Pact Broker 玄商

DIVINE AND OCCULT SPELLCASTER
This is the Planar Danse class that results from mixing these traditions wholesale.   The Pact Brokers are a long descendant of old traditions. It is heretical to say, but more than 4000 years ago, soon after the fall of Avernus, the Avernal Regimes in the west found within mortals the potential for voodoo blood magic. When humans were created upon the world, with their coming came the advent of spirit-worship divine magic. Those humans became enslaved by the Avernal Regimes and over a period of half of millennia became a second class (or third, behind demons) in that structure.   They served the Regimes and fought against their enemies, including dragons, natural beasts, and rogue Avernal factions. They even fought with the Er'larian's during the Daelkyr Wars in an ancient age that is more akin to fabled storybook and war stories than reality. These Elysian Bronze monster hunters, named such for the metal they used even when they would cast their off-hands in the metal to use in battle, did not use this divine power as worship. They did not make gods or worship them, they saw the colors of the themes as paints used by the ancestors to color the story-painting.   Millennia later, after the Pontiff Apollyon aided the destruction of the Regimes through using their own occult blood magic in Apollyic pacts using obsidian galena, and after the Elysian monster hunters died providing four hundred miles of safety for their weak, and after much more persecution from the mortals of Caesia Thiir, these refugees returned to... Old Elysia 古 恵 幸   With the faith of Ju'ro-kuiro 十六色 in it's early years, the keeping of occult practices revitalized by the Dynasty of the Hikarima 光, and the other components of the traditions of Old Elysia 古 恵 幸 kept alive, the Pact Brokers are a heterogeneous lot. In some, they function as state spies and assassins. In others, they live in the shadow of the old monster hunters of Elysian Bronze and fight to keep the land from swallowing up its inhabitants. In the devout Ju'ro-kuiroan 十六色る (informally shortened to J'uro/J'iro 色, J'uroan/J'iroan 色る), some pact brokers made their occult trade with only the divine, and follow the Hikari Kai 光 界 directly.   In all things they are shrewd traders of fate, essence, power, and sacrifice. They give themselves to Elysia so that they might see the unforgiving world and make it the peaceful land it is today through their deals. These Pact Brokers 玄估 work with the unseen world through divine and occult, which in all things, means a pact 估.       fortitude - trained
reflex - trained
will - trained
perception - expert
(Additional training based on Ministry)   divine & occult - trained
additional trained skill = 3+int mod   simple weapons - trained
light armor - trained
magic tradition spellcasting - trained   8 hit points/level   Main stat: Usually wisdom, can change based on chosen Ministry.   Standard Damage - Pacts will often say they do standard damage. This is equal to 2d6 per Ancestral Ministry of its type, and 1d6 per Adopted Ministry of its type. This increases. If a Pact says a type of damage, such as Standard fire Damage, this is these dice in all that type of damage.   Pacts - You will gain a number of pacts. These pacts will be added to. Each day, when you regain your spell slots, you regain all your Pacts, and any effect of the previous day's pacts end (if they still had effect, and the spell doesn't say otherwise). Each of these pacts may only be made once.   Contract feats - These are feats that dramatically change powers or abilities, and cannot be retrained normally, as their effects are a bargain that cannot be easily undone. To remove a Contract feat, one must sacrifice an appropriate amount of gold (~10gp/level?) and take the life of a foe in either single combat or assassination, depending on your Ancestral Ministry. This foe must be your level or greater.   Pact Broker Spellcasting - Your spells are always the strongest pacts you can make, but your focus is to adaptable situations and a wider range of abilities and not constant study of the spiritual energies. You gain spell slots as a Magus. Every level, you learn one spell of divine and one spell of occult. These can be of any level of spells which you can cast. You do not memorize, and you can heighten freely. (At level 1, this is one level 1 spell slot, at level 4 this is 2 of 1 and 2 of 2, at level 10 this is 2 of 4 and 2 of 5)  
 

Minister's Tomes

  Choose 1 Ancestral Ministry. Gain two Pacts from it and the base Contract feat which includes the good ability and bad ability, as well as social impacts.
Choose 1 Adopted Ministry - Gain one pact from it, and no additional benefit. This can be a diversification of study or the study of an opponents traditions and powers.      

The Book of Mysteries

- occult pure, mental damage   The Tome of Pontiff Apollyon, kept by the Interior Ministry.
Ancestral Level 1: Class stat and spellcasting change to Intelligence. Your Book of Names begins with 3 Names.
Reflex expert if Ancestral or Adopted level 3
Ability: Book of Names - Keep a list of ephemeral, extra-dimensional, godly, or otherwise incredibly magical entities you have closely encountered. You may speak these names to call upon them as a 1-action ability. Each additional time you do this in one hour increases the DC by 5. There is a Flat DC 5-20 that their will favors you, and grants you +2s on your next Strike, Save, or specific Skill you choose in the next minute, depending on their type (an angel would buff diplomacy, a demon strikes, an earth elemental fortitude). If you critfail, you take a -2s on this save, as their will is against you, and the Name will vanish from your Book until added again through contact.
Focus Buff: +Mystery and KamiOni, and Occult spells   Pacts:   1 - Simple Ban
1a - Ban a target from taking an action. You must specify a target and the action. This could be "Strike Leioh" or "Move inside the building". It cannot be "Strike" or "Move". If the target takes the action, it takes SD with a basic will save. On a critical failure, the action is disrupted. A target can be affected by any number of Simple Bans, but when one is triggered, the additional are removed without effect.   1 - Snatch Ephemera
1a - Strike, and if you hit, you may make an additional action to make a Thievery check against the target's perception DC. On a success, they take an additional 1d6 positive or negative damage, whichever hurts. You gain the same in healing.   2 - Shinobi Pact
1m - willing target moves like the Shinobi of the early age <XXXX>, and steps and becomes invisible and flat-footed at the beginning of every combat until their first turn. They may delay their turn freely to remain invisible (even into following rounds). However, no additional pacts may be made with them, and all beneficial spells cast upon them will only last one round, slipping off of them like water. However, if a target naturally enters their space, the invisibility ends and the Shinobi will take Standard Damage. Enemies can Seek for them normally.   2 - Pact of the Crow
1m - up to 5 willing targets gain a fondness for death and are empowered by it. Each round at the start of their turn, every target will gain temporary hit points equal to the number of targets that are dying or at 0 hit points. While a target has these temporary hit points, they gain +5ft to their speeds, an imprecise spirit sense, and deal 2d6 mental damage to any enemy that reduces them to 0 hit points. The hit points only last 1 minute, but the Pact lasts until daily preparations.   3 - Cling of the Insect
1a - Move, moving half your speed along all surfaces regardless of gravity, which continues until the end of your next turn. After this action, you are slowed by 10ft until the end of your next turn. There is no effect once this ends, meaning you usually need to end on solid ground.   3 - Dark Preparations
x - When you would roll Stealth or Deception for initiative, you may choose to delay your turn to the end of the round and gain a +3c to this check, causing you to either have a greater chance at starting the combat Hidden or on an ambiguous side. All targets rolling lower than you remain flat-footed to you until your first hostile actions.   4 - Statement of Intention and Sacrifice
1a - You make the Apollyic Statement of Intention and Sacrifice. You may name a Statement:
Left Hand - +2s to the first strike in a round. -2s to all other Strikes (including reactions), AC and Saves.
Right Hand - +2s to AC, -2s to Strikes, -2s to spellcasting checks, -2 damage per damage die on spells.
Essence - +4s on spellcasting checks, +1 damage per damage die on spells, -2s to strikes and weakness 5 to all damage.
Identity - +2s on a chosen skill of Diplomacy, Intimidation, Deception. -2s to the others. -2s to AC while active.
It will last 1 minute. You may change which choice is active by making a spellcraft check as a 1-action ability with a DC of 16. On a failure, you take 2d6 mental damage.
When you make this Pact, you must also give Sacrifice of 2d6 hit points or 2 x level in gold.   5 - Lock Foe
1a - Target makes a fortitude save. On a failure, all terrain is difficult terrain for 1 minute, unless they make a successful atheletics/fortitude save with an action to Break Free.
2a - Target makes a fortitude save. On a failure, their speed is reduced to 0 for 1 minute until they make a successful atheletics/fortitude save with an action to Break Free.
3a - Target makes a fortitude save. On a failure, their speed is reduced to 0 and they are prone for 1 minute until they make a successful atheletics/fortitude save with an action to Break Free.
When a foe makes this action, you can make a reaction to give them a -2c to the check (and any further checks they make against it in the same round.)   5 - Minor Deal
Functions as a spell slot of level 1   9 - Well-timed Deal
Functions as a spell slot of level 2   10 - Deal Addict
Spells gained through Deal Pacts automatically gain Refine Occult Spell without additional action. These are inherently always 2 levels below your highest, and cost Pacts.   11 - Forgotten Deal
Functions as a spell slot of level 3   13 - Major Deal
Functions as a spell slot of level 4   15 - Greater Deal
Functions as a spell slot of level 5   17 - Ancient Deal
Functions as a spell slot of level 6   Free Known Spells:   Quick Mind-slice (Spell 0)
1a (attack) - Strike target within 30ft directly in their mind for spellcasting mental damage. If you critically hit, you read their most immediate surface thought (singular). This spell is verbal, and whispered. Only those who know it would name you as the cause of the effect, or know you are casting it. Repeated uses will give it away, however.   Psychic Attack (Spell 0)
2a (attack) - 1d6+spellcasting mental damage attack 30ft        

The Book of Kami & Oni

- spiritual, positive/negative/memory damage   The Tome of the ephemeral, of the Twilight and the spiritual nature of the world
Ancestral Level 1: Gain resistance to thematic damage equal to half your level
Will expert if Ancestral or Adopted level 3
Ability: Gain +2s versus mental or emotion effects from ephemeral entities, and +4s versus possession (unless you wish to be possessed, which is common).
Focus Buff: +Mystery and KamiOni   Pacts:   1 - Meditate
Reaction to turn ending where you didn't harm any creatures or move. You become blind and flat-footed. If your turn begins again when you have not taken damage, you may make a Recall Knowledge check against any creature in combat using Will, with a +2c if you are expert or better in an associated Lore. If you did take damage, you may make this recall knowledge check with a normal lore skill and a -2c.   1 - Generous Ghost
1a - You become Wounded 1, or increase your Wounded value by 1, and a chosen target within 30ft loses the Dying condition. You provide them essence from the self to root them in this world a while longer.
1a - If this effect is done to an ephemeral being, you still become Wounded, but you may instead choose to force this essence upon them or offer it to them. If you force it, the ephemeral being takes Standard Damage with a basic fortitude save, and on a critical failure, are affected by Command. If you offer it, they heal Standard Damage and you may make a Diplomacy or Deception check with a +2c bonus against them.   2 - Pact of the Dread Aspect
2a - Take on a spiritual form of terror, be it memories of dark powers or dark oni themselves. You may make a single action to demoralize all within 20ft, though this effect only lasts until the end of your next turn instead of the regular 1 minute. You gain resistance to all damage equal to the number of targets currently demoralized in this way (max 10). You gain a bonus to the first damage you make each round equal to the number of allies currently demoralized in this way. Each time you take damage past this resistance, pieces of the Dread Aspect are chipped away, revealing you are but a mortal beneath. The fifth time this happens, the Pact ends and you take twice Standard Damage. The Pact otherwise lasts until your next daily preparations.   2 - Form of the Umi-kage (Shadow-sea, 海影)
2a - Take on a spiritual form of the endless inky reservoir used as ink in the Story, a twilit form. You gain resistance to physical damage equal to half your level and weakness equal to your level to positive/negative damage. All within 10ft treat the space as difficult terrain, requiring double movement. Once as part of this Pact, and every round thereafter, you 1-3 actions to "write" a target's actions. They gain a +1s to a chosen category and a -1s to all the others. The categories are Strike, Physical Skill, Mental Skill, Saves.   3 - Pass Years
1a - Target becomes quickened, you become slowed. You may end this as a free action when your turn begins. (preserves action economy). You may instead take an additional action (while slowed) to transfer this pact to another. This lasts 1 minute.   4 - Knell the Soul
1a - Target takes two times Standard Damage. (basic will) If they are not dying or dead at any time before your next turn begins, this illusory damage fades away, and is fully healed. A target can only be affected by this pact once a round. An ephemeral creature (such as a ghost) gets a -2c to their save against this spell.   5 - Pass Years Pact
1a - As Pass Years, except you may not transfer it, and it lasts until next daily preparations. Only is active when targets are within 30ft.   Free Known Spells:   Water Strike (水) (Spell 0)
2a - target within 30ft takes 1d4+spellcasting positive/negative damage with a basic fortitude save, and on a failure you grant spellcasting healing to a conscious target within 30ft.   Shadow Strike (鬼) (Spell 0)
2a - target within 30ft must make a perception saving throw against your spell DC or a dark spiritual form strikes them from their own shadow. If you are in a well-lit space this does spellcasting damage. If you are in a regular space, this does 1d6+spellcasitng damage. If you are in a dark space, it does 1d6+spellcasting damage and makes the target enfeebled. Casting this spell creates no visible origination from you besides the verbal components.        

The Book of Black Roses

- social, precision damage   The Tome of the Land of Black Roses
Ancestral Level 1: Class stat and spellcasting change to Charisma
Ancestral Level 1: Gain two "faces", effectively permenantly being affected by Disguise Self, but only able to swap between two faces as a 1-action ability. These faces are two portions of the self, and are decided at level 1.
Reflex expert if Ancestral or Adopted level 3
Ability: Training in two of four charisma skills
Focus Buff: +Barbed and Black   Pacts:   1 - Lock Eyes
1a - Target within 30ft that can see has a moment with you that none else can percieve. This functions as message but carries 30-60 seconds of conversation that can happen in the middle of combat or a social gathering of any kind. However, the target is under no compulsion to respond or speak truthfully. Additionally, those watching can clearly tell that some sort of communication occurred, even if it was nonverbal.   1 - Insincere Apology
1 minute - Assuage a target's perception of you and yours. Make a charisma check against the target's will or perception DC, whichever is higher. On a success, the target "forgives" some misstep of phrase or action, such as an insult to ones culture, a minor crime that does not harm them greatly, or simply a prejudice they might hold. On a critical failure, the reverse happens and the target's disposition worsens due to this act. In no case does the target gain supernatural knowledge of this Pact, only another of the Black Roses could see it.   1 - Budding Treachery
1a - you Strike an ally. If you hit, you gain 4 temporary hit points and all enemies that understand your language are inveigled to the point they do not know if you are friend or foe. This will likely not effect most beasts, but mortal folk would hesitate to attack you, and further action can be taken to convince them that you are now suddenly upon their side, which functions as if the target is unfriendly instead of hostile.   2 - Pact of the Well-chosen Words
1m - You and up to four allies gain a +1s bonus to diplomacy, deception, and intimidation, but a -1s to AC, all saves, and Strikes. This lasts until your next daily preparations.   3 - Move to the Somaru Canal
1a - Deception check against a target's peception or will DC (higher) within melee range. On a success, they cannot make reactions against you and cannot have better than Hidden perception on you, ie they know the space you are in but cannot pinpoint you within it (DC11). This makes them flat-footed to you. However, your strikes do one less damage per damage die while in this stance. This lasts until your turn begins again, though the target may make a Seek action as normal to perceive you, going against your Stealth or Spell DC, whichever is higher.   4 - Black-Hearted Offer
1a - You make a sincere offer and compromise to a target within 20ft through hidden words and whispers. Most will overlook this unless specifically watching you or the target. You may speak with them in this way at some length with this one action, allowing offers to be made in combat. After the offer is made, make a Negotiation/Diplomacy check with a DC set by the DM based on what you have offered the target, if it is close to what they desire in the situation/combat/life, and if it is reasonable. (This may make it impossible, even on a 20). If you or the target breaks a willingly accepted deal, they take double Standard Damage. If they break this deal within two rounds, it is four times Standard Damage. If they take the deal and immediately, willingly break its terms on the same round, they become Dying.   4 - Words of Poisoned Honey
When you have said something erroneous and/or failed a charisma check in the last few seconds and felt the consequences, you may draw upon deals with hungry, deceptive, demonic oni, and re-roll the triggering check with a +2s. You take Standard Damage as part of this, as slow, spontaneous wounds, often hidden beneath clothing. If there was not a roll to trigger this, you make one to cover the folly or faux pas. This "replaces" the previously said words or actions in the minds of all that hear, thouogh they might struggle to remember what you said previously if it was of import.   5 - Take the Midoru Peaks
1a-3a - Make 1-3 Strikes against the target, with normal MAP. For each that hit, you and the target take an additional 1d6 precision damage, and must both make a Fortitude save against your spell DC with a circumstance penalty equal to the number of Strikes that hit or become Enfeebled 1 for 1 minute.   5 - I am but a Reflection of You
reaction to meeting a new person, you immediately take an illusory disguise only noticeable to this target. This disguise is someone they know and are friendly towards. The target makes a perception check against your spell DC, on a failure, they detect no visual imperfections, though logically you might simply not make sense in this location. At the end of the duration (10 minutes) the target makes a will save, and on a failure, they become vaguely friendly towards you as the illusion fades from vision quickly but their emotions slowly. In some situations, such as millitary bases, this would have no effect, but in social gatherings, changing from ones lover to yourself, a stranger, this allows a clean getaway or a second meeting on better terms.   7 - Confederate the Weak
3a - target that is Dying from your own blows regains Stanard Damage in hit points, and is Charmed and must either fight for you or advocate for you. They are generally on your side without their will. Every round or combat or minute of noncombat will give them a will save at the end to break the spell and regain control over themselves. They keep the hit points.   7 - The Holy Dark   8 - Agents, Everywhere
The machinations of the Ministry's plans and your own dealings both with and against their controlling designs are endless. None know the face at the top of the Ministry, and you know not if you can trust them. In this moment, it is revealed that an agent allied with you is somewhere in the current scene. Perhaps a guard is an undercover agent, perhaps there is a spy on a nearby rooftop, perhaps the waitress is an assassin. This must be logically based, and so there could not be an invisible wizard past an anti-magic field.   Free Known Spells:   Belated Blade (Spell 0)
1a (attack) your next melee Strike will deal damage only at the start of your next turn. No additional effect hides the attack, so a stealth check must be used. Poison or magical effect of the Strike applies immediately, but damage is withheld. The target is then immune for 1 minute.   Silent Stiletto (Spell 0)
2a (attack) Make a perception check against a target's AC within 30ft. On a success, they take 1d6+spellcasting precision damage, and you learn their lowest saving throw.        

The Book of Bronze

- martial, slashing damage   The Tome of Old Elysia
Ancestral Level 1: Change class stat to Str or Dex (-2wis,+2x, spells remain wis), Class HP goes to 9 instead of 8.
Fort expert if Ancestral or Adopted level 3
Ability: Gain training in one martial weapon, three if Bronze is Ancestral.
Focus Buff: +Hikari and Bronze
  Pacts:   1 - The Last Strike
1a - Allied target will deal an additional two damage per damage die on their next strike if they hit, but damage themselves for regular damage if they do not.   1 - We Are The Shield that shall not Fail
When you and your shield would take damage from a shield block, you may stifle the blow with training against dark powers. The shield does not take damage, and you instead move 10ft back and become flat-footed and your shield is no longer raised. (effectively -4 AC). If the damage is greater than 20 beyond the Hardness, you also become prone.   1 - Patient Stance
1a - You close your eyes and sheathe your weapon, inviting attack. You become flat-footed. When an enemy makes a melee Strike against you, you respond with terrifying speed, your will honed through meditation. You may make a reaction to do this, and Strike as they Strike you. The effects depend on what Strikes hit. If your turn begins and no enemies have attacked you, this Pact ends.
Both hit - whatever damage is rolled is shared equally, with an additional 2 damage each.
You hit, the opponent misses - The target is enfeebled and clumsy 1 and you gain 5 temporary hit points
You miss, Opponent hits - You take an additional 5 damage from this attack and become Enfeebled and Clumsy 1
Both miss - Both take a -1s to Strikes for 1 minute.   2 - Pact of Sharpening
Willing target lowers their maximum hit points by their level, but gains +1 damage per damage die on all their Strikes, as you attune their weaponry, their essence, their memories, all to the battles at hand. This effect lasts until your next daily preparations.   2 - To Fight As If Dead (Pact)
Willing target gains Doomed 1 and a +1s to all their Saves and Strikes while they have this condition. This effect lasts until your next daily preparations.   3 - We are the Sword that shall not Falter
Gain or increase your frightened condition by 1. You ignore all frightened penalty to your strikes, and gain the effects of Elysian Bronze on all your attacks and weaponry, and if it is already Elysian Bronze, Striking. (so you re-roll 1's and 2's). If it is both, you only gain the first effect. Additionally, your weapons cannot break or take damage by any means except magical.   3 - Again!
free action to target critically missing you. You Strike them and give them a +1c bonus to Striking you once. Your strike does base damage dice only.   5 - Sudden Force
1a You Shove with a punch or a kick that has the weight of all Elysia behind it. This is an unarmed attack (with MAP). You make an atheletics check versus a target's Fortitude DC, and on a failure they are moved backwards 15ft, and on a critical failure they are prone. You may follow them as a free action.   5 - The Fire that made the First Blade
2a - You swing your weapon and all those within a 15ft cone make a reflex save or take Standard Fire Damage. On a failure, they gain weakness to Elysian Bronze, meaning they count as enemies for Elysian Bronze weaponry. To do this against fellow mortals is to name them the enemy of all the states of man, and a monster set against mortal society at-large.
1 minute - You use this flame to restore 10 hit points to a weapon, armor, or shield.   Free Known Spells:   Pull (Spell 0)
1a (not attack) - target makes fortitude save, on a failure they are moved 5ft closer to you onto solid ground.   Wave of Knives (Spell 0)
2a (attack) - target within 20ft takes 1d6+spellcasting slashing damage as razor-leaves whirr past them. If you critically hit, this spell is cast again at another target within range. (heightened 5th - You may choose two initial targets to be affected as a 3 action ability. Both can propogate the Wave of Knives)        

The Hikari Kai

- divine pure, force damage   The Tome of the ancestor-worshipping religion of Elysia (has some feng shui chinese geomancy elements - wind-water)
Ancestral Level 1: May use Wisdom for Negotiation and Presence, but only if you are open and honest about intentions and identity.
Will and Perception expert if Ancestral or Adopted level 3
Ability: May dissolve any Pact to create a Heal spell of a level equal to half the Pact level (round up).
Focus Buff: +Hikari and Bronze, and Divine spells   Pacts:   1 - Kun (Partnerships)
1a - designate two targets. If the second takes the same action (Strike, Move, Interact) against the same target (enemy, room/10ftspace, skill check) they get a bonus. If the first failed, it is +2c. If the first succeeded, it is a +1c. If the second target does not take an action the first did, they take Standard Damage (basic will)   1 - Geomancer's Commanding Position
free action when inside - Roll a will save. The DC is 12 + the number of doors in the room. On a failure, you take 1d6 for every door within 20ft, and an additional 1d6 for any doors in a direct line with you and a perpendicular wall. If you succeed, Your speed becomes 0, you gain +2s AC and saves, 5 temporary hit points, and cannot be flat-footed. You become immune to the Commanding Position for 1 minute. You may end this stance as a 1-action ability at any time, but until then it is permenant (functions while sleeping, and if you wake but do not move it remains until daily preparations) "the commanding position is the spot in a room that is the farthest from the door and not in direct line with it"   1 - Tai Qi (Health)
1a - Apply 4 temporary hit points to an allied target, and deal 2 damage to any number of allies. You may sustain this pact (as a spell) each round, adding 4 more temporary hit points and dealing 2 damage to the same allies (unless they have 0, in which case you can choose to excempt them). You may also change the target of these temporary hit points, taking all remaining before adding 4, and choose a new target. This target must be one of the original targets. Damage from this Pact ignores temporary hit points from it. When the temporary hit points are removed, the essence flows back to its place of origin, healing every target that does not have the temp hp 1d4 for each 4 temporary hit points removed (rounding down). While a target has these temp hp, they gain a +1s to saving throws, increasing to a +2s at 20 temp. The maximum duration is 1 minute.   2 - Orient Space
2a - 10ft square becomes Oriented, aligned with the proper flow of energy, water, time, and energy. Those within it get Fast Healing 1, resistance 2 to thematic damage, and a +1s bonus on their next skill check   2 - Malign Space
2a - 10ft square becomes Maligned, disjointed from the proper flow of energy, water, time, and energy. Those taking move actions through the space must succeed at a Fortitude save against your spell DC or the move action is disrupted, and they take Standard Damage (none on a successful save). This only effects each target once.   2 - Dui-Gen Pact (Children of Knowledge)
Willing target will always roll 1 on initiative checks, but gains ancestral insights overwhelming them. They gain +1s to all spellcraft and lore checks, and can roll any Lore with a +0 instead of a -3. This lasts until your next daily preparations, and as such applies to Downtime activities.   2 - Bind Essences (Pact)
You link in a perfect dichotomy the essences of two willing targets, naming them the Blessed and the Holy. When the Blessed would take damage, the Holy takes 5 of this damage in their stead. It works one way. If the Blessed becomes Dying, the Holy may choose to become Dying and heal the Blessed Standard Damage, and deal the damage source the same damage, and the Pact ends. If the Holy becomes Dying first, the Blessed may end the Pact as a free action, lest drain the Holy to death to sustain themselves.   3 - Harmonize
2a - If chosen target within 30ft has not moved by the beginning of your next turn, they are affected by a Heal of the highest level. (1d10+10 per spell level, i.e. 2d10+20 at character level 3) If they break the Harmonization and move, they take Standard Damage with a basic Fortitude save.   5 - Ancestral Possession
1 minute - You perform a small meditation and ritual, becoming possessed by one of your ancestors. You may make a DC 25 Will save to choose, but on a failure or when not chosen, it is random between: 1 - ancient, holy ancestor, 2 - recent, unknown ancestors, 3 - recent, known ancestors, 4 - random wandering non-ancestor ghost. If there are ghosts nearby who wish to possess you, the roll is ignored and they possess you. While possessed in this manner, you are not forced to act by the ghost, but if it disagrees with your actions, they take a -3s and can attempt to stop you with a will save vs your Will DC. You gain 1 Determination that is usable only when the ghost wishes it to be used, 20 temporary hit points, +4 to death saves, and will Stride automatically once per turn when unconscious, as two ghosts cooperate to shuffle the failing body onward. While under the effects of this Pact, you can speak to the ghost, and you take 2d6 negative damage every 10 minutes.   6 - Ancestral Writings
3a - This has been written in the Hikari Kai above, its final annals unknown to the living. Your eyes shine with their prismatic words. You make a gaze attack in a 30ft cone. All those within make a will save against your spell DC. On a success, they gain advantage on their next attack, skill check, or save. On a failure, they gain disadvantage and take Standard Damage. Allies or other Ju'roan walkers can react to gain a +3c to this save.   6 - Lorekeeper of El-jira
x - You may use Lorekeeper's Alacrity as this Pact, letting you use Lore for initiative, however, it cannot be heightened and if you fail you become Stupefied.   Wealth (Xun)
Helpful People (Qian)
Knowledge (Gen)
Fame (Li)
Career (Kan)   Free Known Spells:   Link (Spell 0)
2a (not attack) - Two chosen targets make Fortitude saves. They both take 1d4+spellcasting force damage on a failure. If one succeeds and the other fails, you gain a +1s bonus on your next skill check. If they both succeed, you take 1d4+spellcasting force damage as it returns to you.   Blast (Spell 0)
2a (attack) - 1d6+spellcasting force blast within 30ft.        

The Book of Barbed Veins

- blood, bleeding damage   The Tome of the Avernal Regimes
Ancestral Level 1: All spells and Pacts do an additional 1 point of damage per damage die.
Fort expert if Ancestral or Adopted level 3
Ability: Killing a sentient creature of at least half your level restores a spell slot of one lower than your lowest, maximum SL4.
Focus Buff: +Barbed and Black   Pacts:   Pacts may grant Thorned Hit Points
(special - damage willingly taken as part of these pacts will always ignore temporary hit points, thorned or no)   1 - Blood Voodoo
reaction to a roll about to be made, take 1d8 bleeding damage and give the roll a +1s/-1s. If you roll 7/8, roll again and add both it and your level to the damage, and the bonus becomes +2s/-2s. You may make this pact again by taking an additional dice of damage each time (2d8, 3d8, 4d8, etc)   1 - Pact of the Blood Mage
You lower your maximum hit points by twice your level and gain your level in Thorned hit points. While you have these Thorned hit points, you gain +5ft speeds and a +1s bonus to spell attacks.   3 - Vassalize Leech
1a - Allied target will gain half your level in temporary hit points every time they successfully make a Strike action. You will lose half your level in hit points every time you attempt a Strike action.   3 - I am my Action
reaction to making a target Dying by any means. You gain 10 Thorned hit points and may immediately step towards another enemy. If this target later gains hit points (i.e. doesn't die), you take Standard Damage, as your Action is undone.   4 - Blood-god's Blessing
1a - You may cast Blessing of Dagon, but the hit points become temporary and Thorned.   5 - Avernal Void Pact
1a - You summon a blade made of your own soul, bound in an Avernal Pact. You Strike with it as part of this action, with a +1i and a +1s to attack. You also gain a bonus 2d6 evil damage on this first Strike. It can be any melee weapon, but is unstable. It will disappear at the end of the round unless you choose to take Standard Damage to preserve it.   Free Known Spells:   Drain (Spell 0)
2a melee (NOT ATTACK). You strike with voodoo blood magic, causing the target to take 1d6 bleeding damage plus spellcasting ability score, with a basic fortitude save. On a critical failure, they are fatigured. (Heightened +1, +1d6)   Carve (Spell 0)
1a. Your next attack this round. will deal an additional 1d4 bleeding damage, and if it is a critical, persistent. If you miss, you take this damage, and on a critical failure, it is persistent.        

Features:

      Refine Pact Spell (metamagic - 1 action focus spell)
You are adept at weaving curses upon foes and benefits to allies.
The next Pact you cast before the end of this turn has certain benefits, but this does not apply to all Pacts.
It may be used only for Pacts linked to an Ancestral Ministry. For example, the Book of Barbed Veins would allow you to Refine Pact Spell upon Pacts from that book or the Book of Black Roses.
The spell gains a +2s bonus to a spell attack or a -2s penalty to a save versus it, but only if the target is flat-footed to you. If it is a pact cast upon a willing target, instead the duration is lengthened by 1 interval if it is longer than 1 round. (2 rounds -> 3 rounds. 1 minute -> 2 minutes. 1 hour -> 2 hours)
The Hikari Kai and the Book of Mysteries allow this to be used for any divine and occult spell (respectively).     each level, gain one additional pact and one additional spell   Contract Feat 1 - Contract of the Life-long Broker - expert spellcraft in your ancestral ministry, but your class hit points go down to 6 and your spellcraft DC goes to 11 and mishaps are all rolled with a +3 (+2 difference from not having expert to mishaps (0 - 1d4+2, 1 - 1d4+3, 2 - 1d4+4, 3 - 1d4+5). These mishaps cause less damage to others in every case (a level 1 could not trigger massive explosions simply from making bad deals, they are not yet skilled enough)   level 3 gain expert in the save of your adopted ministry   Feat 4 - Ministry-taught Heresy - Gain two pacts, one from an ancestral Ministry and one from any ministry. You cannot have this feat at the same time as Simplify Bargain.   Feat 4 - Simplify Bargain - Dissolve an unmade deal of level 4+ as a 1-action metamagic ability and use the lost potential to perform a Pact of level 1 or 2. You cannot have this feat at the same time as Ministry-taught Heresy.   level 5 gain second Adopted Ministry (4d6)   Feat 6 - Self-taught Heresy - Gain two pacts, one from an adopted Ministry, and one from any ministry.   Contract Feat 6 - Ministry Contract - master spellcraft in an ancestral ministry, but do not gain an additional spell slot or known from level 4.   level 7 - master spellcraft in an ancestral ministry, and gain either expert save in your second adopted ministry (making all expert or master) or a skill training (that can be master).   Contract Feat 8 - Contract of Overflowing Hands - 3a - You may use any two pacts and dissolve them, adding their levels together and using them to cast a pact that is lower than their combined level that you know. You however become Unstable in all your pacts and deals, meaning that all spells and pacts will deal 1d6 positive/negative damage to you, unless you critically succeed at the spellcrafting check.   level 9 - upgrade an adopted ministry to an ancestral ministry, as your study of this ministry increases - knowing that this will cause those that see it in a certain light to react differently. This could be your study of dark powers turning too deep, or a turn back to the ancestral truth of the Hikari Kai, etc. (5d6)   level 13 - (6d6) You may choose either a Heretical Ministry or a third Adopted Ministry. If you choose the first, a single Ministry becomes Heretical to your practices (it likely always was in the world) and you lose all Pacts from it and can switch them out freely. You gain an additional 1d6 from a chosen Ancestral Ministry. If you choose another Adopted Ministry, your skills have become vast and you study all traditions no matter how heretical to your culture. This may have roleplay impacts, positive or negative. Ancestral Users of Heretical Ministries gain -1c to saves against your Pacts and spells.   level 17 - (7d6) As level 17, causing you to have 2anc 3adop or 2anc, 1ado, 2her, or 2anc 2ado 1 her

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