Contracted magicians are ordinary people granted powers beyond mundane ken by an external force. This force might be a divine guardian or magical pet, or it may be a scheming extraplanetary being. No matter the source, the contracted magician is bound to her powers and, through them, to the source thereof.

Role: Magical girl. Blaster. Semi-caster.

Alignment: any.

Hit Dice: d8.

Class Skills

The contractor's class skills are Acrobatics (Dex), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (local) (Int), Linguistics (Int), Perform (Cha), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.

Table 1-1: Contractor

Level BAB Fort Ref Will Special Spells per Day
1st 2nd 3rd 4th
1st +0 +0 +2 +2 Barrier, beam 1d8, contract power, protective barrier — — — —
2nd +1 +0 +3 +3 Steadfast, perk — — — —
3rd +2 +1 +3 +3 Beam 2d8 — — — —
4th +3 +1 +4 +4 Contract power, orisons, restorative barrier 0 — — —
5th +3 +1 +4 +4 Beam 3d8 1 — — —
6th +4 +2 +5 +5 Perk 1 — — —
7th +5 +2 +5 +5 Aerial barrier, beam 4d8 1 0 — —
8th +6 +2 +6 +6 Contract power 1 1 — —
9th +6 +3 +6 +6 Beam 5d8 2 1 — —
10th +7 +3 +7 +7 Perk, secretive barrier 2 1 0 —
11th +8 +3 +7 +7 Beam 6d8 2 1 1 —
12th +9 +4 +8 +8 Contract power 2 2 1 —
13th +9 +4 +8 +8 Beam 7d8, solid barrier 3 2 1 0
14th +10 +4 +9 +9 Perk 3 2 1 1
15th +11 +5 +9 +9 Beam 8d8 3 2 2 1
16th +12 +5 +10 +10 Contract power, dimensional barrier 3 3 2 1
17th +12 +5 +10 +10 Beam 9d8 4 3 2 1
18th +13 +6 +11 +11 Perk 4 3 2 2
19th +14 +6 +11 +11 Beam 10d8, temporal barrier 4 3 3 2
20th +15 +6 +12 +12 Contract power 4 4 3 3

Class Features

The following are class features of the contractor class.

Weapon and Armor Proficiency: Contractors are proficient with the club, dagger, and quarterstaff, light armor, and shields (but not tower shields).

Contract: At 1st level, the contractor has made her contract, selected from the list thereof. Every contract has its price. Regardless of its type, the contract requires that the contractor pledge to perform some function. Which function this is is independent of the contract type, and should be adjudicated by the GM. In addition, each day, the contractor must spend 1 uninterrupted hour performing remuneration (see below) for the powers granted by her contract. Should the contractor ever take actions counter to her pledged function or fail to perform her remuneration for more than 48 hours, she loses all class features except proficiencies until such a time as she can make amends for her trespasses. Under ordinary circumstances, this does not require an atonement spell.

At 1st level, and again at 4th level and every 4 levels thereafter, a contractor is granted an additional power by her contract.

Remuneration: Remuneration is the daily process of paying for the powers granted by a contractor's contract. The details of a contractor's remuneration vary greatly from one to the next, but they are usually rituals of some sort or other, and all must include verbal, somatic, and inexpensive material components. Treat these as spell components for the purposes of providing them.

Barrier (Su): As long as a contractor has her feet planted on a solid surface, she is capable of projecting a magical field called a "barrier" which prevents innocents from getting hurt and empowers her abilities. She can use this ability for a number of rounds equal to 4 + her Charisma modifier. At each level after 1st a contractor can use her barrier for 2 additional rounds per day. Forming and maintaining a barrier is a free action. A barrier cannot be disrupted, but it dissipates immediately if the contractor leaves it, or if she is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A contractor can end her barrier at any time, even when it is not her turn, as a free action.

The contractor's barrier is spherical, is centered on the location whence the contractor projected it, and has a radius of medium range (100 ft. + 10 ft./level). What exactly it looks like is up to the contractor who projects it, but it must have some visual manifestation.

At 1st level, the contractor's barrier confers a benefit while erect dependent upon the contractor's contract type. In addition, the contractor's barrier provides the effects of the protective barrier ability. At 4th level, and every three levels thereafter, the contractor's barrier gains another effect. All barrier abilities are described below. The save DC for any barrier effect which involves one is 10 + 1/2 the contractor's level + the contractor's Charisma modifier.

Boost: You can use your barrier for 6 additional rounds per day.

Beam (Su): Contractors excel at flinging explosive bursts of energy at their enemies. A number of times per day equal to her class level + her Charisma modifier, a contractor may fire a beam attack.

Firing a beam is a standard action that doesn't provoke attacks of opportunity. By default, a contractor's beam is a line attack with close range (25 ft. + 5 ft./2 levels). Creatures inside the beam's path take fire damage equal to 1d8 + the contractor's Charisma modifier, and are allowed a Reflex save for half damage (DC = 10 + 1/2 contractor's level + contractor's Charisma modifier). The beam's damage increases by 1d8 at every odd-numbered level after 1st, to a maximum of 10d8 at 19th level.

A contractor may choose to 'charge' her beam prior to firing it. Charging a beam is a full-round action that provokes attacks of opportunity. A contractor may spend any number of rounds up to one minute charging prior to using a standard action to fire her beam. Every round spent charging a beam increases its damage and DC by 2. While charging, she must remain stationary. The charge is lost if she is moved from her location. Any perks which affect the contractor's beam (see below) must be selected at the time she begins charging, but she chooses the direction of her beam when she fires it. Charging a beam has both visual and audible components; while a contractor does not lose invisibility when charging, enemies with sight automatically pinpoint her location.

Boost: You can fire two additional beams per day.

Protective Barrier (Su): At 1st level, when the contractor projects her barrier, she can select any number of creatures within it, including herself. Hostile creatures must make Will saves to attack these creatures, as though the selected creatures were under the effects of sanctuary for the duration of the barrier. Unlike a normal sanctuary, however, the effect is lost if the affected creature takes any actions. Once a creature has lost its sanctuary, either due to action or to another creature successfully attacking it, that creature cannot be protected by this ability again for 24 hours. Creatures with Intelligence scores of 3 or higher automatically know the protection they have received when they are affected by this ability, and can use this information to choose their actions.

Steadfast (Ex): The contractor is resolute in her duties to her contract, and receives a bonus on Will saves against compulsion effects equal to 1/2 her class level.

Perks (Su): At 2nd level, and again at 6th level and every four levels thereafter, the contractor learns to extract additional power from her contract. She selects a perk from the list thereof. Unless otherwise specified, each perk can only be selected once. the DC for any save afforded by a perk is equal to 10 + 1/2 the contractor's level + the contractor's Charisma modifier.

Boost: You gain an additional perk.

Restorative Barrier (Su): At 4th level, any damage done to structures, vehicles, and unattended objects within the contractor's barrier while inside the barrier is completely repaired when the barrier ends. This effect does not repair damage which existed prior to the barrier's projection, nor does it repair damage taken by objects which were removed from the barrier before the barrier was ended. If creatures occupy the space necessary to reform destroyed objects or infrastructure, they are harmlessly shunted out of the way.

Spells: Beginning at 4th level, a contractor gains the ability to cast a small number of divine spells which are drawn from the contractor spell list presented below. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a contractor must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a contractor's spell is 10 + the spell level + the contractor's Charisma modifier.

Like other spellcasters, a contractor can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1-1. In addition, she receives bonus spells per day if she has a high Charisma score. When Table 1-1 indicates that the contractor gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A contractor’s selection of spells is extremely limited. A contractor begins play knowing no spells. At most new contractor levels after 3rd, she gains one or more new spells, as indicated on Table 1-2. (Unlike spells per day, the number of spells a contractor knows is not affected by her Charisma score; the numbers on Table 1-2 are fixed.) These new spells must be chosen from the contractor spell list.

Table 1-2: Contractor Spells Known

Level 0 1st 2nd 3rd 4th
4th 2 1
5th 3 2
6th 3 2
7th 4 3 1
8th 4 3 2
9th 5 3 2
10th 5 4 3 1
11th 6 4 3 2
12th 6 4 3 2
13th 6 5 4 3 1
14th 6 5 4 3 2
15th 6 5 4 3 2
16th 6 6 5 4 3
17th 6 6 5 4 3
18th 6 6 5 4 4
19th 6 6 6 5 4
20th 6 6 6 5 5

Upon reaching 6th level, and at every even-numbered contractor level after that (8th, 10th, and so on), a contractor can choose to learn a new spell in place of one she already knows. In effect, the contractor loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A contractor may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Through 3rd level, a contractor has no caster level. At 4th level and higher, her caster level is her contractor level – 3.

Orisons: Contractors learn a number of orisons, or 0-level spells, as noted on Table 1–2 under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Aerial Barrier (Su): At 7th level, the contractor can fly, as per the fly spell, inside her barrier. If she is in the air when the barrier dissolves, she is affected as by feather fall for three rounds or until she lands, whichever is shorter. At 13th level, the contractor can walk on air, as per the air walk spell, inside her barrier.

Secretive Barrier (Su): At 10th level, the area covered by the contractor's barrier is affected as by mage's private sanctum for the duration of the barrier's projection, except as follows. Divination (scrying) spells can perceive things within the area if their caster succeeds on a Will save. Creatures within the barrier are not immune to detect thoughts. Magical communication into and out of the area, normally allowed by mage's private sanctum, fails if its caster does not succeed on a Will save.

Solid Barrier (Su): At 13th level, creatures hostile to the contractor must succeed on Will saves in order to enter or exit the barrier via mundane means. Failure on this save means the end of the creature's movement for that turn, though it may take the rest of its actions as normal. A creature on the periphery of the contractor's barrier may spend a full round action to shunt itself into or out of the barrier, essentially moving 5 feet across the threshold.

Dimensional Barrier (Su): At 16th level, the area covered by the contractor's barrier is affected as by dimensional lock for the duration of the barrier's projection, except that creatures attempting to use forms of barred movement may attempt a Will save in order to use them normally. Creatures failing their saves against this effect still count as having used their movement, if such movement has limited daily usage. Each time a creature attempts extradimensional travel within or across the contractor's barrier, it must make a Will save for that specific attempt.

Temporal Barrier (Su): At 19th level, a contractor can freeze time within her barrier for all occupants save herself. This functions as time stop. For every additional three daily barrier rounds the contractor expends when projecting her barrier, she gains one round of actions. She cannot leave or dismiss her barrier at any time during these rounds.

Contractor Spells

0-Level Contractor Spellsacid splash, daze, detect magic, flare, ghost sound, know direction, light, lullaby, mending, message, open/close, prestidigitation, read magic, sift.

1st-Level Contractor Spellsalarm, animate rope, anticipate peril, bless, burning hands, burning gaze, cause fear, challenge evil, color spray, cure light wounds, divine favor, expeditious retreat, feather fall, feather step, flare burst, fog cloud, grace, gust of wind, honeyed tongue, hydraulic push, hypnotism, infernal healing, inflict light wounds, innocence, invigorate, jump, mage armor, magic missile, magic weapon, murderous command, protection from chaos, protection from evil, protection from good, protection from law, ray of enfeeblement, scorching ray, shield, stone call, sleep, summon monster I, sun metal, tactical acumen, true strike, unerring weapon, unseen servant, vanish, word of resolve.

2nd-Level Contractor Spellsacid arrow, bestow grace, blessing of courage and life, blood biography, blur, cure moderate wounds, darkness, dispel magic, explosive runes, feast of ashes, fire breath, flames of the faithful, flaming sphere, frost fall, glitterdust, guiding star, hold person, hypnotic pattern, inflict moderate wounds, invisibility, knock, levitate, light lance, make whole, mirror image, restoration (lesser), scare, see invisibility, shatter, silence, summon monster II, summon swarm, weapon of awe, whispering wind, wind wall.

3rd-Level Contractor Spellsash storm, aqueous orb, cup of dust, cure serious wounds, daybreak arrow, daylight, deep slumber, deeper darkness, dispel magic, displacement, elemental aura, fireball, flame arrow, fly, force punch, haste, heroism, hostile levitation, hydraulic torrent, inflict serious wounds, lightning bolt, mad monkeys, magic circle against chaos, magic circle against evil, magic circle against good, magic circle against law, magic weapon (greater), marks of forbiddance, prayer, rain of frogs, ray of exhaustion, remove curse, river of wind, sacred bond, sanctify armor, sleet storm, slow, strangling hair, summon monster III, water breathing, true form, twilight knife.

4th-Level Contractor Spellsball lightning, break enchantment, cure critical wounds, dimension door, discordant blast, enervation, fear, firefall, fire shield, geyser, holy sword, inflict critical wounds, invisibility (greater), ice storm, mark of justice, minor creation, pillar of life, resounding blow, restoration, shocking image, shout, slay living, solid fog, spiritual ally, summon monster IV, telekinetic charge, telepathic bond, unholy sword, wall of fire, wall of ice, wall of sound.