less likely to succeed.
action)in the same round that it uses a quickened
Prerequisites: Dex 13, base attack bonus +1.
spell-like ability. The creature may use only one
Benefit: You can choose to take a 1 penalty on all
quickened spell-like ability per round.
ranged attack rolls to gain a +2 bonus on all ranged
The creature can only select a spell-like ability
damage rolls. When your base attack bonus reaches
duplicating a spell with a level less than or equal to 1/2
+4, and every +4 thereafter, the penalty increases by
its caster level (round down) 4.
1 and the bonus to damage increases by +2. You must
A spell-like ability that duplicates a spell with a casting
choose to use this feat before making an attack roll and
time greater than 1 full round cannot be quickened.
its effects last until your next turn. The bonus damage
Normal: The use of a spell-like ability normally
does not apply to touch attacks or effects that do not
requires a standard action (at the very least) and
deal hit point damage.
provokes an attack of opportunity.
Special: This feat can be taken multiple times. Each Flyby Attack
time it is taken, the creature can apply it to a different This creature can make an attack before and after it
one of its spell-like abilities. moves while flying.
Avowed: An avowed can always select his aether Prerequisite: Fly speed.
pulse with this feat, regardless of his caster level and his Benefit: When flying, the creature can take a move
aether pulse's effective spell level. However, he cannot action and another standard action at any point during
use a shape on a Quickened aether pulse (he may only the move. The creature cannot take a second move
use its base form). He must still be caster level 10th to action during a round when it makes a flyby attack.
take the feat, however. Normal: Without this feat, the creature takes a
standard action either before or after its move.
Other Referenced Feats
Greater Grapple (Combat)
Though these feats are not adjusted for avowed, they
Maintaining a grapple is second nature to you.
appear on the avowed bonus feat list, and as such are
Prerequisites: Improved Grapple, Improved Unarmed
reproduced here for ease of reference.
Strike, base attack bonus +6, Dex 13.
Chokehold (Combat) Benefit: You receive a +2 bonus on checks made to
While grappling, you can cut off an opponent's air and grapple a foe. This bonus stacks with the bonus granted
blood supply. by Improved Grapple. Once you have grappled a
Prerequisites: Improved Grapple, Improved Unarmed creature, maintaining the grapple is a move action. This
Strike, base attack bonus +6 or monk level 5th. feat allows you to make two grapple checks each round
Benefit: While you have an opponent up to one size (to move, harm, or pin your opponent), but you are not
category larger than you grappled, you can attempt required to make two checks. You only need to succeed
a grapple combat maneuver with a 5 penalty on the at one of these checks to maintain the grapple.
check. If you succeed, you have pinned your opponent Normal: Maintaining a grapple is a standard action.
and hold the opponent in a chokehold. When you
Improved Grapple (Combat)
maintain the grapple, you also maintain the chokehold.
You are skilled at grappling opponents.
A creature in a chokehold cannot breathe or speak, and
Prerequisite: Dex 13, Improved Unarmed Strike.
thus cannot cast spells that have a verbal component.
Benefit: You do not provoke an attack of opportunity
An opponent you have in a chokehold has to hold his
when performing a grapple combat maneuver. In addition,
breath or begin suffocating. Any creature that does not
you receive a +2 bonus on checks made to grapple a foe.
breathe, is immune to bleed damage, or is immune to
You also receive a +2 bonus to your Combat Maneuver
critical hits is immune to the effects of your chokehold.
Defense whenever an opponent tries to grapple you.
When the grapple is ended, so is the chokehold.
Normal: You provoke an attack of opportunity when
performing a grapple combat maneuver.

49
The Avowed
Piranha Strike (Combat) +9 or monk level 9th.
You make a combination of quick strikes, sacrificing Benefit: Whenever you use Greater Grapple to
accuracy for multiple, minor wounds. successfully maintain a grapple as a move action, you
Prerequisites: Weapon Finesse, base attack bonus +1. can then spend a swift action to make a grapple combat
Benefit: When wielding a light weapon, you can maneuver check at a 5 penalty.
choose to take a 1 penalty on all melee attack rolls and Steadfast Personality
combat maneuver checks to gain a +2 bonus on all melee You rely on your assuredness and sense of self to help
damage rolls. This bonus to damage is halved (-50%) keep your mind clear.
if you are making an attack with an off-hand weapon Benefit: You gain an insight bonus on Will saving
or secondary natural weapon. When your base attack throws against mind-affecting effects equal to your
bonus reaches +4, and for every 4 points thereafter, Charisma modifier (minimum 0).
the penalty increases by 1 and the bonus on damage
rolls increases by +2. You must choose to use this feat Village Burner
before the attack roll, and its effects last until your next You can unleash wide, strafing blasts of energy towards
turn. The bonus damage does not apply to touch attacks the ground while in flight.
or effects that do not deal hit point damage. This feat Prerequisites: Flyby Attack, must possess a breath
cannot be used in conjunction with the Power Attack weapon.
feat. Benefit: While using your breath weapon with the
Flyby Attack feat, you can strafe the ground with a
Point-Blank Shot (Combat) larger area of effect. As long as you move in a straight
You are especially accurate when making ranged attacks line, you can use your breath weapon for a distance of
against close targets. up to half your fly speed. To determine the affected area,
Benefit: You get a +1 bonus on attack and damage find the area that your breath weapon would normally
rolls with ranged weapons at ranges of up to 30 feet. affect, then extend its effects the desired distance in a
Power Attack (Combat) straight line. Measure the extended distance from the
You can make exceptionally deadly melee attacks by center of the area.
sacrificing accuracy for strength. For example, if a dragon with a 60-foot cone breath
Prerequisites: Str 13, base attack bonus +1. weapon breathed was flying at an altitude of 30 feet
Benefit: You can choose to take a 1 penalty on all and breathed directly downwards while in flight for
melee attack rolls and combat maneuver checks to gain 80 feet of distance, its breath weapon would cover an
a +2 bonus on all melee damage rolls. This bonus to oblong area 30 feet wide and 110 feet long (because the
damage is increased by half (+50%) if you are making dragons cone-shaped breath affects a 15-foot radius
an attack with a two-handed weapon, a one handed circle on the ground from that altitude, it would create
weapon using two hands, or a primary natural weapon a rectangle 80 feet long and 30 feet wide, with 15-foot
that adds 1-1/2 times your Strength modifier on damage radius semicircles on each end).
rolls. This bonus to damage is halved (50%) if you are Weapon Finesse (Combat)
making an attack with an off-hand weapon or secondary You are trained in using your agility in melee combat, as
natural weapon. opposed to brute strength.
When your base attack bonus reaches +4, and every Benefit: With a light weapon, rapier, whip, or spiked
4 points thereafter, the penalty increases by 1 and the chain made for a creature of your size category, you may
bonus to damage increases by +2. use your Dexterity modifier instead of your Strength
You must choose to use this feat before making an modifier on attack rolls. If you carry a shield, its armor
attack roll, and its effects last until your next turn. The check penalty applies to your attack rolls.
bonus damage does not apply to touch attacks or effects Special: Natural weapons are light weapons.
that do not deal hit point damage.
Weapon Focus (Combat)
Precise Shot (Combat) Choose one type of weapon. You can also choose
You are adept at firing ranged attacks into melee. unarmed strike or grapple (or aether pulse, if you are
Prerequisite: Point-Blank Shot. an avowed) as your weapon for the purposes of this feat.
Benefit: You can shoot or throw ranged weapons Prerequisites: Proficiency with selected weapon,
at an opponent engaged in melee without taking the base attack bonus +1.
standard 4 penalty on your attack roll. Benefit: You gain a +1 bonus on all attack rolls you
Rapid Grappler (Combat) make using the selected weapon.
You are a quick hand at grappling. Special: You can gain this feat multiple times. Its
Prerequisites: Dex 13, Greater Grapple, Improved effects do not stack. Each time you take the feat, it
Grapple, Improved Unarmed Strike, base attack bonus applies to a new type of weapon.

50
The Avowed
Chapter 5: Character Options
Archetypes and Class Options Tinker (Avowed Archetype)
Each alternate class feature presented in an archetype "Three rules: don't touch anything I don't hand you, don't
either replaces or alters one or more specific class forget your command words, and for the love of god,
features from the base class. don't forget your backup weapons before we go into the
When an archetype includes multiple alternate class dungeon."
features, a character must take all of themoften Acia Entect, a tinker, to their party
blocking the character from ever gaining certain For many, equipment is the lifeblood of adventure. On
standard class features, but replacing them with top of their aesthetic and monetary value, magic items
other options. All class features of the base class that grant enhanced abilities, great powers, and defensive
arent mentioned among the alternate class features utility. While they are not strictly necessary, most
of an archetype remain unchanged and are acquired adventurers swear by them, accumulating a terrifying
normally when a character reaches the appropriate arsenal by the time they reach the peak of their strength.
level. If an alternate class feature replaces a base Tinkers are no exception. These avowed dispense
class feature, the archetype doesnt count as having of traditional pacts, developing unique methods of
that base class feature for the purpose of meeting any creating and using items, fueled by the power that
requirements or prerequisites. On the other hand, if an would normally have been directed towards other
alternate class feature alters an existing class feature, abilities. A tinker is just as deadly with a beam of aether
it is considered to be the core class feature for the or an invocation of their pact as a normal avowed, but
purposes of meeting any requirements or prerequisites, in their hands, wands, staves, and magic swords are far
even if it was renamed. more dangerous weapons.
A character can take more than one archetype, but Pact: While a tinker still gains a pact, they
none of the alternate class features can replace or gain their pact abilities more slowly than
alter the same class feature of the base class. a normal avowed. At 1st level, a tinker
If a class feature has a series of improvements gains the pact skills and attunement
(such as a fighters weapon training or a rangers ability of their pact as normal. At
favored enemy), it can be replaced either entirely 2nd level, they gain the pact sense
or partially. By default, an alternate class feature of their pact. However, they do not
replaces the entire original class feature and gain pact empowerments at the
all of its improvements. For example, if a class same rate as a normal avowed. The
feature states that it replaces trap sense tinker gains their pact's 4th-level
without mentioning a specific bonus, it pact empowerment ability at
replaces trap sense entirely. 8th level, and the 8th-level pact
If an alternate class feature replaces one empowerment ability at 16th
instance of a class feature thats part of a level. They do not gain the 12th-,
series, the next time the character would 16th-, or 20th-level pact empowerment
gain an improvement to that ability, the abilities.
new improvement counts as the lower- This ability alters pact and pact
level ability that was replaced by the empowerment.
archetype, and all subsequent Aether Spark (Sp): A tinker has
improvements follow suit. For access to a unique pulse shape that no
example, if the barbarians other type of avowed can gain. They
3rd-level trap sense gain the first selection of aether spark
+1 were replaced, at 1st level, instead of their pact's
the barbarian normal bonus shape. They
would gain otherwise choose shapes
trap sense +1 at 6th level, trap sense as normal. This ability
+2 at 9th level, and so on. alters pulse shapes.

Acia Entect, a tinker


51
The Avowed
AETHER SPARK Tinkering (Ex): A tinker gains their name from the
unique ease with which they can understand and create
Shape; see text
magic items. At 1st level, a tinker gains Disable Device
You can channel your aether pulse through a wand (but not
as a class skill, and can find and disable magical traps
other spell trigger items). You automatically succeed on
like a rogue can. In addition, they can use their Charisma
your Use Magic Device check to activate the wand when
instead of their Dexterity when making Disable Device
using it with this shape. You activate the wand as normal,
checks, instead of their Intelligence when making Craft
except it has one of the following additional effects, based
and Spellcraft checks, and instead of their Wisdom
on the type of spell contained within it:
when making Perception checks to find traps (magical
If the spell is a targeted spell that deals damage, any or otherwise).
creature damaged by it is also affected as if you had hit At 4th level, a tinker gains the ability to fake magic
them with an aether pulse. when creating magic items. The tinker can take 10 on Use
If the spell affects an area and deals damage, any Magic Device checks, even if threatened or distracted,
creature damaged by it is also affected as if you had and when crafting an item, the tinker can emulate
hit them with an aether pulse. A successful save spells that they might not have been able to use. In
against the spell (if applicable) halves the aether order to create a spell trigger or spell completion item,
pulse's damage. If the spell does not normally allow a the tinker's caster level must be at least the minimum
save, creatures and objects caught within the area can required to cast the spell or spells in question.
make a Reflex save (against your aether pulse's normal When attempting to create a magical item for which
save DC) to take half damage from the aether pulse. they do not possess a prerequisite spell, the tinker can
If the spell is a targeted spell that does not deal attempt to replicate the spell through their psychic
damage, make a ranged touch attack roll for your power with a Spellcraft check (DC 15 + the level of the
aether pulse. You use the same attack roll for each spell being replicated). If successful, they can create the
target, and any target both affected by the spell and item as if they had cast the prerequisite spell. The tinker
hit by your attack roll is affected as if you had hit them must possess any material components necessary for
with an aether pulse. This ranged attack roll does not casting the spell that they are replicating. If the item
provoke attacks of opportunity. being created requires multiple spells, they must make
Unlike normal shapes, you cannot apply a modulation this check for each spell they intend to replicate. If
alongside this aether pulse. You can only damage a given they fail the skill check, they may not try again for that
creature with your aether pulse once per use of this ability, spell while creating that itemthe item creation DC
even if the spell continues to affect them. A creature increases as normal for the creation of an item without
further than long range (400 feet + 40 feet per caster level) a prerequisite spell in such a case.
from you is unaffected by the aether pulse from this shape. Starting at 12th level, a tinker tends to continually
If a wand's spell falls into none of the above categories, you fiddle with the mechanics of wands they create. Any
cannot use your aether pulse alongside it with this shape. time the tinker creates a wand, they can change the
2nd Selection: When you use this shape with a wand, you spell stored within it to another spell of the same level
can use your aether pulse's save DC for the wand's effects, as a free action, up until its first use (at which point the
instead of its normal save DC. spell selected is locked in).
3rd Selection: When you use this shape with a wand, you At 20th level, the tinker can be truly said to have
can use your avowed caster level for the wand's effects, instead mastered their art. After reaching 20th level, tinker
of its normal caster level. creates a single minor artifact of their choice by spending
4th Selection: You can choose to activate a wand 1 week constructing it. This first minor artifact does
without expending a charge. If you do, its normal effect not cost the tinker anything; they can construct it from
does not occur, but you can still use an aether pulse through whatever materials they have on hand. In addition, the
it as if you had used that spell normally (determining what tinker can create further minor artifacts they know of.
creatures are affected by the aether pulse and how). If you A minor artifact is considered to have a market price
use aether spark in this manner, you can choose to apply a of 300,000 gp for these purposes, and requires the Craft
modulation to the aether pulse. Wondrous Item feat to construct.
This ability replaces the clause gained at 1st level, and
First Step: When the tinker gains their 1st level in the alters pack empowerment (see the pact class feature).
avowed class, they begin tinkering with items in order Bonus Feats: A tinker can select item creation feats in
to learn how to make them. The tinker gains a wand addition to the normal list of avowed bonus feats. This
with 50 charges of a 1st-level spell of their choice from ability alters bonus feats, but does not make the tinker
any spell list. This wand has peculiarities that cause it to archetype incompatible with other archetypes that alter
function only for the tinker who created it; others find or replace the bonus feats class feature.
it completely useless, and as such, if sold, it only nets a
price of 3d10 gold pieces.

52
The Avowed
Class Feature Substitutions For each point of burn he accepts, the avowed takes
1 point of nonlethal damage per character level. This
Class feature substitutions are similar to archetypes,
damage can't be healed by any means other than
except that a member of the appropriate class can
getting a full night's rest, which removes all burn and
always choose to gain them, so long as they still have
associated nonlethal damage. If the avowed is immune
the class feature that the class feature substitution
to nonlethal damage, he instead temporarily reduces
alters or replaces. When determining if a character can
his maximum hit points by an equal amount (this
select a substitution, apply any archetypes first before
reduction vanishes after a full nights rest, as with the
the replacements or alterations of the substitution.
nonlethal damage normally taken). An avowed who
The choice to select a substitution is made at the level
has accepted burn never benefits from abilities that
the ability it alters or replaces is gained, and cannot
allow him to ignore or alter the effects he receives from
later be changed. If the substitution alters or replaces
nonlethal damage.
multiple class features, this choice is made at the level
At 10th level, the avowed gains Quicken Spell-Like
of the lowest-level class feature it interferes with.
Ability (aether pulse) as a bonus feat, using it in exactly
Aether Blow (Sp) the same manner (including accepting burn to use it
The avowed's base aether pulse is a melee strike. without expending a use of the feat, and changing the
Class: Avowed. damage type if he does so).
Replaces: Aether pulse. If the avowed already possessed the Empower Spell-
Replacement: At 1st level, the avowed gains the Like Ability (aether pulse) or Quicken Spell-Like Ability
aether blow ability instead of aether pulse. This ability (aether pulse) feats when this ability would grant them,
functions in all ways as the normal aether pulse class he can immediately retrain it, at no cost, for the same
feature, except that using it is a melee touch attack that feat with a different spell-like ability selected.
does not provoke attacks of opportunity (not even for
being a spell-like ability). Pulse shapes work normally
New Magic Item
(as if the avowed had the aether pulse class feature), and
PRICE
modulations can be applied to an aether blow just like a Silver Shoes varies
normal aether pulse.
Normal 9,000 gp
Balefire Infusion (Ex)
The avowed has an affinity for cosmically pure fire. Greater 40,000 gp
Class: Avowed. SLOT feet CL 10th WEIGHT 1 lb.
Replaces: The bonus feats gained at 2nd and 10th
levels. AURA moderate transmutation
Replacement: At 2nd level, the avowed gains These well-crafted shoes, which are not necessarily made
Empower Spell-Like Ability (aether pulse) as a bonus feat, of silver, are named in reference to a pair of shoes given
even if he doesn't meet the prerequisites. Whenever he to a particularly famous avowed by her patron. They
uses this feat with an aether pulse, it becomes infused function similarly to boots of speed, but their construction
with extraplanar fire. This fire may come from one of attunes them to a particular avowed pact, which must be
many locations (devils call theirs hellfire, the celestial possessed by the wearer in order to use them.
equivalent is a soul-piercing light, and elementals As a free action, the wearer of these boots speed can
conjure searing flames from deep within the plane of will them to speed her up for 1 round, allowing her to act
fire), but functions the same way in each case. as if affected by the haste spell, except that she can only
The extra damage added by the Empower Spell-Like make the extra attack granted by the spell using a weapon
Ability feat is a special type of fire damage instead of the affected or made by an aether pulse (such as an aether
aether pulse's normal damage type (even if you applied a blade or a weapon empowered by aether channel). A pair
modulation clause). This fire ignores fire resistance and of normal silver shoes allow the wearer to use this effect for
fire immunity. If a creature is reduced to 0 hit points or 10 rounds per day (which need not be consecutive). A pair
fewer by this damage, its body is turned completely to of greater silver shoes function whenever the wearer likes,
ash, though its possessions are left untouched. and have no limit on their use.
If the avowed wishes, he may accept 1 point of burn
to convert the entire aether pulse to this type of damage,
CONSTRUCTION REQUIREMENTS COST varies
instead of just the damage from the feat. He does not Normal 4,500 gp
expend a use of the Empower Spell-Like Ability (aether
Greater 20,000 gp
pulse) when doing so (even if he's already used it three
times in the day). Craft Wondrous Item, haste

53
The Avowed
Appendix
Avowed Caster Level Racial Favored Class Bonuses
An avowed's caster level with his aether pulse and clauses Though any creature can take the alternate favored
is similar to the caster level of a spellcaster. Feats, traits, class bonus listed on page 6, many races have their
and similar abilities that increase the caster level of a own specialties and specializations. The following are
spellcaster will likewise function for an avowed, as will alternate favored class bonuses for individual races.
items (such as an orange prism ioun stone). Likewise, he Several of these races are found in Ultimate Psionics or
meets caster level prerequisites using his avowed caster Bloodforge by Dreamscarred Press.
level. Aasimars: Add +1 foot to each of the avowed's fly
Any increase to an avowed's caster level that lasts speeds. This option has no effect unless the avowed
longer than 24 hours (such as the Magical Knack trait has selected it 5 times (or another increment of 5); a fly
or the aforementioned ioun stone) will also increase speed of 34 feet is effectively the same as a 30-foot fly
his aether pulse damage, as if he were an avowed of his speed.
caster level. He cannot gain a higher base damage than Aellars: Add +1 foot to each of the avowed's fly speeds.
10d8 in this way. This option has no effect unless the avowed has selected
it 5 times (or another increment of 5); a fly speed of 34
Avowed and Prestige Classes feet is effectively the same as a 30-foot fly speed.
Avowed can enter prestige classes meant for spellcasters Alicorns: Add +1 foot to the length of the avowed's
and progress their abilities. For the purposes of prestige aether lance. This option has no effect unless the
class requirements, an avowed is treated as being able avowed has selected it 5 times (or another increment of
to cast arcane, divine, and psychic spells of a level up 5); a 14-foot line is effectively the same as a 10-foot line.
to 1/2 his avowed caster level. For example, a 6th-level Androids: The avowed's aether pulse deals +1/2 of a
avowed could enter the eldritch knight prestige class point of electricity damage.
(which requires 3rd-level arcane spells). Astomoi: Gain a +1 bonus on concentration checks
When taken by an avowed, any prestige class level when using avowed class features.
that would normally advance a character's spellcasting Blinklings: Add +1 foot to the distance of any
can instead advance the avowed's aether pulse damage, movement and teleportation done as part of clauses.
caster level, clauses known (and grade available), and This option has no effect unless the avowed has selected
shapes known. An avowed can only gain this benefit it 5 times (or another increment of 5); a move of 14 feet
once per level, however, even if he enters a prestige is effectively the same as a 10-foot move.
class such as the mystic theurge that offers progression Caligni: Add +1/4 to the avowed's caster level with
to two classes. the cover of darkness clause. If the avowed does not
know the cover of darkness clause, he gains it as a bonus
Magic Item Interactions clause when he has selected this option 4 times. If he
While most of an avowed's class features work normally knew it before he selected this option the 4th time, he
with items that affect spell-like abilities, the following gains a different least clause of his choice as a bonus
two items in particular have unique interactions with clause. The avowed cannot exchange cover of darkness
the avowed. for a different clause after selecting this option at least
Conductive Weapons: When a conductive weapon is 4 times.
used to deliver an aether pulse or aether blow, the avowed Catfolk: Gain a +1/3 bonus on damage rolls with the
may not apply a pulse shape to the delivered ability, and aether rampage shape.
if he has already used a modulation clause during this Changelings: Gain a +1/3 bonus on Will saves against
round, he must either apply the same modulation to the charm and compulsion effects.
delivered ability, or not apply any at all (he cannot use a Decataurs: Gain a +1/3 bonus on damage rolls with
different modulation than the one already used). the aether lance shape.
Ioun Stone (Orange Prism): As noted at the start of Deep One Hybrids: The avowed can go 1 further day
this appendix, items that increase the caster level of a before needing to make saving throws against his sea
spellcaster will likewise function for an avowed. As such, longing racial trait.
orange prism ioun stones increase an avowed's caster Dhampirs: The avowed's aether pulse deals +1 point
level with his aether pulse and clauses by +1, as normal of bleed damage. This damage is considered to be one
for its effect. instance of bleed damage when dealt.

54
The Avowed
Dreigi: Outsiders with the evil subtype and fey take a with the bonus traits from this favored class option as
1/4 penalty on saves against the avowed's class features. well. If the avowed selects a trait that grants money or
Dromites: Gain a +1/3 bonus on saves against effects equipment, those items materialize when he gains the
that deal damage of or carry a descriptor matching the trait, created from his power.
type of energy resistance gained from the dromite's Grendles: Gain a +1/2 bonus on Intimidate checks.
chitin racial trait. Gripplis: Gain a +1/3 bonus on damage rolls with the
Drow: Gain a +1/2 bonus on Sense Motive checks. aether rounds shape.
Duergar: Gain a +1/2 bonus on checks made to craft Half-Bugbears: Gain a +1/2 bonus on Intimidate
magic items. checks.
Dwarves: Gain a +1 bonus on Appraise checks. Half-Elves: Gain a +1/2 bonus on Diplomacy checks.
Elans: Gain a +1 bonus on concentration checks when Half-Giants: Gain a +1/2 bonus on damage rolls with
using avowed class features. the aether circus shape.
Elves: Gain a +1/3 bonus on damage rolls with the Half-Gnolls: Add +1 foot to the avowed's land speed.
aether rounds shape. This option has no effect unless the avowed has selected
Fetchlings: Add +1/4 to the avowed's caster level with it 5 times (or another increment of 5); a speed of 34 feet
the nightfall clause. If the avowed does not know the is effectively the same as a 30-foot speed.
nightfall clause, he gains it as a bonus clause when he Half-Goblins: Gain 1/4 of a bonus trait. The traits
has selected this option 4 times. If he knew it before he granted by this ability come from the psychic connection of
selected this option the 4th time, he gains a different the avowed's pact, possibly giving him skills, inclinations,
least clause of his choice as a bonus clause. The avowed or memories that he didn't have before. He must meet
cannot exchange nightfall for a different clause after any additional qualifications for these traits, but they can
selecting this option at least 4 times. be of the same type as other traits he possesses, unlike
Forgeborn: Gain a +1/2 bonus on Intimidate checks. other traits. If he later gains other traits (such as with
Gamla: Gain a +1/2 bonus on Diplomacy checks. the Additional Traits feat), those traits can share types
Ghorans: Add +1/4 to the avowed's effective druid with the bonus traits from this favored class option as
level with the wild empathy ability from the one with well. If the avowed selects a trait that grants money or
nature clause. If the avowed does not know the one equipment, those items materialize when he gains the
with nature clause, he gains it as a bonus clause when trait, created from his power.
he has selected this option 4 times. If he knew it before Half-Hobgoblins: Gain 1/6 of a bonus combat feat.
he selected this option the 4th time, he gains a different Half-Orcs: Gain a +1/2 bonus on Sense Motive checks.
least clause of his choice as a bonus clause. The avowed Half-Sahuagin: Gain a +1/2 bonus on Spellcraft
cannot exchange one with nature for a different clause checks.
after selecting this option at least 4 times. Halflings: Gain a +1/3 bonus on damage rolls with
Gillmen: The avowed can go 1 further day before his thrown weapon attacks while using the aether channel
water dependence weakness harms him. shape.
Gnolls: The avowed's aether pulses deal +1/2 of a Hexbreathers: Gain a +1/3 bonus on Knowledge
point of damage to creatures he flanks or that are flat- (arcana) checks and a +1/4 bonus to caster level with
footed. This bonus is doubled if the aether pulse does the binding disagreement clause.
not use an attack roll. Hobgoblins: Gain 1/6 of a bonus combat feat.
Gnomes: Add +1/4 to the avowed's effective druid Houri: Add 1/6 to the save DCs of the avowed's mind-
level with the wild empathy ability from the one with affecting avowed class features.
nature clause. If the avowed does not know the one Humans: Gain 1/4 of a bonus trait. The traits granted
with nature clause, he gains it as a bonus clause when by this ability come from the psychic connection of the
he has selected this option 4 times. If he knew it before avowed's pact, possibly giving him skills, inclinations, or
he selected this option the 4th time, he gains a different memories that he didn't have before. He must meet any
least clause of his choice as a bonus clause. The avowed additional qualifications for these traits, but they can
cannot exchange one with nature for a different clause be of the same type as other traits he possesses, unlike
after selecting this option at least 4 times. other traits. If he later gains other traits (such as with
Goblins: Gain 1/4 of a bonus trait. The traits granted the Additional Traits feat), those traits can share types
by this ability come from the psychic connection of the with the bonus traits from this favored class option as
avowed's pact, possibly giving him skills, inclinations, or well. If the avowed selects a trait that grants money or
memories that he didn't have before. He must meet any equipment, those items materialize when he gains the
additional qualifications for these traits, but they can trait, created from his power.
be of the same type as other traits he possesses, unlike Ifrits: The avowed's aether pulse deals +1/2 of a point
other traits. If he later gains other traits (such as with of fire damage. When he uses inferno pulse, ignited
the Additional Traits feat), those traits can share types creatures take an additional +1 damage per round.

55
The Avowed
Kestrel: Add +1 foot to each of the avowed's fly speeds. Rana: Gain a +1/4 bonus on caster level checks to
This option has no effect unless the avowed has selected overcome spell resistance.
it 5 times (or another increment of 5); a fly speed of 34 Ratfolk: The avowed's aether pulses deal +1/2 of a
feet is effectively the same as a 30-foot fly speed point of damage to creatures he flanks or that are flat-
Kijin: Gain a +1/4 bonus on caster level checks to footed. This bonus is doubled if the aether pulse does
overcome spell resistance. not use an attack roll.
Kitsune: Gain a +1/2 bonus on Bluff checks. Reptoids: Gain a +1/2 bonus on Disguise checks
Kobolds: Gain a +1/2 bonus on checks made to craft to pretend to not be a reptoid, and on Bluff checks to
magic items. support such a disguise.
Lashers: Whenever the avowed damages a creature Samsarans: Gain a +1/2 bonus on Bluff, Diplomacy,
with an aether pulse, that creature takes a 1/2 penalty and Intimidate checks against creatures over 100 years
on CMB checks and to their CMD for 1 minute. This of age.
penalty does not stack with successive aether pulses Shabti: Gain a +1/3 bonus on saves against charm
(but another hit will reset its duration). and compulsion effects.
Lashunta: Gain 1/3 of a daily use of the lashunta's Skinwalkers: Gain a +1/3 bonus on damage rolls with
detect thoughts spell-like ability, and increase the save the aether rampage shape.
DCs of the lashunta's racial spell-like abilities by 1/3. Sobek: Whenever the avowed damages a creature
Lizardfolk: Gain a +1/3 bonus on damage rolls with with an aether pulse, that creature takes a 1/2 penalty
the aether rampage shape. on CMB checks and to their CMD for 1 minute. This
Lurkers: Gain a +1/3 bonus on Intimidate checks and penalty does not stack with successive aether pulses
a +1/6 bonus to caster level with the scream clause. (but another hit will reset its duration).
Maenads: The avowed's aether pulse deals +1/2 of a Spring Children: Add +1/4 to the avowed's effective
point of sonic damage. druid level with the wild empathy ability from the one
Merfolk: Add +1 foot to the avowed's land speed. This with nature clause. If the avowed does not know the one
option has no effect unless the avowed has selected it 5 with nature clause, he gains it as a bonus clause when
times (or another increment of 5); a speed of 9 feet is he has selected this option 4 times. If he knew it before
effectively the same as a 5-foot speed. he selected this option the 4th time, he gains a different
Merg: Gain a +1 bonus on Escape Artist checks. least clause of his choice as a bonus clause. The avowed
Murks: The avowed's aether pulse deals +1/2 of a cannot exchange one with nature for a different clause
point of acid damage. after selecting this option at least 4 times.
Nagaji: Add 1/6 to the save DCs of the avowed's mind- Sthein: Gain a +1/3 bonus on damage rolls with the
affecting avowed class features. aether barrage shape.
Norals: Gain a +1/2 bonus on Diplomacy checks. Sulis: The avowed increases one of his racial energy
Oggr: The avowed's aether pulses deal +1/2 of a point resistances by 1.
of damage to creatures he flanks or that are flat-footed. Suqur: Add +1 foot to each of the avowed's fly speeds.
This bonus is doubled if the aether pulse does not use This option has no effect unless the avowed has selected
an attack roll. it 5 times (or another increment of 5); a fly speed of 34
Ophiduans: Gain a +1/2 bonus on Use Magic Device feet is effectively the same as a 30-foot fly speed.
checks. Sylphs: The avowed's aether pulse deals +1/2 of a
Orang-Pendaks: Whenever the avowed damages a point of electricity damage.
creature with an aether pulse, that creature takes a 1/2 Tengus: Gain a +1/3 bonus on damage rolls with the
penalty on CMB checks and to their CMD for 1 minute. aether blade shape.
This penalty does not stack with successive aether pulses Thrallspawn: Gain a +1/3 bonus on Will saves against
(but another hit will reset its duration). charm and compulsion effects.
Orcs: Gain a +1/3 bonus on damage rolls with melee Tieflings: The avowed's aether pulse deals +1/3 of a
attacks while using the aether channel shape. This point of profane damage.
ability can be selected by half-orcs in addition to orcs. Triaxians: Gain a +1/2 bonus on Knowledge (nature)
Oreads: Add +1 foot to each of the avowed's burrow checks.
speeds. This option has no effect unless the avowed has Trixies: Gain 1/4 of an additional daily use of the
selected it 5 times (or another increment of 5); a burrow
speed of 19 feet is effectively the same as a 15-foot
Profane Damage
burrow speed.
Several of these favored class bonuses add profane
Ornibus: The avowed's aether pulse deals +1/3 of a
damage to the avowed's aether pulses. Profane damage
point of profane damage. deals full damage to incorporeal targets and deals
Pipers: Add 1/6 to the save DCs of the avowed's mind- damage as if the weapon were evil-aligned.
affecting avowed class features.

56
The Avowed
trixie's sprite form ability. whether or not an action qualifies for this bonus. When
Undines: The avowed's aether pulse deals +1/2 of a you fulfill the oath (or choose to forsake it), the spell ends,
point of cold damage. If he uses bonechilling pulse, he and the lost hit points can be healed as normal.
increases the duration of its movement speed reduction
by 1/4 of a round. CONTROL SUMMONED CREATURE
Vanaras: Gain a +1/2 bonus on Bluff checks. School: enchantment (compulsion) [mind-affecting];
Vishkanyas: Gain a +1/2 bonus on Perception checks. Level: bard 3, cleric/oracle 4, sorcerer/wizard 4, summoner/
Watchers: Gain a +1/2 bonus on checks made to craft unchained summoner 3
magic items. Casting Time: 1 standard action
Wayangs: Gain a +1/2 bonus on Stealth checks. Components: V, S
Woodborn: Add +1/4 to the avowed's effective druid Range: close (25 ft. + 5 ft./2 levels)
level with the wild empathy ability from the one with Target: one summoned creature
nature clause. If the avowed does not know the one Duration: 1 round/level
with nature clause, he gains it as a bonus clause when Saving Throw: Will negates; Spell Resistance: yes
he has selected this option 4 times. If he knew it before
You seize control of a summoned creature by disrupting
he selected this option the 4th time, he gains a different
the bond between it and the caster who summoned
least clause of his choice as a bonus clause. The avowed
it. If the creature fails its save, you may command it as if
cannot exchange one with nature for a different clause
you had summoned it. The original caster can attempt
after selecting this option at least 4 times.
to regain control of the creature as a standard action by
Wulfkin: The avowed's aether pulse deals +1/2 of
making an opposed Spellcraft check against you. When
a point of cold damage. If he uses bonechilling pulse
your spell ends, control reverts to the original summoner.
creatures damaged by it have their movement speed
If the summoning spell ends before this spell ends, the
reduced by a further 1 foot. This option has no effect
remaining duration of this spell is lost.
unless the avowed has selected it 5 times (or another
increment of 5); a 4-foot reduction in movement speed is CREATE PIT
effectively the same as a 0-foot reduction in move speed.
School: Conjuration (creation); Level: Sorcerer/wizard 2,
Wyrwood: Gain a +1/2 bonus on Sense Motive checks.
summoner 2
Xephs: Add +1 foot to the distance of any movement
Casting Time: 1 standard action
and teleportation done as part of clauses. This option
Components: V, S, F (miniature shovel costing 10 gp)
has no effect unless the avowed has selected it 5
Range: Medium (100 ft. + 10 ft./level)
times (or another increment of 5); a move of 14 feet is
Effect: 10-ft.-by10-ft. hole, 10 ft. deep/2 levels
effectively the same as a 10-foot move.
Duration: 1 round + 1 round/level
Referenced Spells Saving Throw: Reflex negates
Spell Resistance: No
Many avowed abilities use existing spells to determine
their effects. For ease of use, we've reprinted any You create a 10-foot-by10-foot extradimensional hole
spells referenced that do not appear in the Pathfinder with a depth of 10 feet per two caster levels (maximum
Roleplaying Game Core Rulebook. 30 feet). You must create the pit on a horizontal surface
of sufficient size. Since it extends into another dimension,
BLOODSWORN RETRIBUTION the pit has no weight and does not otherwise displace the
School: necromancy; Level: cleric 6, paladin 4, ranger 4 original underlying material. You can create the pit in the
Casting Time: 1 round deck of a ship as easily as in a dungeon floor or the ground
Components: V, S, M (your blood) of a forest. Any creature standing in the area where you first
Range: personal conjured the pit must make a Reflex saving throw to jump
Target: you to safety in the nearest open space. In addition, the edges
Duration: special (see text) of the pit are sloped, and any creature ending its turn on a
square adjacent to the pit must make a Reflex saving throw
When you cast this spell, you cut yourself and swear an oath
with a +2 bonus to avoid falling into it. Creatures subjected
of retribution on your own blood. You decide how much
to an effect intended to push them into the pit (such as
damage you want to take from this attack, up to 25 points.
bull rush) do not get a saving throw to avoid falling in if
This damage cannot be healed for as long as the spell is in
they are affected by the pushing effect.
effect. Anytime you perform an attack, save, or check that Creatures who fall into the pit take falling damage as
is directly related to the oath and brings you closer to the normal. The pit's coarse stone walls have a Climb DC of
fulfillment of that oath, you gain a morale bonus to that 25. When the duration of the spell ends, creatures within
roll equal to the number of hit points of damage you took the hole rise up with the bottom of the pit until they are
from the oath divided by 5. The GM is the final arbiter over standing on the surface over the course of a single round.

57
The Avowed
ENEMY HAMMER You animate corpses, forming them into a wall of joined
School: transmutation; Level: sorcerer/wizard 6 flesh and limbs. The wall inserts itself into any surrounding
Casting Time: 1 standard action nonliving material if its area is sufficient to do so. The wall
Components: V, S, M (puppet strings) cant be created so that it occupies the same space as a
Range: long (400 ft. + 40 ft./level) creature or another object. The wall must be vertical, but
Targets: one creature can be shaped as you see fit.
Duration: 1 round/level (D) The wall is considered to be undead. It uses your Will
Saving Throw: Fortitude partial; Spell Resistance: yes saving throw to resist channel energy.
A flesh wall is 2 feet thick. Each 5-foot square of the wall has
You grab a creature with telekinesis and use it to batter 12 hit points and DR 5/slashing. A section of wall whose hit
nearby opponents or objects. You must target a specific points drop to 0 is breached. As a move action, you can cause
creature when casting this spell and once you select that the flesh wall to constrict, shrinking it by a 5-foot square to
creature you cannot switch to another. Each round, as a fill the hole. Additionally, as a standard action, you can cause
standard action, you can attempt to hurl the target at any a 5-foot square of the wall to permanently detach, forming
creature or object within 30 feet of it. You must make an a human zombie under your verbal control (this zombie
attack roll whenever you use the target as a weapon. The doesnt count against your normal limit of commanded
attack bonus for this attack is equal to your caster level plus undead). The zombie reverts back into a normal corpse when
either your Intelligence or Charisma modifier (whichever the spells effect ends. Each 5-foot square of the wall makes
is higher). If you successfully hit the new target with the a single slam attack against an adjacent enemy on your turn,
creature both it and the creature take damage based on as a human zombie. The squares of the wall threaten their
the creature's size. adjacent squares and can even provide flanking.
Creature Size Damage Dealt Creatures can force their way slowly through the wall by
making a Strength check as a full-round action. The DC to
Fine 1d4
move through the wall is equal to 15 + your caster level. A
Diminutive 1d6 creature that fails the check is trapped in the wall, takes 3d6
Tiny 1d8 points of crushing damage, and is denied its Dexterity bonus
Small 1d10 to AC against the walls slam attack. The creature can make
an attempt to escape the wall on its next turn.
Medium 2d6 You can use zombies already under your control as the
Large 2d6 material components for a flesh wall. However, they and any
Huge 2d10 other corpses in the wall revert back to inanimate corpses
when the spell ends.
Gargantuan 3d6
Colossal 3d8 FLIGHTBREAKER
The target creature can make a Fortitude Saving Throw School: transmutation; Level: alchemist 3, inquisitor 3,
each time you attempt to use it as a weapon. If it makes magus 3, sorcerer/wizard 3, summoner 3, witch 3
its Saving Throw it can act normally, but if it fails its save Casting Time: 1 standard action
it loses all actions for the round and ends its turn prone in Components: V, S, F (a small stone)
a square adjacent to the target of your attack. However, if Range: long (400 ft. + 40 ft./level)
the creature chooses to resist your efforts to move it, taking Target: one creature
no other actions for the round, it gets a +4 circumstance Duration: 1 minute/Level
bonus on its Saving Throw. The spell ends immediately if Saving Throw: Fort negates (object)
the target creature dies or is destroyed. Spell Resistance: yes
The victim of this spell is subject to a powerful personal
FLESH WALL
gravitational effect. If the subject fails her saving throw, she
School: necromancy [evil]; Level: cleric 6, shaman 6, sorcerer/ is rendered incapable of flying for the duration; she loses
wizard 6, spiritualist 5, summoner 5, witch 6 any and all fly speeds she possesses, is treated as having
Casting Time: 1 standard action no ranks in the Fly skill, and cannot hover, leap, or levitate
Components: V, S, M (one corpse for every 5-ft. square of higher than ten feet from the ground. If the victim is flying
the wall), DF when she is affected by this spell, she falls to the ground
Range: medium (100 ft. + 10 ft./level) slowly and takes no falling damage.
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

58
The Avowed
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
You create shackles of force that attach to the targets 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).
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.

59
The Avowed
OPEN GAME LICENSE Version 1.0a Pathfinder Chronicles: Dungeon Denizens Revisited. Copyright 2009, Paizo Publishing, LLC
The following text is the property of Wizards of the Coast, Inc and is Copyright 2000 Wizards of the Authors Clinton Boomer, Jason Bulmahn, Joshua J. Frost, Nicolas Logue, Robert McCreary, Jason
Coast, Inc (Wizards). All Rights Reserved. Nelson, Richard Pett, Sean K Reynolds, James L. Sutter, and Greg A. Vaughan.
1. Definitions: (a)Contributors means the copyright and/or trademark owners who have Pathfinder Companion: Dwarves of Golarion. Copyright 2009, Paizo Publishing, LLC; Authors:
contributed Open Game Content; (b)Derivative Material means copyrighted material including David A. Eitelbach, Russ Taylor, JD Wiker, Keri Wiker, and Hank Woon.
derivative works and translations (including into other computer languages), potation, modification, Pathfinder Companion: Sargava, the Lost Colony. Copyright 2010, Paizo Publishing, LLC; Author:
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create Derivative Material of Open Game Content. (h) You or Your means the licensee in terms Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley,
of this agreement. James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen RadneyMacFarland,
2. The License: This License applies to any Open Game Content that contains a notice indicating Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
that the Open Game Content may only be Used under and in terms of this License. You must affix Pathfinder Roleplaying Game Bestiary 5 Copyright 2015, Paizo Inc.; Authors: Dennis Baker, Jesse
such a notice to any Open Game Content that you Use. No terms may be added to or subtracted Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason
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grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
License to Use, the Open Game Content. Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn,
5. Representation of Authority to Contribute: If You are contributing original material as Open based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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Identity. Pathfinder Roleplaying Game Pathfinder Unchained Copyright 2015, Paizo Inc.; Authors: Dennis
8. Identification: If you distribute Open Game Content You must clearly indicate which portions Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim Hitchcock,
of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark
its designated Agents may publish updated versions of this License. You may use any authorized Seifter, and Russ Taylor.
version of this License to copy, modify and distribute any Open Game Content originally distributed Pathfinder Roleplaying Game Ultimate Combat, Copyright 2011, Paizo Publishing, LLC; Authors:
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11. Use of Contributor Credits: You may not market or advertise the Open Game Content using Pathfinder Roleplaying Game Ultimate Magic, Copyright 2011, Paizo Publishing, LLC; Authors:
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with respect to some or all of the Open Game Content due to statute, judicial order, or governmental Pathfinder Roleplaying Game GameMastery Guide, Copyright 2010, Paizo Publishing, LLC;
regulation then You may not Use any Open Game Material so affected. Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam
13. Termination: This License will terminate automatically if You fail to comply with all terms Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob
herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman,
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14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
reformed only to the extent necessary to make it enforceable. Psionic Bestiary, Copyright 2013, Dreamscarred Press.
15. COPYRIGHT NOTICE Psionics Augmented, Copyright 2013, Dreamscarred Press
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. Psionics Unleashed, Copyright 2010, Dreamscarred Press.
Advanced Bestiary Copyright 2004, Green Ronin Publishing, LLC; Author: Matt Sernett. Skreyns Register: The Bonds of Magic. Copyright 2002, Sean K Reynolds.
Advanced Players Guide, Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn Swords of Our Fathers, Copyright 2003, The Game Mechanics.
Akashic Mysteries, Copyright 2014 Dreamscarred Press; Author: Michael Sayre System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet,
Anger of Angels. Copyright 2003, Sean K Reynolds. Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Bloodforge, Copyright 2014, Dreamscarred Press; Authors: Jade Ripley, Matthew Ryan Medeiros The Book of Experimental Might, Copyright 2008, Monte J. Cook. All rights reserved.
Book of Fiends. Copyright 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris The Book of Hallowed Might. Copyright 2002, Monte J. Cook.
Pramas, Robert J. Schwalb. The Genius Guide To: Feats of Psionic Might. Copyright 2011, Super Genius Games. Author: Owen
Hungry Little Monsters. Copyright 2005 Sean K Reynolds Games. Author: Sean K Reynolds. K.C. Stephens
Hyperconscious: Explorations in Psionics, Copyright 2004, Bruce R Cordell. All rights reserved. The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 2008-2011 Purple Duck Games;
If Thoughts Could Kill, Copyright 20012004, Bruce R. Cordell. All rights reserved. Mindscapes, Authors: Mark Gedak, Alex Schroeder, Joel Arellano, George Fields, Yair Rezek, Mike Whalen, Shane
Copyright 20032004, Bruce R. Cordell. All rights reserved. OConnor, Mike Rickard, John Whamond, Bill Browne, Eric Williamson, Slatz Grubnik, Charles R.
Kobold Quarterly, Issue 7 2008, Open Design LLC, www.koboldquarterly.com; Authors: John Wenzler Jr, John Fraser, Jonathon Thompson, Thomas Boxall.
Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Jeremy Jones, Derek Kagemann, The Iconic Bestiary: Classics of Fantasy, Copyright 2005, Lions Den Press; Author Ari Marmell
Phillip Larwood, Richard Pett, and Stan! Tome of Horrors Complete Copyright 2011, Necromancer Games, Inc., published and distributed
Legendary VI: Legendary Armor Copyright 2012, Purple Duck Games; Author: Marc Radle. by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
Mindscapes, Copyright 20032004, Bruce R. Cordell. All rights reserved. Tome of Horrors III. Copyright 2005, Necromancer Games, Inc.; Author: Scott Greene.
Modern System Reference Document, Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark
Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale,

this
Skip Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker Patrick Lawinger, and Bill Webb; Based on original content from TSR.
Monte Cooks Arcana Unearthed. Copyright 2003, Monte J. Cook. Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author: Scott Greene,
Mutants & Masterminds Copyright 2002, Green Ronin Publishing. based on original material by E. Gary Gygax.
b u t
ne, page
Path of War, Copyright 2014, Dreamscarred Press. Ultimate Psionics, Copyright 2013, Dreamscarred Press

o
Path of War: Expanded, Copyright 2016, Dreamscarred Press Unearthed Arcana, Copyright 2004, Wizards of the Coast, Inc.;
d
u're e next nt:
Pathfinder Adventure Path #100: A Song of Silver Copyright 2015, Paizo Inc.; Authors: James Authors Andy Collins, Jesse Decker, David Noonan, Rich
Jacobs, with Adam Daigle, Crystal Frasier, Jim Groves, Tim Hitchcock, Brandon Hodge, Nicolas Logue, Redman
Stephanie Lore, Rob McCreary, Erik Mona, Jason Nelson, Richard Pett, Sean K Reynolds, F. Wesley The Avowed: Promises of Power, 2016,
k yo h e
thin rn to t of cont t
Schneider, Amber E. Scott, Mike Shel, Neil Spicer, and Greg A. Vaughan. Forrestfire Studios; Authors: Forrest
Pathfinder Adventure Path #70: The Frozen Stars Copyright 2013, Paizo Publishing, LLC; Author: Heck, Katia Oakes
h t
mig end. Tu ection
Matthew Goodall.

rke
Pathfinder Adventure Path #84: Pyramid of the Sky Pharaoh Copyright 2014, Paizo Inc.; Authors:
Mike Shel, with Tyler Beck, Adam Daigle, F. Wesley Schneider, and Amber E. Scott.
Yo u M a
! the other s nt Sky
A IT i s n ' t
d an i fice
60 W n
to fi e's Ma g n
Mag
Mages
Magnificent The Avowed

Winter 20162017

SOULS: A buyer's guide


Everything you need to know about
buying, selling, and trapping souls
for fun and profit.

See
next
page

FREE COPYTAKE IT, WE'LL FABRICATE ANOTHER


61
Don't just traveltravel with style! Use permanent teleportation circles.
Hundreds of products for all corners of the alignment spectrum!

Souls: A Buyer's Guide


Many avowed patrons and indeed, many otherworldly When a Soul is Sold
beings unrelated to avowedtraffic in souls. Fiends
As noted on page 25, when a soul is sold, the creature
buy and steal them, celestials work to save them, some
who sold their soul gains the following subtype:
undead eat them... The soul is a valuable, yet plentiful
commodity. Almost every being has a soul of their own, Indebted (new subtype): Your soul is owned by
so for one looking to buy, there are a lot of options to another. When you die, it passes to their possession,
choose from. So what, then, is a mortal to do if they want crystallizing into an indestructible gemstone and
to break into the soul trade? Well, it's as easy as finding allowing them to do whatever they wish with it. You
the right seller. We've assembled this special issue of cannot be raised from the dead unless your soul's
Mage's Magnificent Skymarket to assist prospective current owner allows it. However, if your soul gem is
soul traders with entering the field, including a bargain physically present when a spellcaster uses raise dead,
from one of our sponsors to help get you started! resurrection, or a similar ability, the spellcaster does
not need your body on hand, and only requires half the
Variant: Sellable Souls normal material components. The gem is consumed in
In many campaigns, the exact mechanics of selling the process of casting the spell. If you later die again, a
souls is best left for the GM to decide. The Selling Souls new gem is created.
sidebar on page 25 has information for handling the The owner of a soul gem can crush it as a standard
fiend-pact avowed and their soul-stealing capstone, action, releasing the soul sealed within and allowing it
and the Indebted drawback is included for players who to pass to its proper afterlife.
wish to roleplay having their character's soul owned by When this transaction is made, ownership passes to the
another in a more normal campaign. person who bought it. Souls are non-refundable; if the
However, in some games, especially with the avowed original owner of the soul wants their soul back, they
class in use, players might want a more expansive must buy it from its current owner.
set of rules for buying, selling, and trading souls. The When someone steals a soul, either by pilfering the
following variant is intended to fill that void, allowing physical soul gem of or using an ability that outright
those opportunistic enough to use it for material or takes the soul (such as a fiend-pact avowed's soulreaver
spiritual gain. This variant offers two different methods clause), this works slightly differently. In order to
of handling the sale of souls: properly "own" a stolen soul, its holder must both
Method 1: Free Market possess the soul (in the form of a soul gem) and they
must consider the soul to be theirs. Without the proper
In this version of the variant, any character can access
intent, the soul is still owned by someone else, and as
the feats and options for selling souls, whether or not
such, someone who is unable to think of another's core
they're mortal or immortal, or if they've already sold
of their being as their property cannot free a soul from
their own soul. A GM might consider granting any (or
a soul gem.
all) of the soul trade feats as bonus feats to characters, in
In any case, souls can be used for many things. It's
order to encourage the use of these mechanics without
exceedingly difficult to destroy a soul, but they have a
sacrificing a character's viability.
certain energy that can be tapped when creating magic
Method 2: Pyramid Scheme items and casting spells (see the Soul Components feat
In this version of the variant, in order to buy a soul, a for more details).
character must either be an otherworldly being or In games that incorporate alignment, buying a soul
have sold their soul (generally by taking the Indebted is, in almost every case, an act of true evil. There are
drawback or possessing a damnation feat). At the GM's very few cosmically-good reasons to take someone else's
option, a given character can bargain for souls without soul, and those who commonly abuse these powers
the subtype. Such a character gains the ability to buy and transactions tend to be following dark paths in life.
souls from others as if they had the Dark Bargain feat, However, some celestials and similar outsiders have
but does not gain any other benefits. They must take the been known to buy the souls of their favored champions,
soul trade feats normally in order to grant supernatural for reasons such as protecting them from harm, aiding
powers, healing, or any payments other than what they them more easily, or their own secret purposes. Likewise,
themselves can offer. Like with Method 1, the GM should non-outsider beings often traffic in souls as well. Overall,
consider granting soul trade feats as bonus feats to those however, the purchase of souls should always be done
interested in using them. with close cooperation between the GM and players.

62 Mage's Magnificent SkyMarket


Exact market prices, guaranteed!

Selling Souls to Fiends


Though a character might make deals and trade souls Individual Fiends
with many types of beings, the most common creature Fiends may possess certain proclivities that may modify
that traffics in souls is the fiend. This section mostly their pricing. Any given fiend may prefer their souls to
discusses their deals and practices when doing so, in be from individuals of certain genders, ages, or races.
order to aid players and GMs who want to incorporate They may particularly enjoy souls from a certain social
soul-selling into their games. class, or souls from individuals who possessed a specific
Brokering the Deal phobia or indulged heavily in a certain vice.
A devil may value their own time more than a soul,
Generally, in order to trade a soul (one's own or
and may charge a higher price than normal for their
otherwise), a prospective seller or buyer must be able to
favor as a result. A daemon or a demon may find
locate or contact a fiend in such way. Some spells, such
themselves always in the need of another soul, willing
as planar ally, might be useful in this regard, though
to undertake risky or menial tasks in exchange for a
spells like planar binding have been known to aggravate
lesser reward. The reverse is equally possible; A devil
the fiend instead. Most commonly, trades are made with
in debt to a more powerful entity may be pressured
a fiend that is already on the plane of the petitioner for
into unfavorable deals, or a demon may simply mark
other reasons. The petitioner may seek these fiends out,
up their prices on a whim.
following rumors or using their own magical talents in
Even with the temptation of a soul, a fiend may be
order to do so.
unwilling to perform tasks that put themselves at great
Alternatively, the fiend may catch wind of a mortal
risk, and will not honor a favor if it would damage their
collecting souls, and approach to offer their services in
own interests. In addition, some may prefer some tasks
exchange for them. Once contact is made, the petitioner
to others. Some fiends may hold a grudge against others,
and the fiend must both learn of the others expectations
outright refusing deals with mortals who have also
regarding the value of the goods and services being
dealt with their enemies.
offered.
If a devil or a demon were to be given the same task,
The Worth of a Soul in all likelihood they would not accomplish it in the
A deal with a fiend involves a held soul, offered in same way. Even outsiders of the same type are likely to
exchange for a favor from the receiving party. This approach a task differently based on their personality
favor is commonly an action taken upon the material or inclinations. Unless their instructions are incredibly
plane or the fiends own plane, though what exactly this strict, beyond the task they were directly ordered to
action is will differ, depending on the exact details of complete, it is difficult to predict the outcome and
the deal and the temperament of the fiend. If the fiend possible consequences.
is not suitable to the task, the favor could involve a If the setting means that certain fiends are known
referral to a more powerful or more suitable associate, within certain circles of the material plane, with the
who will in turn demand their own tribute. proper knowledge checks, potential soul traders may
In game terms, a soul does not have any particular gp receive clues about the quirks of individual fiends.
value; though souls do have many uses, much of their These could provide the trader tools during negotiations
worth is in narrative power. A soul can be used as a the first time they speak to a fiend directly, as well as
bargaining chip or payment to a fiend for services, but afterwards.
generally, it must be purchased or traded for via some
Working Relationships
sort of transaction. As such, for the purposes of character
Fiends are more than simply hirelings to call upon. Any
wealth by level, souls and soul gems collected by player
given fiend has their own motivations for working with
characters should be treated as having a value roughly
mortals, and has more resources than can simply be
equivalent to the services that can be gained by selling
offered to the first person that approaches them with a
it or trading it to a fiend. If a soul has a particularly
soul. In order to draw upon more of what they have at
high value to fiends (such as if it comes from a great
their disposal, it is important for an aspiring customer
hero, terrible villain, or important pawn), then the GM
to establish a working relationship with individual
should assign it a value and make sure that the players
fiends. Likewise, fiends will try and keep connections
are aware of how it can be used. Likewise, if the players
with past customers, maintaining contact through
deal with a particular fiend, some souls might be worth
messengers or magic.
more or less, based on the fiend's individual desires and
After a first successful transaction, some fiends will
preferences.
try to continue a working relationship with the client.
Soul gems used by characters for their own benefits
This is often to create a steady supply of souls, and to
(such as the construction of magic items) have no gp
establish a petitioners dependence on their assistance.
value, and are not considered to be treasure.

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. 63
Hundreds of products for all corners of the alignment spectrum!

They can offer their own services more generously than A Fiend in Need: The next time a fiend the PCs have
normal for their favored customer. A fiend may feign dealt with is called, a weaker underling answers the call
companionship, offering the mortal a sympathetic ear instead to explain that the fiend is indisposed. Perhaps
as a bridge for additional business. For tasks they can the fiend has been captured and bound in a circle, or
not or will not perform personally, they can potentially was otherwise sealed away by the forces of good or a
offer referrals to associatesfor a price. These personal enemy. Either way, if the client manages to find
associates, in turn, may attempt to cultivate a similar and free the fiend, they may receive special treatment
relationship with the client. from the fiend in future business transactions.
A fiends goal in these transactions is not to tempt Childhood Fiends: A fiend has offspring (half-fiends)
or corrupt the individuals involved. Most fiends are upon the material plane. Depending on their age, the
comfortable in the knowledge that these exchanges fiend may have different requests to make of their client.
are enough to bring a mortal to their realms once The fiend may wish for their client to find, protect and
their time comes. Most often, a fiend accepts these raise their half-fiends children (or any combination
trades to expand their own power within their realms of the three), in exchange for regular payments or
with the acquisition of souls, and to cultivate potential other rewards. Older half-fiend children may serve as
allies upon the material plane. Daemons are a notable contacts or go-betweens for the client and their parent.
exception to this, as they consume souls. A daemon may In the case of older children, the fiend may actually be
be sated for a time, but a cunning petitioner may offer estranged from them, and may wish for their client to
souls generously, to establish a daemons goodwill... Or mend relations between them and their offspring.
a dependence on their supply of souls. Fiendly Rivalry: The fiend has a vendetta of some
Some fiends are malicious enough to cause harm to sort with another fiend. This rival could be a fiend of the
their client, for any number of reasons. Most commonly, same type as the first, or a different kind entirely. Either
this reason is retribution for a perceived slight, such as way, the fiend requires their mortal ally to tip events on
an insulting offer or order, or an attempt to manipulate the material plane in their favor, by hindering their rival
the fiend into damaging their own interests with the in some way. The party may encounter resistance from
favor. Fiends may then misinterpret their clients orders, the rivals servants, as well as the forces of good, who
manipulate events to come crashing down upon their are entirely confused by the matter. These tasks may be
client in some way, or outright attack them personally comically petty or world-changing in scope, depending
or with proxies. However, acting in such a way too often on the fiends involved. A long-running vendetta could
destroys their reputation as a reliable ally, meaning prove to be the seed of an entire campaign. Naturally, the
most fiends will not resort to this lightly. Likewise, if a fiend offers rewards whenever they successfully hinder
petitioner misleads a fiend or cheats them in some way, their rival.
they should expect both retribution from the affected Man's Best Fiend: A badly injured hellhound, hellcat,
fiend, and distrust from others in any further deals or other animalistic fiend, trapped on the material plane,
they may try to broker. A measure of distrust is to be was found by a young child. Not knowing the difference
expected among these contractors, but both fiends and between them and their native counterparts, the child
petitioners will take notice to a consistent pattern of has nursed it back to healthand while the fiend is now
betrayal from the other side. back to health, they feel obliged to protect their new
companion as a potential future agent and ally. However,
Sample Plot Hooks when the child begins manifesting the powers of an
Sometimes the roles of the fiend and the petitioner avowed, the relationship threatens to become public
are reversed, and the fiend requires aid in some way. knowledge, and the fiend calls upon the player's help
Morals may choose to assist fiends to cultivate their to protect both themselves and the child. If successful,
working relationship, and of course to receive rewards the fiend (and their avowed companion) may become
in exchange for their services. available to aid the party, trading favors for souls.
Several of these situations give the client leverage With Fiends Like These: A fiend turns to a regular
over the fiend in some way. However, use of them in an customer for aid in a personal matter. For whatever
attempt to directly blackmail a fiend in some way can reason, the fiend cannot resort to their normal resources
only end badly. Merely the knowledge that the mortal to address the problem. It may be an embarrassing
holds their secret is enough for a fiend to sweeten deals matter that requires a mortals intervention. Perhaps
in their clients favor. a personal item has been stolen, or a mortal consort of
The following plot hooks might be good starting the fiend is in danger. The fiend could promise a favor
points for players and GMs looking to incorporate soul- with no need for a payment, or a large material reward
trading into their games, or expansions of plotlines of some kind, simply to make the problem go away or
already in play. for whatever they hold dear to be retrieved safely and
secretly.

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Soul Trading Character Options


On the player side of things, there are several unique Creatures whose souls you own take a 2 penalty on
ways to use souls to one's advantage, presented here. saving throws against your abilities, and once per day
As noted before, a player should always discuss these for a given creature whose soul you own, you can use
options with their group and GM before selecting them. one of the charm monster, lesser restoration, remove
fear, or stabilize spells on them as spell-like abilities
Other Methods of Soul Trapping (caster level equal to your character level).
The methods of collecting and binding souls presented
in this variant are a bit different than existing methods Diabolical Resources (Soul Trade)
within the Pathfinder Roleplaying Game. This design You wield more tempting benefits for prospective sellers.
choice is intentional; unlike more traditional versions Prerequisites: Dark Bargain, character level 9th.
of capturing souls, the crystallized soul gems gained Benefit: Creatures whose souls you own take a
through the Dark Bargain feat and indebted subtype are further 2 penalty on saving throws against your
indestructible, and follow their own rules. In a sense, abilities (stacking with that of Dark Bargain). Once
the goal of this change is to make souls a little more per day for a given creature whose soul you own, you
special and importanta soul's value does not come can use one of the neutralize poison, remove blindness/
from its originator's Hit Dice, but from their history and deafness, remove curse, or remove disease spells on
life, and what these things mean to others. them as spell-like abilities (caster level equal to your
Some spells, such as Trap the Soul and Soul Bind character level). In addition, you can emulate the
might be adjusted to function within this new setup. atonement and fabricate spells once each on a given
Trap the Soul creates a gem with a soul in it, but not creature's behalf, once they've sold you their soul. You
a soul gem; the spell traps a living creature's body and (or they) must provide the material components for the
spirit together, without actually taking their soul. Soul fabricate spell, but not for the atonement (even if the
Bind, on the other hand, does trap a soul within a gem; option chosen would normally require it).
at the GM's option, it might create the same sort of Dark Overlord (Soul Trade)
indestructible soul gem that these rules refer to. Your ownership of souls is absolute.
Finally, some monsters, such as daemons, that traffic Prerequisites: Dark Bargain, Diabolical Resources,
in and consume souls should traffic in both traditional character level 15th.
(breakable) stolen souls, and the more powerful soul Benefit: Creatures whose souls you own take a
gems that result from a soul being willingly given by its further 2 penalty on saving throws against your
original owner. Even such creatures, however, cannot abilities (stacking with that of Dark Bargain and
destroy soul gems; a daemon that consumes a soul gem Diabolical Resources). Once per day for a given creature
created uses these rules absorbs it into its body, but does whose soul you own, you can use one of the dominate
not destroy it. Killing the daemon in question allows a person, harm, heal, magic jar, or resurrection spells on
character to retrieve the souls the daemon has eaten them as spell-like abilities (caster level equal to your
and free them. character level). You must provide 1/4 of the normal
material components for the resurrection ability of this
New Feats
feat (instead of the normal 0 for a spell-like ability, or
The following feats and options allow characters to buy,
1/2 for a resurrection using a soul gem).
sell, and steal souls. Before taking these feats, a player
should always ask their GM and fellow players about Soul Components (Item Creation, Soul Trade)
the tone of their game and which version of this variant You can use bound souls as part of your magic,
ruleset is being used. However, any character can take Prerequisites: Ability to create magic items or caster
these feats, even those of non-evil alignments. level 1st.
Benefit: You can create items that use soul gems as
Dark Bargain (Soul Trade)
raw materials. In addition, if you use a soul gem as an
You can buy and sell souls.
additional focus for a spell or spell-like ability, creatures
Benefit: You gain the ability to traffic in souls. After
with a familial relation (by blood or not) to the creature
convincing a creature with Intelligence 3 or greater to
whose soul is bound in the gem take a 2 penalty on
grant you ownership of their soul, that creature gains
saving throws against the effect. If you do not possess
the indebted subtype (see the previous page), with you
the Dark Bargain feat, you do not have the ability to
as their soul's new owner. You cannot use this ability
take souls of your own, and must buy or trade for the
on a creature that has already sold their soul or does
soul gems themselves to use this feat.
not have a soul, and a creature cannot be tricked or
magically coerced into giving their soul to you.

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. 65
Hundreds of products for all corners of the alignment spectrum!

Soulbound Magic Items


Souls, while valuable for their power over their original by 1/4 per soul incorporated into it. The lich is then
owners, can also be used in the creation of certain items, considered to possess each of the souls bound into their
magical and otherwise. Normally, the Soul Components phylactery for the purposes of their Soul Components feat,
feat is required to make items in this way, but a skilled and gains a +10 bonus on any Knowledge checks to know
enough craftsman can ignore the prerequisite by adding information that any the bound souls are aware of.
+10 to the DC to create the item. Destroying the phylactery frees all the souls bound
Despite soul gems' normal indestructibility, a crafter within it
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,
Soulbound Armor and Weapons
and similar effects. As a result, soulbound items have a
Some craftsmen look at soul gems' physical indestructibility
wide range of possible appearances.
and see not a prison, but an opportunity. As only the current
Similarly to buying souls, using souls in this way
owner of a soul gem can break it, weapons incorporating
is, in most cases, an act of pure evil. However, there
the gems in their striking surfaces can become unstoppable
are definitely situations, particularly with voluntarily-
forces in the right hands, and armor can deflect blows
donated souls, where it might not be. A weapon with the
it might not otherwise have stood against. However, the
souls of three ancient heroes bound into it, to help the
construction of such an item must be handled carefully,
warriors of the future, fits the concept just as well as one
so as to not turn the impacts absorbed by the soul
full of tormented commoners.
gems back on the item itself. These items, when
crafted properly, have unique properties, similar to
Intelligent Items adamantine, and are always masterwork quality (the
cost of which is included in the prices given below).
A soul gem can be used in the construction of an intelligent Weapons created in this way have a natural ability
magic item. Unlike the other ways of using bound souls, to bypass hardness when sundering weapons or
using a soul gem in this way affords the soul a certain attacking objects, ignoring hardness of 30 or
amount of freedom. The resultant intelligent item's will less. Armor made in this way grants its wearer
is that of the being trapped within, though it is still damage reduction of 3/ if it's light armor,
tempered by the binding. The mental ability scores 4/ if it's medium armor, and 5/ if it's
of the intelligent item are increased to that of the heavy armor, and the armor check penalty
soul when it was alive, at no additional cost. The is lessened by 1, as normal for masterwork
item's creator may still choose to create the item with higher armor. A piece of ammunition created in this way
mental ability scores,, though doing so costs the normal has the same properties as weapons, but is still
amount. In addition, the alignment of the intelligent item is destroyed on hit, except for the soul gem contained
that of the bound soul, and it gains a bonus to its Ego score within it.
equal to 1/2 the soul's Hit Dice in life. Items made in this way have their normal hardness
and hit points; the souls bound within strengthen
Lich Phylacteries their prisons but not the rest of the item. Items
cannot incorporate both soul gems and other special
Phylacteries, thanks to their unique methods of construction materials. If the item is destroyed, the soul gems are
and the purpose they are created for, have a particular unharmed, and can be recovered for freeing or reuse.
affinity with bound souls. When performing the ritual to
Type of Item Item Price Modifier
become a lich and constructing a phylactery, a spellcaster
with the Soul Components feat can incorporate soul gems Ammunition +200 gp and 1 soul gem per item
into the item, affording their hiding place a much greater Light Armor +7,500 gp and 3 soul gems
protection than it would otherwise have, and binding the
Medium Armor +15,000 gp and 7 soul gems
souls to their will.
For every soul gem used in the construction of a lich's Heavy Armor +22,500 gp and 9 soul gems
phylactery, the cost to create it is reduced by 1,121 gp and Weapon +5,000 gp and 3 soul gems
5 sp (decreasing the time to create the phylactery as well).
The phylactery gains 1 hit point and increases its hardness

Soulbound weaponry tends to be built with angular designs, to take


advantage of the extreme hardness of the material.

66 Mage's Magnificent SkyMarket


Exact market prices, guaranteed!
Mage's Magnificent SkyMarket summoning diagram. For transaction use only.

place summoning
mixture here

cut along line


Do not reproduce.

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. 67
Hundreds of products for all corners of the alignment spectrum!

68 Mage's Magnificent SkyMarket

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