Dark Tapestry Pact

**Dark Tapestry Pact:**

**Alignment:** Chaotic Evil

**Bonus Language:** Aklo

**Bonus Skill:** Knowledge (Dungeoneering)

**Pact Sacrifice:** Sanity: you have sworn your being to mad entities beyond comprehension. You permanently gain a single insanity (see below or the Pathfinder RPG GameMastery Guide 250). Ignore any penalty to Will saves the insanity might inflict. If you ever become cured of the insanity, you lose all class features until it returns. The insanity should be rolled randomly or discussed with your GM.

**Pact Boons:** At 2nd level a warlock who formed a Dark Tapestry pact becomes immune to any external sources of confusion or insanity effects, but not ones inflicted from his own class features or invocations. He also gains resistance 5 to an energy type of his choice but takes a permanent -2 penalty to any diplomacy or handle animal check made to influence any person or creature not associated with aberrations.

   At 6th level the warlock gains a +2 bonus on Will saves against mind-affecting effects. He also gains damage reduction 5/bludgeoning, piercing, or slashing (one of his choice, but once made it cannot be changed).

   At 10th level he gains resistance 5 to another energy of his choice or his previously selected energy resistance increases by 5. The bonus on saves against mind-affecting effects increases to +4, his DR changes to 5/magic and the physical type, and he gains a permanent 25% fortification effect. The penalties to diplomacy and handle animal increase to -4.

   At 14th level he gains resistance 5 to another energy of his choice or his previously selected energy resistance increases by 5. His DR changes to 5/lawful and the physical type, and the fortification increases to 50%.

   At 18th level he gains resistance 5 to another energy of his choice or his previously selected energy resistance increases by 5. The saves against mind-affecting effects increases to +4, his DR changes to 10/lawful and the physical type, and the fortification increases to 75%. The penalties to diplomacy and handle animal increase to -6

**Pact Apotheosis:** The warlocks path in service of the mad entities beyond the stars finally pays off: he transforms into a worm that walks (Bestiary 2). His type becomes aberration. Other than that, there is no exception to the application of the template (his body warps impossibly to accommodate invocations such as fell flight if need be).

Least: 2nd; [chaotic]

Your genetic material is clay, a shapeless mass to be molded by your dark patron. As a full-round action you cause your body to warp randomly, roll a d8 and consult below.  At 5th level, consult the 2nd tier, at 10th consult the 3rd. Alternatively, you may attempt a DC 15 Constitution check to pick an ability instead of rolling, but if you fail the check you roll a d10 instead. You may also embrace the mutation, rolling 2d12 (if you get the same result, consult the next highest tier). These mutations last an hour or until you take a full round action to dismiss them.

* 1: Tentacles!: You grow a single tentacle, this is a primary slam attack that deals damage according to your size (1d4 + 1 1/2 times STR mod for a medium character), it has +5 feet of reach and has the grab special ability. It follows all rules of a natural weapon. At 2nd tier you grow a second tentacle, their damage increases by one step, they have +10 feet of reach and now count as magical for overcoming damage reduction. At 3rd tier you grow a third tentacle, their damage further increases by one step, they have +15 feet of reach and now count as chaotic and magical for overcoming damage reduction.
* 2: Vision of the Void: Eldritch eyes appear throughout your body, granting you immunity to flanking but also making you unable to avert or close your eyes against visual based attacks (and perhaps other penalties, at DM’s discretion). You also gain low-light vision, a +4 bonus on Perception checks and a constant detect magic effect. At 2nd tier the bonus to Perception increases to +6, you also gain blindsense out to 30 feet and darkvision out to 60 feet. Lastly, you gain a constant see invisibility effect. At 3rd tier the bonus to Perception increases to +8. Your darkvision improves to be able to see through even magical darkness at any range, and your blindsense improves to blindsight out to 60 feet. Lastly, you can use x-ray vision out to 60 feet. (see the item in the core rulebook).
* 3: Bestial Hide: Your skin turns thick and rubbery, you gain a +2 bonus to your natural armor class and 2d6 temporary hit points. At 2nd tier this bonuses increase to +4 and 3d8, and +6 and 4d10 at 3rd tier.
* 4: Chameleon Skin: Your skin changes color and texture, gaining the ability to perfectly mimic your surroundings. As long as you are not wearing clothing or armor, you gain +4 on Stealth checks and are able to use stealth to hide even while being observed. At 2nd tier the bonus to Stealth improves to +6 and for every foot you move, you gain that much concealment (in 5 feet increments only, max 50%) until the start of your next turn. At 3rd tier the bonus to Stealth improves to +8 and if you do not move, you affected as though non-magically invisible (while see invisibility or true sight couldn’t detect you you, the invocation itself is magical).
* 5: Doppleganger: Your skin and bones reshape slightly to resemble someone, or something, else. The degree in which you can change your appearance is the same as disguise self except this is not an illusion effect, so it does not modify the appearance of your equipment in any way, it does not allow a Will save to be disbelieved, and it does alter the other perceivable senses. At 2nd tier this upgrades into alter self. At 3rd tier this upgrades into polymorph except you may copy the appearance of an individual.
* 6: Dweller in the Deep: In the darkest depths of the ocean one of your patrons slumber. You gain a swim speed equal to ½ your base land speed, a +4 on Swim checks, and the ability to breath in water. At 2nd tier your swim speed increases to your full base land speed, the bonus to Swim checks increases to +6, you can see in any amount of mundane darkness in water, and are immune to crushing depths and cold temperature as endure elements. At 3rd tier your swim speed increases to 1½ times your base land speed, the bonus to Swim checks increases to +8, and while submerged you gain a constant freedom of movement effect.
* 7: Caustic Slime: You exude an acid, viscous slime from your skin. Any weapon striking you, along with any person grappling or striking you with a natural weapon take 1d6 acid damage, ignoring any hardness of the object. This damage also applies to any natural attack you have and may be used as a touch attack. Furthermore, you gain a +4 bonus on all Escape Artist checks. At 2nd tier this damage increases to 1d10 and the bonus to Escape Artist increases to +6. At 3rd tier this damage increases to 2d6, the bonus to Escape Artist increases to +8. Lastly, your slime turns into a poison with the following profile: **Type** contact; **Save** 10 + ½ your class level + Con Mod; **Frequency** 1/round for 6 rounds; **Effect** confusion for 1 round; **Cure** 1 save.
* 8 or higher: Cellular Degradation: Your body is weak and unable to handle the gifts of your patrons. You take 2 points on Constitution damage, on a DC 20 Fortitude save, you instead take 1d12 nonlethal damage. At 2nd tier the Constitution damage increases to 3 points, the DC of the save increases to 22 and the nonlethal damage to 2d12. At 3rd tier the Constitution damage increases to 4 points, the DC of the save increases to 24 and the nonlethal damage to 3d12. The damage inflicted cannot be mitigated through damage reduction​.

**Coax the Blind Eternities:**

Lesser: 2nd or higher; (summoning) [chaotic, evil]

Reality is a dish best served with friends, and that which lurks in chaos needs only an invitation. You gain the ability to cast summon monster II a number of times per day equal to 3 + your Charisma modifier. You are restricted, however, to summoning only the monsters listed below. At 6th level and every two levels after, it upgrades to the next summon monster spell.

* Summon monster I: Grindylow (Bestiary 2), Sagari (Bestiary 3), Wizard's Shackle (Bestiary 5)

* Summon monster II: Akata (Bestiary 2), Akaname (Bestiary 5), Dossenus (Bestiary 4)
* Summon monster III: Choker, Grick (Bestiary 2), Incutilis (Bestiary 4), Thought Eater (Bestiary 5)
* Summon monster IV: Decapus (Bestiary 2), Dust Digger (Bestiary 2), Faceless Stalker (Bestiary 2), Gibbering mouther, Otyugh, Shriezyx (Bestiary 4), Snallygaster (Bestiary 4), Tentamort (Bestiary 2), Vampiric Mist (Bestiary 2)
* Summon monster V: Brethedan (Bestiary 4), Cloaker,  Elder Thing (Bestiary 4), Grimslake (Bestiary 5), Lunarma (Bestiary 4), Rhu-Chalik (Bestiary 5)
* Summon monster VI: Aatheriexa (Bestiary 5), Aboleth, Chuul, Destrachan (Bestiary 2), Seugathi (Bestiary 2)
* Summon monster VII: Intellect Devourer,  Neh-Thalggu (Bestiary 2), Yangethe (Bestiary 5), Yithian (Bestiary 3)
* Summon monster VIII: Egregore (Bestiary 5), Gug (Bestiary 2), Moon-Beast (Bestiary 3), Spawn of Yog-Sothoth (Bestiary 4)
* Summon monster IX: Charybdis (Bestiary 2), Dwiergeth (Bestiary 5), Flying Polyp (Bestiary 4), Froghemoth, Ghorazagh (Bestiary 3), Somalcygot (Bestiary 5)

**Prophet of the Void:**

Greater: 4rth; 5th; 7th; 9th; [chaotic, evil]

The mad entities now show themselves directly to you, and at your choosing, others. You can use each of the following abilities once per day. At 20th level, you may cast each an additional time per day.

*Dream Shaper*: Only you know the truth of the unconscious mind and of dreams, and that knowledge grants you power. You may cast either dream or nightmare; 5th.

*Entreate*: You may cast contact other plane. This spell can only be used to contact one of the Outer Gods (Outer Plane, you pick the level of power). During the duration that you concentrate to ask questions, you are also subject to a confusion effect (this does not require you to roll a concentration check to maintain the spell, even if you hurt yourself); 5th.

*Visage of Insanity*: Comprehending enough of your patrons appearance, you summon its mere likeness to strike down foes, as per phantasmal killer; 4th. At 18th level, your understanding matures and this upgrades into weird; 9th.

*Unwilling Epiphany*: At 14th level, you may open the door to the endless mad thoughts of your patron, as per the insanity spell; 7th.

**The Gate and Key:**

Dark: 9th; [chaotic, evil]

The steady fracturing of reality in your mind is made manifest, unlocking the secrets to distorting space and time.

Gate: Once per day, you may evict a being to wander an endless, eternal madness, as per the maze spell. At the end of every round the entrapped creature suffers 1 point of Wisdom, Intelligence and Charisma drain as it is rapidly driven insane. If one of those attributes drops to zero, he becomes trapped in the maze for eternity and requires a wish or miracle spell to be freed; even if the subject is immune to ability drain, this version of maze does not end until the subject escapes. Any attempt to cast a spell whilst in the maze requires a concentration check (DC 18 + your Cha mod + their spell level). Minotaurs are not immune to this spell.

Key: Time and space are now nothing more than distractions. You may cast the following spells at will: blink, dimension door (self only), and plane shift (self only). Furthermore, as a free action on your turn, you may freeze time in a similar fashion as time stop for a total number of rounds equal to ½ your Cha mod per day (round down); these rounds need not be continuous.