First World Pact

**First World Pact:**

**Alignment:** Chaotic Good or Chaotic Neutral (Seelie court), or Chaotic Evil (Unseelie court)

**Bonus Language:** Sylvan

**Bonus Skill:** Knowledge (Nature)

**Pact Sacrifice:** Serendipity: In return for their granted power, you exchange, literally, some of your luck. Once a day, while in combat, you must reroll your first roll of a natural 20 on an attack or saving throw. Combat cannot be staged in an attempt to trick luck, the stakes must be real. You may not, for any reason, reroll the reroll from the this pact sacrifice.

**Pact Boons:** At 2nd level a warlock who formed a First World pact gains a +2 bonus on saves against enchantment and illusion spells and effects.

   At 6th level the warlock gains spell resistance equal to his class level + 6, and he gains DR 5/magic or cold iron.

   At 10th level the saves against enchantment and illusion spells and effects increases to +4, the DR changes to 5/magic and cold iron

   At 14th level the spell resistance increases to his class level + 11, and the DR changes to 5/lawful and cold iron.

   At 18th level the warlock gains immunity to enchantment and illusion spells and effects; his DR changes to 10/lawful and cold iron.

**Pact Apotheosis:** The warlocks path in service of the First World reaches its zenith and becomes a feytouched creature (Beasterary 3), immediately applying the template to his character.

Least: 1st; (glamer)

You become as flighty and as enigmatic as your fey patron. You gain the Trackless Step and Woodland Stride class features. Whenever you take damage, you may, as an immediate action, cast vanish (Advanced Player’s Guide) on yourself; you gain the following abilities depending on which court you serve.

   -Seelie Court: You gain a +2 luck bonus to AC and saves against any attack or ability from the source of the damage until the vanish dissipates and for 1 round after.

   -Unseelie Court: You gain a +2 luck bonus to attack and damage rolls on your next attack against the source of the damage.

You may use this ability a number of times per day equal to 3 + your Charisma modifier.

**Incorrigible Trickster:**

Lesser: [chaotic]

Whether for ill or fun, you possess a potential for disruptive whimsey. You can use the following spell-like abilities at will

* Dancing lights, daze, ghost sound, mage hand, open/close, prestidigitation; all 0.

You can also use the following spell-like abilities a combined number of times per day equal to 3 + your Charisma modifier.

* charm animal, 1st; charm person, 1st; disguise self, 1st; enlarge person, 1st; faerie fire, 1st; fog cloud, 2nd; grease, 1st; hideous laughter, 2nd; hypnotic pattern, 2nd; phantom trap, 2nd; reduce person, 1st; scare, 2nd; silent image, 1st; speak with animals, 1st; unseen servant, 1st; ventriloquism, 1st.

At 6th level, add deep slumber to the list.

**Fortune's Favor:**

Greater: 5th;

Luck bends itself to your will. As an immediate action, you may designate yourself or an ally to reroll an attack, save, skill or ability check, taking the higher result. Alternatively, you may force an enemy to reroll, taking the lower result. In either case, you may choose to use this ability after success or failure is known, but it must be before the results of the initial roll are calculated, such as weapon damage. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

-Seelie Court: You may spend an additional use of this ability to also grant a luck bonus to the reroll equal to your Charisma Bonus when you target yourself or an ally.

   -Unseelie Court: You may spend an additional use of this ability to also bestow a penalty to the reroll equal to your Charisma Bonus when you target an enemy.

**Courts Favor:**

Dark: 9th or other; [chaotic, evil (Unseelie court only)]

   -Seelie Court, Revelry Unending: Having experienced the unrivaled hedonism of the Seelie court, you now can bring its splendor to the Prime Material plane. You may cast the following spells at will: baleful polymorph (faun only, Bestiary 3), 5th; good hope, 3rd; heroes’ feast, 6th; irresistible dance, 8th; joyful rapture\*, 7th; reckless infatuation\*, 3rd; waves of ecstasy\*, 7th.         \*Ultimate Magic

-Unseelie Court, Wild Hunt (9th): Piercing through the veil of the First World, you loose one of it's greatest dangers. As a full-round action, designate a creature you can see, have seen, can name fully, or of whom you possess a bodily part (dried blood, nails, or hair all work); this creature is now the subject of a Wild Hunt. A Wild Hunt Monarch (Bestiary 6) is called to the hunted creature's plane of existence and instantly knows the creature’s location at the time of the casting. The prey instantly becomes aware that a dangerous creature has marked it as its quarry, but not where, when, or even what is pursuing it. To determine the amount of time for the Wild Hunt Monarch to reach the hunted creature's initial location roll a d4: 1: 1d10 rounds; 2: 1d10 minutes; 3: 1d6x10 minutes;  4; 1d6 hours. If either the hunter or prey shift planes, the Wild Hunt Monarch reappears on the prey's plane just as the initial Wild Hunt was called, knowing the prey's location and rolling for time required to reach it. A Wild Hunt lasts until either the hunter or prey are dead. You cannot dismiss a Wild Hunt or call more than one at a time. A Wild Hunt Monarch that defeats its prey is instantly teleported back to the First World. Though filled with an overwhelming desire to kill its prey, a Wild Hunt Monarch is not in anyway friendly to you or your allies.