Class Skills: Bluff, Spellcraft, Diplomacy, Intimidate, Knowledge: Arcana, Fly, Sense Motive, Use Magic Item.
Skill Points: 4 + Int modifier
Pactwrought are proficient in all Simple Weapons, Light Armor, but no shields.
Eldritch Blast (Su) The most important of these abilities is the "eldritch blast" which is the pactwrought's main offensive ability, firing a blast of magical energy at the target. The blast deals 1d6 damage at first level and improves by 1d6 at each odd-numbered level after first. The blast is a 60’ ranged touch attack requiring a standard action and is a spell-like ability. The magical energy can be flavored any way depending on the pact. Example. Demon pacts eldritch blast could look like searing black and purple energy, fey pact eldritch blast could be green and yellow with rainbow hues, elemental pact could look like red energy for fire or blue for water, it could look like a screaming skull, prism of color, a beam of light with butterflies an invisible force, energy in the shape of a dragon or anything you can come up with. The eldritch blast is a ray touch attack. At 10th level the pactwrought receives his second eldritch blast. This blast deals 1d6 damage and improves by 1d6 at every other level. At 17th level the pactwrought gains a 3rd eldritch blast. This blast deals 1d6 damage and improves by 1d6 at every other level.
Note: Items that increase eldritch blast damage such as a warlock scepter or warlock chasuble can only be applied to one blast per round.
Invocations, Blasts & Essences (Sp) At 1st level, the pactwrought gains the ability to use invocations. In addition to the normal number of invocations a pactwrought gets, he also gains an eldritch shape and an eldritch essence. Each time he gains a new level of invocations he gains an additional type of blast and essence.
Invocation, Blasts & Essence List
Pact (Su) The heart of the pactwrought’s class. Each pactwrought makes a pact with some kind of otherworldly entity. Depending on the kind entity they are bound to influences their Pact traits and skills. This force grants the pactwrought all their powers in exchange for eternal loyalty. The pactwrought is free to carry forth their own agenda as long as it does not conflict with the entities agenda or allegiance. The pactwrought must carry forth their entity’s wishes when called upon as if under a geas spell. The pactwrought’s Primary allegiance must be to the pact they are bound to.
Detect Magic (Sp) At 2nd level, the pactwrought can use Detect Magic at will as a spell-like ability.
Pact Defense (Su) At 3rd level, depending on the type of Pact the pactwrought made, he gains DR 1/ (pact type)This benefit is multiplied by the increases in the Pact Defenses at levels 7, 11, 15, and 19.
Deceive Item (Ex) At 4th level, the pactwrought can take 10 on Use Magic Device skill checks.
Choose one of the following at each level:
At 4th level
Planar Interference (Su): The planar energy flowing throughout a pactwrought's body confuses and disrupts many spells. The pactwrought no longer qualifies as humanoid for any spell that affects only humanoids (such as Hold Person etc).
Planar Sense (Su): Gain a constantly active Detect spell. A pactwrought may choose to detect Good, Evil, Chaos, Law or any type of allegiance as a swift action. This ability may be dispelled, but it may be resumed on the pactwrought's turn as a free action.
At 8th level
Planar Field (Su): Gain a constant Magic Circle effect that protects against Good, Evil, Law, Chaos or other choice of the pactwrought. This effect may be suppressed or resumed as a free action. If dispelled it may be resumed as a free action on your turn as normal. Forcing the barrier against a creature that would normally be hedged out collapses the circle as long as the creature remains inside, but the Protection effect continues to operate on the pactwrought.
Planar Physiology (Su): Gain Natural Armor +1/ 4 class levels.
At 12 level
Planar Focus (Su): The body of a pactwrought has become so suffused with the energy of his patron that his body qualifies as a focus for the Plane Shift spell for the plane native to his patron.
Inherent Drive (Su): A pactwrought's commitment to their allegiance is so deep that it manifests itself even when a pactwrought is not himself. Whenever a mind-affecting effect would cause the pactwrought to do something against his allegiance he immediately makes another save to break the effect with a +5 bonus on the save. If the effect normally allows an additional save at the same time, make only the save that the effect normally triggers but include an additional +5 bonus on the save.
At 16th Level
Planar Aura (Su): A pactwrought gains a constant effect of Shield of Law, Cloak of Chaos, Holy Aura or Unholy Aura determined by their pact's primary allegiance. This effect may be suppressed, resumed, or dispelled just as the Planar Field effect.
Channel Plane (Su): Once per day, As a full round action a pactwrought may open his soul as a portal to the plane of his patron. This releases a wave of energy that deals eldritch blast damage to all enemies in a 30 ft radius (reflex save DC10+level+Cha Mod) the secondary effect is all enemies are slowed for (1/2 Class level) rounds and allies are hasted. After the effect ends the pactwrought is exhausted for the next hour. This ability may not be used while exhausted and cannot be ended prematurely.
Arcane Sight (Sp). At 5th level, the pactwrought's Detect Magic ability improves. The pactwrought can use Arcane Sight at will as a Spell-like ability.
This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.
You know the location and power of all magical auras within your sight. An aura’s power depends on a spell’s functioning level or an item’s caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a non-spell effect.)
If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spell-casting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.
Pact Resilience (Su) At 8th level, depending on the type of Pact the pactwrought made, he gains a specific resilience.
Two Eldritch Blasts (Su) At 8th level, the pactwrought can use a full round action to use 2 eldritch blasts in the same round. The second eldritch blast takes a –5 penalty to its attack roll. Both eldritch blasts must have the same shape and essence, if any. They can target the same or different opponents.
Pact Resistance (Su) At 10th level, depending on the Pact the pactwrought made, he gains energy resistance 5 to two energy types or energy resistance 10 to one energy type, unless noted otherwise. Certain Pacts may provide a bonus against a certain type of special attack, such as paralysis, petrifaction, or poison.
Imbue Item (Ex) At 12th level, the Pathfinder pactwrought gets the same ability as the standard pactwrought ability to use the Use Magic Device skill to enchant magic items.
Pact Force (Su) At 14th level, The pactwrought can channel his energy into another modality; he gains the ability to move objects or creatures by concentrating on them. The power can provide either a gentle, sustained force or a single short, violent thrust. The range is line of sight.
Pact Force moves a creature or object weighing up to 25 pounds per pactwrought level up to 20 feet per round. A creature can negate the effect against itself or against an object it possesses with a successful Will save or with power resistance.
This power lasts up to 1 round per pactwrought level, but it ends if the pactwrought ceases concentration. The weight can be moved vertically, horizontally, or both. An object can’t be moved beyond the range. The power ends if the object is forced beyond the range. If the pactwrought ceases concentration for any reason, the object falls or stops.
An object can be telekinetically manipulated as if with one hand, if the force required is within the weight limitation.
Violent Thrust: Alternatively, the telekinetic power can be expended in a single round. The pactwrought can hurl one or more objects or creatures that are within range and all within 10 feet of each other toward any target within 10 feet/level of all the objects. A pactwrought can hurl up to a total weight of 25 pounds per pactwrought level.
The pactwrought must succeed at attack rolls (one per creature or object thrown) to hit the target with the items, using his or her base attack plus Intelligence modifier. Weapons cause standard damage (with no Strength bonus). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds for hard, dense objects.
Creatures who fall within the weight capacity of the power can be hurled, but they are allowed Will saves to negate the effect, as are those whose held possessions are targeted by the power. If creatures are telekinetically hurled against solid surfaces, they take damage as if they had fallen 10 feet (1d6 points).
Three Eldritch Blasts (Su) At 15th level, the Pactwrought can use a full round action to use 3 eldritch blasts in the same round. The second eldritch blast takes a -5 penalty to its attack roll and the third eldritch blast takes a -10 penalty to its attack roll. All three eldritch blasts must have the same shape and essence, if any. They can target the same or different opponents.
Pact Charm (Su) With this power the pactwrought makes any creature or humanoid regard the pactwrought as his or her trusted friend and ally. If the target is currently being threatened or attacked by the pactwrought or allies, however, the subject receives a +5 bonus on his or her saving throw. (Will save DC10+PW lvl+Cha Mod)
You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.
The suggested course of activity can continue for the entire duration 1min / pactwrought level. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
Pact Born (Su) At 20th level, in a great and dramatic form you are reborn as an outsider planar type. You become inherently aligned with your pacted entity. You are immune to all effects of your now native plane and are able to travel their at will.