Verdant Pact

The pactbound thaumatheurge has forged a pact with a powerful plant creature or guardian of the natural world, such as a treant elder or a unicorn forest master. In so doing, the pactbound thaumatheurge gains powers over plants and the natural world which allow him to trip up his foes, survive without food and drink, grow thorny spurs to dissuade others from attacking him, enhance his natural healing, or become as one with the plant creatures he serves. The verdant pact consists of the Verdant bloodline and the Plant domain.

Code of Conduct: A Verdant 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 protect the natural world from devastation, including plant and animal life alike.

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

Channeling: Your pact grants you the ability to channel verdant energy, allowing you to wither or rejuvenate those within the blast. You can use your channeled energy to evaporate the moisture from the body of other living creatures (including plant and water-based creatures, if you so choose), or to heal plant creatures. The amount of damage dealt 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). Against plant and water-based creatures your damage dice (or healing dice for plant creatures) increase to 1d8 at 1st level and every two levels beyond 1st. This otherwise functions like the cleric’s channel energy ability.

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