Bonedict_Cumberbane

Greed Pact

Feb 8th, 2020
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  1. Descended from the legendary King Midas, this pact is granted to the heir of that accursed bloodline. Wealth is power. This is the most basic premise that motivates an avowed possessing this pact. Their insatiable greed grants them great strength, but also drives them to unthinkable lengths in the pursuit of wealth. And more often than not, the pursuit of worldly fortune will be wrought with great misfortune and almost inevitably lead to their death.
  2.  
  3. Pact Skills: Indulgence, Knowledge (Nobility). A Greed-Pact Avowed gains their insight bonus on Appraise checks.
  4.  
  5. Attunement: The Greed-Pact Avowed gains a Hoarder Mimic (See Below) as their familiar, with additional hit dice equal to their Avowed Level. As a free action the Greed-Pact Avowed may command the Hoarder Mimic to extend it's tendrils and grab objects up to a range of 10-Feet away and place them inside itself.
  6. Additionally The Greed-Pact Avowed must choose to gain the Fool's Gold Greed-Pact Clause as their 1st level clause.
  7.  
  8. Sense: You can sense material wealth, such as gold, silver, jewels, and magic items. You know whether or not such objects are within 30 feet of you (even through walls and other barriers), and by concentrating as a move action, you can pinpoint the exact location of the most valuable object within range. If you wish, you can exclude the possessions of yourself and other beings of your choice from this sense.
  9.  
  10. Greed Pact Empowerments
  11. The following are the Greed Pact's Empowerments.
  12. Lordly Hoard (4th): Like your forefathers, you begin to collect a hoard of your own, basking in your wealth and gaining confidence and power from it. You gain a natural bonus to your AC (or increase your existing natural armor bonus, if any, by the same amount), an insight bonus on saving throws, and a competence bonus on Appraise, Bluff, Sense Motive, and Sleight of Hand checks based on how much wealth (including money, goods, and magic items) you have on your person at a given time.
  13.  
  14. If your campaign includes a variant that reduces the expected wealth of a character by some fraction of their normal amount (such as the Automatic Bonus Progression), the required value of your hoard should be reduced by an equal fraction.
  15.  
  16. Hoard Value AC Bonus Save Bonus Skill Bonuses
  17. 4,000 gp +1 +1 +2
  18. 16,000 gp +2 +1 +4
  19. 36,000 gp +3 +2 +6
  20. 64,000 gp +4 +2 +8
  21. 100,000 gp +5 +3 +10
  22. 144,000 gp +6 +3 +12
  23. And so on.
  24.  
  25. Art of the Deal (8th): You have learned the skills necessary to always gain the upperhand in your dealings. You may roll twice and take the higher result on Wisdom and Charisma skill checks when bartering and negotiating prices. Additionally you are immune to mind-affecting abilities.
  26.  
  27. Ledger of Accounts (12th): You have gained access to your family's immense collection of financial records from across all the known planes. If you know the name of a creature and have your Book of Shadows, you can perform a 1 minute ritual. At the ritual's conclusion, you gain exact knowledge of that creature's net worth, notable valuables, and past monetary exchanges as well as any bounties they might have on their heads. Additionally, if you know the identity of an object, you may perform the same ritual to appraise its exact value, and learn who last possessed the object but not who currently possesses it.
  28.  
  29. Your Weight in Gold (16th): Your very touch can transform creatures into gold. Once a day as a special attack action, you may make a melee touch attack against a creature. The creature must make a fortitude saving throw (DC Equal to 10+1/2 your Avowed level+your Charisma modifier). If the saving throw fails by 5 or more, the creature is instantly petrified and transformed into solid gold. Otherwise, a creature that fails the saving throw is stunned. A restrained creature repeats this saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature receives a greater restoration spell or comparable magic.
  30.  
  31. Mobile Banking (20th): Your Hoarder Mimic no longer functions as a Mimic of Holding, but instead as the entrance to your own personal Demiplane, as if you had cast Create Demiplane with it's mouth as the entrance. Your Hoarder Mimic exists both inside and outside of your Demiplane simultaneously, functioning as both entry and exit. Your Hoarder Mimic is now able to expand it's maw when grabbing items to drag into your Horde to accommodate up to large size category creatures or items.
  32.  
  33. Greed Pact Clauses
  34. Fool's Gold (Least)(1st)
  35. Standard Action
  36. You gain the ability to distract your foes with glittering treasures. As a standard action, you can create a pile of illusory treasure at a point on the ground within 30 feet of you. Choose a creature within 30 feet of this point. Creatures that cannot see the point, have an intelligence lower than 5, or are immune to the charmed condition are immune to this ability.
  37.  
  38. This creature must make a Will saving throw. On a failure, the creature must use its next Move Action to move its speed in a straight line towards the point. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. If the creature reaches the point, they realize the illusion and move no further. You may use this ability a number of times equal to your charisma modifier (minimum 1) a day
  39.  
  40. Blessed Bling (Lesser)(4th)
  41. Passive
  42. Clothing and armor you wear magically becomes gilded and jewel encrusted while it is on your body. You may add your charisma modifier to your armor class in addition to your dexterity modifier.
  43.  
  44.  
  45.  
  46. Jackpot! (Lesser)(3rd)
  47. Passive
  48. Whenever one of your uses of Aether Pulse critically strikes, you may immediately fire Aether Pulse at a target within range for no additional cost.
  49.  
  50. Money Shot (Lesser)(4th)
  51. Full-Round Action
  52. You may create ammunition by converting gold directly. Ammunition created in this way is created as if it were crafted from Platinum. This ammo costs 20x the base cost of the chosen type of ammo. Ammo created in this way have -2 to Damage rolls due to the soft material. However, when used by a Greed Pact Avowed, the ammunition no longer suffers the -2 penalty to damage rolls, and instead gains a bonus equal to the AC Bonus provided by Lordly Horde to damage rolls. This is a supernatural effect.
  53.  
  54. It's Free Realestate! (Lesser)(9th)
  55.  
  56. 1 Minute Ritual
  57. By sacrificing 10,000 GP to your Hoarder Mimic in a 1 Minute ritual, you may instantly construct a Resplendent Mansion (as per the 9th level spell of the same name) which will remain where it is placed as long as you pay it's maintenance cost of 50gp per day. The mansion is constructed from ornate marble and other such finery, it's walls having the hardness of stone. By modifying the cost to create and maintain the mansion you can have it constructed or reinforced with other materials.
  58. After the initial casting, if you activate this clause again in another location spending the 10,000 GP once more, you may relocate your original mansion but not create another one. You can never have more than one mansion from this clause at any time.
  59.  
  60.  
  61. Big Spender (Greater)(6th)
  62.  
  63. Swift Action
  64. Whenever you use one of your Clauses or Shapes that require a Standard Action or less to activate, you may use your swift action to immediately use another Clause or Shape that requires a Standard action or less to activate.
  65.  
  66. Promising Investment (Greater)(6th)
  67.  
  68. 10 Minute Ritual
  69. You may cast the Genius Avaricious spell as a spell-like ability, however you sacrifice the coin to your Hoarder Mimic rather than to Mammon. Coin sacrificed in this way is destroyed.
  70.  
  71.  
  72.  
  73. Greed's Brokerage (Greater)(9th)
  74.  
  75. 1 Minute Ritual
  76. Using your Ledger of Accounts, you may locate any object or specific item by name and make a bid on the object or item. If it is unattended, you may pay the cost of creation to obtain it. If it is owned, your bid starts at the base value of the object, and the owner may make a Will save vs your spell save DC. If they succeed in the save, you may make a second bid at 1.2x the value of the item, and they may make another will Save at a -5 penalty. This continues until either you cannot afford the bid, or they fail their save. Upon failing the save, they are granted the amount you bid on the item and the item you sought appears before you.
  77. You cannot bid on an item valued higher than your 5,000 your HD.
  78.  
  79. Gilded Immortality (Final)(9th)
  80. 9 Hour Ritual
  81. You may perform the ritual Shining Immortality of Mammon's Love as a spell-like ability, substituting any setting-locked aspect such as a severed piece of Albert Kencaide for a setting appropriate equivalent.
  82. Ritual found here: https://thatboomerkid.tumblr.com/post/180813758216/shining-immortality-of-mammons-love
  83.  
  84. - Hoarder Mimic -
  85.  
  86. Tiny Aberration (Shapechanger), Neutral
  87. Initiative +3, Darkvision 60ft,
  88.  
  89. Defense
  90. AC: 15, Touch 13, Flat-Footed 11 (+1 Natural, +3 Dex)
  91. Base HP: 2d4+5 (+1d4 per Avowed level),
  92. Fort: +5 Reflex: +8 Will: +6
  93. Immune: Acid, Mind-Affecting
  94.  
  95. Offense
  96. Bite: +3 Natural Attack, 1d8+3 Piercing plus 1d8 acid damage.
  97. Tentacle: +3 Natural Attack 1d8+3 Bludgeoning. If the Hoarder Mimic is in Object form, the target is subject to the Adhesive special ability.
  98.  
  99. Statistics
  100. STR DEX CON INT WIS CHA
  101. 12 (+1) 16 (+3) 14 (+2) 5 (-3) 13 (+1) 8 (-1)
  102. BAB: +5, CMB: +6 CMD: 16 (Can't be tripped)
  103. Feats: Improved Initiative, Lightning Reflexes, Improved Grapple, Greater Grapple
  104.  
  105. Special Abilities
  106.  
  107. Adhesive (Object form Only)
  108. A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesive-coatd mimic is stuck fast unless the wielder succeeds on a DC 17 Reflex save. A successful DC 17 Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves the adhesive, but the mimic can still grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based.
  109.  
  110. Mimic Object
  111. A mimic can assume the general shape of any Tiny object, such as a ouch of coin, a dagger's sheath, or a jewelry box. The creature cannot substantially alter its size, though. A mimicโ€™s body is hard and has a rough texture, no matter what appearance it might present. A mimic gains a +20 racial bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for a mimic.
  112.  
  113. Mimic of Holding (Object Form Only).
  114. The hoarder mimic has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The hoarder mimic can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The hoarder mimic weighs 15 pounds in its sack form and 25 pounds in its chest form, regardless of its contents. Only the hoarder mimic and any creature it is friendly towards may deposit and retrieve items from the hoarder mimic. Retrieving an item from the hoarder mimic requires an action.
  115.  
  116. The hoarder mimic dies if it is overloaded. If the hoarder mimic reverts to its true form, its contents are randomly scattered in a 20 foot radius centered around it. Breathing creatures inside the hoarder mimic can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
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