Infernal Pact Ideas


Pathfinder First Edition General Discussion


In the campaign I'm currently running, there is a strong presence of fiends, especially from the hells. I know the idea of infernal pacts is going to come up, in fact I look forward to it, but I am not sure what to do exactly about it. I don't want the common "I'll give you this <blank> if you give me your soul" but something more like "I'll give you this power, (and you serve my aims in life or your eternal soul in death)." Any ideas? Anything would be appreciated.


first of all, is your group good or evil.. typically a "good" aligned group typically wouldn't make pacts with evil beings. But, an "evil" group would probably jump at the chance to advance their own power.

This could be very unbalancing to your game. You could:

1) not allow pacts.

2) Have the players write up an in-depth contract stipulating what they want and what they are willing to exchange ( which you can accept or not ).

This could be plot hooks for other adventures to get stuff the fiends want or even to find a way to destroy fiends.

just some thoughts.


Selling their soul after death isn't going to be much of a price for the players; for the characters definitely, but not players. You should make the price definitely be things they have to pay during the campaign. One thing that I've floated around in my mind is for pacts to serve as an alternate leveling method. As far as reasonable prices, questing would be a great idea. Depending on the exact nature of the fiends, sacrifices could be made. Another option is to play it very similarly to Wish / Miracle.


erik542 wrote:
Selling their soul after death isn't going to be much of a price for the players; for the characters definitely, but not players. You should make the price definitely be things they have to pay during the campaign. One thing that I've floated around in my mind is for pacts to serve as an alternate leveling method. As far as reasonable prices, questing would be a great idea. Depending on the exact nature of the fiends, sacrifices could be made. Another option is to play it very similarly to Wish / Miracle.

It will matter if selling their soul means no raise dead or resurrection will work for them, because their soul is already spoken for immediately after death. For the rest of their brief lives only breath of life will bring them back from the brink before they are finally and irrevocably deceased, and that requires a caster to be both quick and close (and willing to risk a hit from whatever took out the damned pc). Such a campaign would require some additional rules on what happens to the soul immediately after death. Clearly there is a 1 rd delay so that breath of life works, but maybe the spirit lingers for a bit before the fiends grab hold of it, where raise dead and the like will work, but the contract holder will then see it as a breach and take action.


erik542 wrote:
Selling their soul after death isn't going to be much of a price for the players; for the characters definitely, but not players. You should make the price definitely be things they have to pay during the campaign. One thing that I've floated around in my mind is for pacts to serve as an alternate leveling method. As far as reasonable prices, questing would be a great idea. Depending on the exact nature of the fiends, sacrifices could be made. Another option is to play it very similarly to Wish / Miracle.

EDIT: Ninja'd. Well here's a bit of detail for 3.5 at least.

It can be a cost. In 3.5 that means if their character ever dies they cannot be resurrected short of either appealing in hellish courts (Check the BVD they have appeal courts apparently) or hunting the fiend down and killing it.

So they may get a cool boost, but if they ever die in combat the player has to reroll.


Bring back the 20% tithe. (2E D&D 20% of all income of x period of time had to be tithed)

Do x missions per x time-period (1 per 6 months usually) Make them seem benign but with horrible fallout (it is an infernal pact, after all)

Train my servant (and for the extra twist, you're training your assassin to kill you :) )

destroy that group (then make that group like New York cockroaches; impossible to kill)

Defend this group: either an evil group, or for real mind-screwing, a good church dedicated to wiping out a (different) abyssal/infernal scourge

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