Elemental Pact

The pactbound thaumatheurge has forged a pact with a primal entity from the elemental planes, such as an elder or greater elemental. In so doing, the pactbound thaumatheurge gains primal powers which allow him to harrow his foes with elemental energies, resist certain energy attacks, move freely through one of the four primal elements, or transform into a being of the elemental planes himself. The elemental pact consists of the Elemental bloodline and either the Air, Earth, Fire, or Water domain.

Code of Conduct: An Elemental pactbound thaumatheurge must be of neutral alignment (either along the chaos/law or evil/good axis) and loses all class features except proficiencies if he fails to remain so. Additionally, his code requires that he use destroy any elemental that is opposed to his own (air and earth, fire and water).

Class Skill: You add the Elemental bloodline’s class skill to your list of skills.

Channeling: Your pact grants you the ability to channel elemental energy according to your chosen elemental subtype–acid (Earth), cold (Water), electricity (Air), or fire (Fire). You can use your channeled energy to harm others (including elementals of your chosen subtype, if you so choose), or to heal elementals of your chosen subtype. The amount of damage dealt or healed is 1d6 points of damage plus 1d6 points of damage every two pactbound thaumatheurge levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). This otherwise functions like the cleric’s channel energy ability.

Pact Spells: You gain two pact spells of each level from 1st-9th, and add both your Elemental bloodline spells and those from either the Air, Earth, Fire, or Water domain spells