The Pactmaster
Rather than using the magic of their own accord, Pactmasters make deals with the spirit world, gaining the aid and servitude of strange creatures. Some Pactmasters befriend their spirits, making them allies in a mutually beneficial alliance. Those of a darker bent may be in more mercenary relationships. Only the darkest enslaves such creatures to their will, as the realm of spirits does not take such actions lightly.
1st Level
At first level, the Pactmaster gains one Companion talent - most commonly a familiar or Outside - and two Pact Talents. To find out more about Pact Talents read below.
4th Level
Gain a third Pact Talent and one additional talent for one of the Pact Talents. If by some quirk all three are at max rank they may take another Talent instead.
8th Level
Gain two Pact Talents.
12th Level
Add two Talents to your Pact Talents. If they re already all at rank 5 then select two Talents of your choice.
16th Level
Add two Talents to your Pact Talents. If they re already all at rank 6 then select two Talents of your choice.
20th Level
Add two Talents to your Pact Talents. If they re already all at rank 6 then select two Talents of your choice.
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A Note on Themes
The idea behind the Pactmaster is that they gain a number of allies to help them. Mechanically speaking, these are simply the Talents everyone has access to with a few additional benefits, but for our purposes these are the Pactmaster's friends, servants and bonded allies This is not required, however. It's entirely reasonable to simply theme them as normal Talents that have a boost from a Spirit. Alternatively, it's entirely possible to take another Archetype entirely and simply theme your spells and abilities as Spirits, Monsters or the like working on your behalf. The flavour is up to you. |
Pact Talents
To simulate the Pacts that a Pactmaster forges they get a unique version of Talents. In effect, when they are using a Pact spirit they are simply using the Talent it represents, albeit with some changes as seen below. So if hurling a Fireball is the effect, the visual would be that of summoning an Elemental that hurls the fireball instead.
As a result, Pacted Spirits can't be attacked or destroyed, and the user is still the one who must use there own AP, Luck or other resources - this would be the cost to use the Spirit to perform that attack.
Whenever you would gain a Pact Talent, select one Talent. If it would involve a weapon attack then select one weapon and use it's statistics. Each Pact Talent can be modified at the first rank by selecting one of the additions below, and again at third and fifth rank. The Talent must have an effect that would be modified by this choice - you could not increase the chance to Hit for a talent that can't hit someone, and if you did it would have no effect.
In addition, all Pact Talents use Fellowship rather then there usual Attribute for all purposes such as tests to hit, to see if it takes effect, length of effect or additional damage.
When gaining Pact Talents you may choose to make a Talent you already have into a Pact Talent, getting one Talent of the same kind to spend on something else. The Talent keeps its current rank.
Accurate
The Talent adds an additional +5% to Hit Special: This may be selected a second time, changing this to a +10% |
Armored
Add +1 to armour. |
Dangerous
Add +1 to damage. Special: This may be selected a second time, adding +2 damage or 1 oer dice rolled, as prefered. |
Definitive
Targets take a -5% penalty to resist this Talent. Special: This may be selected a second time, changing the penalty to -10% |
Extended
The Pact Talent lasts 1d5 rounds longer than usual. This can be taken with Talents that require Upkeep. |
Easy
Reduce the AP cost to maintain an ability by 1AP. |
Healer
If the Talent restores Hit Points or Luck then it restores and additional 2. Special: This may be selected a second time, changing it to +3 or +2 per dice rolled, as prefered. |
Multiple
If the Talent can affect more than one target it can add one additional target. |
Practiced
The Talent costs 1AP less than normal. Special: Level 10 and above, can only be taken on one Pact Talent. |
Ranged
The Pact Talent can be used in any square up to 3m around the user, rather than originating from themselves. |