The pactbound thaumatheurge has forged a pact with a bizarre aberration from some unknown location deep below the surface of the world, such as an aboleth slave master or dark naga savant. In so doing, the pactbound thaumatheurge gains bizarre powers which allow him to implant his foes minds with insane dreams, emit an aura that confuses his enemies, resist magical spells, or become more in tune with aberrant creatures himself. The Aberrant pact consists of the Aberrant bloodline and the Madness domain.
Code of Conduct: An Aberrant pactbound thaumatheurge must be of a nongood alignment and loses all class features except proficiencies if he ever willingly speaks of his true master. Additionally, once per month, he must sacrifice a sentient creature to his overlord.
Class Skill: You add the Aberrant bloodline’s class skill to your list of skills.
Channeling: Your pact grants you the ability to channel aberrant energies that incapacitate and weaken one’s willpower. The target takes a –1 penalty to all Intelligence- and Wisdom-based skill checks for 1 round per pactbound thaumatheurge level, plus an additional 1 every two pactbound thaumatheurge levels beyond 1st (–2 at 3rd, –3 at 5th, and so on). A successful Will save (DC 10 + 1/2 the pactbound thaumatheurge’s level + the pactbound thaumatheurge’s Charisma modifier) reduces this penalty by half.
In addition, a number of targets within the burst equal to the “bound’s Charisma modifier must make a Will save (DC 10 + 1/2 the pactbound thaumatheurge’s level + the pactbound thaumatheurge’s Charisma modifier) or be subject to a lesser confusion spell. At 8th level, on a failed save, the targets are subject to a confusion spell for 1 round per pactbound thaumatheurge level. A successful save reduces this to being dazed for 1 round. At 15th level, on a failed save, the targets are subject to a feeblemind spell for 1 round per pactbound thaumatheurge level. A successful save reduces this to being dazed for 1 round. 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 Aberrant bloodline spells and Madness domain spells to your spell list.
Pact Powers: Your pact grants you a great many powers of a sinister and deviant origin. The aberrant creatures throughout the realms are watching you and strive to aid you in your endeavors to oppress and dominate the races throughout the world. At each level that you receive a pact power, you can choose between one of the two presented powers, or you gain the indicated individual power.
At 1st level, you may select either the Acidic Ray bloodline power or the Vision of Madness domain power as your pact power.
At 3rd level, you gain the Long Limbs bloodline power as your pact power.
At 9th level, you may select either the Aura of Madness domain power or the Unusual Anatomy power as your pact power.
At 15th level, you gain the Alien Resistance bloodline power as your pact power.
At 20th level, you gain the Aberrant Form bloodline power as your pact power.