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Garavel sports one of these "toys" and we're told to check out Pathfinder Chronicles: Dark Markets for more information. But they're not IN Dark Markets that I can find. Can we get this information, please? :)
Unfortunately, in the chaos of different teams creating these products further magnified by late author text turnovers and the overall madness caused by the Pathfinder RPG, this is something that more or less got glossed over and forgotten. Which is a shame, because it's a good idea, but it was a good idea that came just a bit too late to the table to be properly detailed.
Part of my job as Editor-in-Chief is to realize when a good idea that's late to the table can't be supported properly; in these cases, I generally cut the good idea out and save it for another day. In the case of the Pactmaster's Favor, though, I had hoped to get it handled but it slipped through the cracks anyway.
The best solution at this point is to simply remove it from the game, and to explain Garavel's personality and how he doesn't act on his feelings for Almah as simply his own honor and restriant.
If you want to use the Pactmaster's Favor, though, the best way to model the rule is to simply assume it functions like the geas/quest spell to make the one who wears it follow the commands and orders of the Pactmasters. Really, there's not intended to be any game mechanic to give those who have the favor any rules benefit of any way; it's not something a PC or NPC would WANT to have, except perhaps as a necessary evil to secure a good and profitable job as a Pactmaster minion (which might appeal to some NPCs but probably NEVER to a PC).

Sean K Reynolds Contributor |

James talked to me about that but I couldn't find an easy way to put it in the book at the time. Looking back, I just thought of a good place for it, but during work on the book I was distracted by the last-minute realization of "and the developer will provide a 2-page intro."
James.
/glare
P.S. Remind me about this on Monday and I'll write up something about this for the blog or other public consumption.

Gamer Girrl RPG Superstar 2011 Top 32 |

Thank you both for your speedy and informative replies. And I'll definitely give this a bump on Monday, Sean, as I'd love to see what you create. I find the idea of the Pactmaster's Favor very interesting and intriguing.
And a huge thank you for the time you and all the folks at Paizo put into the products and these boards. I've been gaming a long time, and the obvious joy and love that Paizo has for the game has truly rekindled my own enjoyment in D&D.

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James talked to me about that but I couldn't find an easy way to put it in the book at the time. Looking back, I just thought of a good place for it, but during work on the book I was distracted by the last-minute realization of "and the developer will provide a 2-page intro."
James.
/glare
P.S. Remind me about this on Monday and I'll write up something about this for the blog or other public consumption.
AIEEE! GLARED AT!!!
(gets back to work figuring out how to make Sean write more unexpected intros while laughing maniacally)

Sean K Reynolds Contributor |
2 people marked this as a favorite. |

Ok, the item should be something like this:
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Pactmaster's Favor
Aura faint enchantment (compulsion); CL 10th
Slot helm; Price 20,000 gp; Weight --
----- Description -----
This metal bolt is decorated with a strange knob made of unusual metal. When worn, you are protected at all times by a calm emotions spell, rendering you immune to fear and all morale effects. You gain a +4 resistance bonus to mind-affecting effects. You cannot willingly take actions that you know would interfere with the plans or interests of the Pactmasters of Katapesh; if forced to do so, you take a -2 penalty to all your ability scores for 24 hours (this penalty is cumulative).
In order for this item to function, it must be surgically inserted into your skull (DC 20 Heal check, 1 hour); insertion deals you 1d4 points of Intelligence damage. Removal has the same requirements and side effects as insertion.
----- Construction -----
Requirements Craft Wondrous Item, calm emotions, resistance; Cost 10,000 gp, 800 XP

Gamer Girrl RPG Superstar 2011 Top 32 |

Ok, the item should be something like this:
.
.
.
.
.
.Pactmaster's Favor
Aura faint enchantment (compulsion); CL 10th
Slot helm; Price 20,000 gp; Weight --
----- Description -----
This metal bolt is decorated with a strange knob made of unusual metal. When worn, you are protected at all times by a calm emotions spell, rendering you immune to fear and all morale effects. You gain a +4 resistance bonus to mind-affecting effects. You cannot willingly take actions that you know would interfere with the plans or interests of the Pactmasters of Katapesh; if forced to do so, you take a -2 penalty to all your ability scores for 24 hours (this penalty is cumulative).
In order for this item to function, it must be surgically inserted into your skull (DC 20 Heal check, 1 hour); insertion deals you 1d4 points of Intelligence damage. Removal has the same requirements and side effects as insertion.
----- Construction -----
Requirements Craft Wondrous Item, calm emotions, resistance; Cost 10,000 gp, 800 XP
Sweet! Thank you :)

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Any thoughts on if and how much the player's might know about this item if they notice it? I was thinking about a DC20 Knowledge (Local) check. Any ideas?
I'd actually peg it lower; DC 15 or even 12. Or honestly, a DC you decide in secret just after the PC rolls and then you set the DC at that PC's result.
It's an interesting bit of flavor and helps to establish the character of the setting AND of the guy who has it, so it's cool to let the PCs in on the story.