Playbook: Shrewd Pactmaker

While other children were playing, you were learning to strike a deal. When you came of age, you were presented with the opportunity of a lifetime, a chance to strike a bargain with a power from beyond the mortal realm. Whether you should have is still a matter of some debate.

Prerequisites: Favored class must grant ability to summon an Eidolon.
Starting Stats: You could talk the ears off an elf. Your Charisma begin at 12, and all of your other ability scores begin at 8.
Equipment: Peasant’s Outfit, a Brass Knife, a Box of Salt, 5 Candles, a spool of Black thread, and 4d6s.
Free Trait: Choose one Campaign Trait or Family Trait (consult DM for possible limitations on Campaign traits).

What was your childhood like?

1d12 What did your parents do in the village? What did you learn from them? Gain
1 You are an orphan. Things were hard for you. +2 Wis, +2 Con, +1 Int, Garbage Picker trait.
2 Your mother was an outcast, rightfully or not. +2 Int, +1 Str, +1 Con, +1 Wis, Mother’s Rage trait.
3 Your parents were fishermen and you grew up on the sea. +2 Dex, +2 Wis, +1 Str, Sea-Souled trait.
4 Your family worked the rice paddies outside the village. +2 Con, +1 Str, +1 Wis, +1 Cha, Rice Runner trait.
5 Your father was the local smith and taught you both hammer and bellows. +2 Str, +1 Dex, +1 Int, +1 Cha, Talented Blacksmith trait.
6 You led the animals out to graze like your father before you. +2 Con, +1 Dex, +1 Wis, +1 Str, Beastkin trait.
7 Your parents ran the local inn. You grew up meeting many travellers and hearing their tales. +2 Cha, +1 Int, +1 Dex, +1 Wis, Gesture Expertise trait.
8 You worked the loom, cutting and twisting as the Fates. +2 Dex, +1 Int, +1 Wis, +1 Cha, Fate’s Favored trait.
9 Your father or mother kept the old stories. Your head is filled with them. +2 Int, +2 Cha, +1 Wis, Second Tongue trait.
10 Your father was a watchman, stern but fair with child and stranger alike. +2 Str, +1 Con, +1 Wis, +1 Cha, Defy Madness trait.
11 You went on journeys following the spirits of the desert. +2 Wis, +1 Str, +1 Con, +1 Dex, Elemental Swarm Caller trait.
12 Your father was a local merchant. You learned to name your price and charm your customers. +2 Int, +2 Cha, +1 Dex, Planar Negotiator trait.

Add a location to the village (typically your family’s home or place of business).

1d8 How did you distinguish yourself as a child? Gain
1 Children often fight, but you never lost. +2 Str, +1 Wis, Soul Eater trait.
2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int, Kite Battler trait.
3 You were the toughest kid around. +2 Con, +1 Cha, Infernal Influence trait.
4 No secret escaped you. +2 Int, +1 Dex, Planar Savant trait.
5 Your empathy made you a sought after confidant. +2 Wis, +1 Con, Planar Negotiator trait.
6 You never met a creature who didn’t like you. +2 Cha, +1 Str, Destined Diplomat trait.
7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha, Extended Toil trait.
8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis, Genie Caller trait.
1d8 The other player characters were your best friends. Who else in the village befriended you while you were growing up? Gain
1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha, Artisan’s Tools, Bellows, and a Light Hammer.
2 The whalers and fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis, a Fishing Net and a Harpoon.
3 You went camping with the hunters. +2 Con, +1 Int, a common Survival Kit, a Bedroll, and a Shortspear.
4 The village elder who taught you to read and write. +2 Int, +1 Dex, a blank Journal and a bundle of Charcoal Sticks.
5 You are about to marry into the Miller’s family. +2 Wis, +1 Str, A Sanctified Ring (the matching ring is worn by your intended), and a House under construction.
6 You broke someone’s heart, or maybe they broke yours. +2 Cha, +1 Con, a bottle of Dragonpunch Whiskey (works even on non-halflings).
7 The old widow needed help around the house. +1 Str, +1 Int, +1 Cha, a nice warm Scarf.
8 The grizzled mercenary who settled in town taught you a thing or two. +1 Dex, +1 Con, +1 Wis, a suit of Padded Armor and a Light Mace.

Add an NPC to the village.

You summoned and bound a creature from beyond the veil.

d6 What drew you to make a pact with your extraplanar ally? Gain
1 Its promise of eternal loyalty and friendship. +2 Wis, +1 Con, Loyalty Across Lifetimes trait.
2 You found its presence reassuring. +2 Wis, +1 Int, Perpetual Companion trait.
3 You were impressed by its immense strength. +2 Cha, +1 Str, Linked Surge trait.
4 Its impressive size. +2 Cha, +1 Wis, Twinned Presence trait.
5 It struck as hard a bargain as you did. +2 Int, +1 Cha, Greater Link trait.
6 Its ability to go places that you cannot. +2 Int, +1 Dex, Desperate Speed trait.
d6 What special arrangement have you made with your ally? Gain
1 It must stand guard over you while you sleep. +2 Con, Resilient Eidolon feat.
2 It must always arrive ready for combat. +2 Str, Summoner’s Call feat.
3 It must remain vigilant for threats against you. +2 Wis, Vigilant Eidolon feat.
4 It shall serve as a conduit for your magical might. +2 Dex, Proxy Summoning feat.
5 It must aid you in future contract negotiations with others of its kind. +2 Cha, Contract Master feat.
6 It must teach you magical secrets. +2 Int, Spell Focus (Conjuration) feat.

Add a location to the village.

d6 What happened when you first attempted the summoning? The player to your right was there with you. Gain
1 You loosed a shadow upon the world, but hunted it and sealed it again beyond the dark. The friend to your right tirelessly hunted with you and helped you cast the great banishing spell. +2 Int, You and the friend to your right both gain the Allied Spellcaster feat.
2 A demon rampaged around your chambers. The friend to your right still shivers at the thought. +2 Con, You and the friend to your right both gain the Suppress Regeneration feat.
3 You unleashed a spirit of elemental fire. The friend to your right helped you lure it out of town, where you let it have its way with an old barn. +2 Dex, You and the friend to your right both gain the Burn it Down feat.
4 A spirit whispered to you the tricks of the fae as you slept at night. The friend to your right heard the voices too and is now somewhat touched. +2 Cha, You and the friend to your right both gain the Echoes of the First World feat.
5 A spirit of chaos rose against you. The friend to your right stood by your side and did not waver. +2 Wis, You and the friend to your right both gain the Shielded Caster feat.
6 You were possessed. The friend to your right knocked you out before you could harm anyone in the village. +2 Str, You and the friend to your right both gain the Focusing Blow feat.
d6 What is the greatest mundane deal you’ve struck? Gain
1 You convinced a farmer that his prized horse was nag. +2 Con, a Light Horse and a Military Saddle.
2 You convinced a passing noble to sell you his own clothes. +2 Cha, a Noble’s Outfit and a pair of Fire-Resistant Boots.
3 You bought the finest sword in the village smithy. +2 Str, an Alchemical Silver Longsword.
4 You recognized the ugly old statues the tinker was selling for the prizes they were. +2 Int, 2 Summoner’s Idols.
5 Grandmother weaver made a fine coat, just for you. +2 Wis, a suit of Quilted Cloth Armor.
6 You bought a fine fiddle from a gypsy. +2 Dex, a Masterwork Musical Instrument.

Add an NPC to the village.

Playbook: Shrewd Pactmaker

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