Infernal/Abyssal Pacts - help with rules [longish]

Yair

Community Supporter
In an attempt to give my players more options and my game more flavor, I've come up with an idea to allow pacts with demon lords / archfiends, which in game-play will work much like an item-creation feat.
Before I unleash these rules on my players, I'd like to get criticism on them. The text below is slightly long, but most of it is just examples of the use of the feat.
For the record, my party is composed largely of fey'ri (demon-elf halfbreed), and at least one has already made contact with Orcus, the demon-prince of undeath.

So without further ado, the text...

Variant Feat: Dark Pact
To allow for more freedom in making characters, I have decided to construct the concept of a “Dark Pact” and “dark gifts”. Mechanically, the Dark Pact functions much like an item creation feat, enchanting the effects (“dark gifts”) into the soul of the character. In-game, the dark pact and gifts represent boons granted by a demon lord or archdevil. The mechanics are explained below.

Dark Pact [General]
You have made a pact with a power of darkness, and have pledged your allegiance to him.
Prerequisite: Evil alignment.
Benefit: You may now, at any time, plea before the dark power to grant you a dark gift. This requires meditation for 1 day per 1,000 XP of the XP cost of the dark gift; if you wish to speed up the process a sacrifice with a DC of 25 will also suffice. At the end of this period, the dark power will reveal itself to you in some manner (directly, by proxy, or by omens) and you may bargain with him. Roleplay the bargaining with the DM.
The precise price you must pay for the dark gift is dependant on your bargain, as is the time you must pay at. Generally, determine the price as you would the market price of a magic item that duplicates the dark gift, and requires no item slots. The market price calculated above cannot exceed 200,000 gp. The dark lords care little for money, however, and the price should be devoted or converted towards some work that furthers their aims – perhaps the raising of a temple, or the acquiring of a certain magic item or raw material to their cause. The dark lords are particularly inclined to grant gifts in return to quests and commitments, and are notorious for requesting something minor that only later is discovered to be immensely important. Regardless of the material or other cost, the character must always pay 1/10 of the market price cost in XP; any XP costs required by prerequisite spells should also be added. In no case can a character spend enough XP to lower his character level. If the character gained XP towards making magic items, he can spend it towards gaining the dark gift (such XP can be gained through sacrificing or harvesting souls).
Unlike magic-item crafting feats, you need not possess any prerequisites to “create” the magic item; the dark power does the creating, and can be assumed to be able to meet any prerequisite of an appropriate dark gift. Even if the dark gift is based on a spell, the effect can be a Spell-like, Supernatural, or Extraordinary ability. In addition to its fundamental effect, each dark gift always has a drawback of some kind.
The DM is the final arbiter on what abilities the demon lord can and is willing to grant, and their precise mechanics and drawbacks.
Some examples of dark gifts follow.
Special: To gain this feat, a character needs to draw the attention of a dark lord to herself. A sacrifice of DC 40+ to the dark lord, a limited wish, or any particularly vile act made to honor him will generally suffice; the DM is the final arbiter of this. Once drawn, the dark lord’s attention can easily be turned to wrath, so be careful what you wish for. Often, the first dark gift is bargained for when the Dark Pact is gained.
For these purposes, a dark lord is defined as a demon lord or archdevil; Evil deities may also be able to grant dark gifts, but generally avoid doing so in favor of the more trustworthy (i.e. revocable) powers they grant their worshippers.
You may make a dark pact with only one dark lord; you may never again make a dark pact with any other. When you die, your soul will go to its eternal afterlife at the dark lord’s demesne; you may not trade your soul to any other as it is already destined to the dark lord. Some of your dark gifts may be left behind in the mortal world, imbued into parts of your body or equipment, as minor artifacts.
Note: Most dark gifts are based on spells. In general, the market price of a command-word activated wondrous magic item that requires no item slots, for being able to cast the spell at will or for a continuous effect, is spell level x caster level x 2,000 x 2. Such a dark gift will usually be an extraordinary ability for a continuous effect, or a supernatural ability for casting at will. If the dark gift is of a spell-like ability, calculate as if the magic item is use-activated (1,800 instead of 2,000). For 3/day, divide by 2; for 1/day divide by 4. For mechanical purposes (such as save DC), the spell is cast as if by a sorcerer (of set caster level). Normally, treat the spell as it appears on the sorcerer spell list; some spells may be better treated as they appear on the druid or cleric spell lists.

For comparison, consider the Ritual of Black Charms detailed in the Lords of Darkness accessory of the Forgotten Realms (published by Wizards of the Coast): the recipient can cast charm person and suggestion 1/day as a sorcerer of 5th level, for 1,600 XP. We would peg it as 1x5x1,800/4+3x5x1,800/4 = 2250+6750 = 9,000 x2 no space limitation = 18,000 gp/10 = 1,800 XP. The result is similar to the official one. The 1/10 factor was also determined to allow the creation of items of up to 200,000 gp value (at non-epic character levels).

Alternate Self [Dark Gift]
You have gained something of the succubus’s knack for self-transformation.
Benefit: As a supernatural ability and a standard action, 1/day, you can assume any humanoid shape of size Small to Large. This ability is otherwise similar to polymorph self as cast by a level 8 sorcerer.
Drawback: While the new form can match your desire, it always contains some mark of its fiendish origins (small horns, protruding back-bones, a strange birthmark, etc.). Unless properly hidden, a successful Spot check (usually DC 20) will identify you as fiend-touched. Depending on your disguise, you may receive a lesser bonus to any disguise check.
XP Cost: 2,160 (or 17,280 for at will, or 8,640 for 3/day).
Price Breakdown: polymorph self is a 4th level spell; I deem this a 3rd level spell. Accordingly, the cost would be 3x8x1,800 = 43,200 x2 /4 = 21,600 gp / 10 = 2,160 XP.

Claws / Fangs [Dark Gift]
You gain sharp claws for fingers or sharp fangs for teeth.
Benefit: The character’s hands becomes taloned, or his mouth develops sharp fangs. For a medium sized creature, the talons do 1d6 and the fangs 1d4 damage. The character is considered armed even when unarmed, and is proficient with the use of these natural weapons. He can attack with a bite as an off-hand attack (in lieu of another, not in addition to!). The claws or fangs are a natural extension of your body (and extraordinary ability doesn’t quite describe it).
Special: You may take this dark gift twice: once for fangs, and once for claws. For characters of non-medium size, alter the damage dice as normal.
Drawback: You draw a –4 circumstantial penalty to Diplomacy checks against those who notice and care; you also gain a +2 circumstance bonus to Intimidate them, however.
XP Cost: 400.
Price Breakdown: claws of the beast is a 1st level druid spell; I’ll treat it as 1st level too. The cost is hence 1x1x2,000x2=4,000 gp/10 = 400 XP.

Command My Minions [Dark gift]
You can command the undead.
Prerequisite: must have made a Dark Pact with the demon prince of the undead.
Benefit: You can command undead as per the command undead spell (which you cast as a 10th level sorcerer), up to 3 times per day. This is a spell-like ability.
Drawback: When commanding undead, you do so in the name of the dark prince and in Abyssal. If the undead is aligned with another evil deity or power (such as an undead created by a priest of an evil deity), it receives a +4 circumstance bonus to his save; unintelligent undead are still automatically affected.
XP Cost: 3,600.
Price Breakdown: command undead is a 2nd level spell, a command word spell (no charges) costs = 2x10x1,800 = 36,000x2 no space limitation /2 3 per day=36,000 gp /10 for XP=3,600 XP.

Commune [Dark Gift]
When in need, you can contact the dark lord himself, begging him for answers.
Benefit: Once per week, you can contact outer plane to your dark lord’s demense, and beseech his answers. You may ask up to 5 questions. The dark lord is effectively a demideity, but the DM is the arbiter of his answers.
Drawback: The spell harbors its own drawbacks. Furthermore, if you your Int roll on a natural 1, you have angered the dark lord so much that you have fallen from his grace. Until you somehow repent yourself (perhaps by sacrifice), you cannot acquire any more dark gifts.
XP Cost: 3,600.
Price Breakdown: contact other plane is a level 5 spell, making it cost 5x10x1,800 x2 /5= 36,000 gp /10 = 3,600 XP.

Dance of Ruin [Dark Gift]
You have gained something of the vrock’s “dance of ruin” ability.
Benefit: As a spell-like ability with a casting time of one full round, you can make a dance of ruin. If successful, a wave of crackling energy causes 2d20 damage to every non-demon within 45’. For this purpose, a half-fiend or fiendish creature of demonic descent or a demonic half-breed such as a tiefling is considered a demon. Affected creatures receive a Reflex saving throw (DC 12 + your Cha modifier) to halve the damage.
Drawback: The dance, if successful, leaves you mentally exhausted. You may not cast spells or activate spell-like abilities and automatically fail any concentration check for the next two rounds; any intelligence-, wisdom- or charisma-based roll is at a –4 penalty.
XP Cost: 2,880.
Price Breakdown: dance of ruin is a 2nd level spell, and is cast at 4th caster level. The command-word activated spell (no charges) costs spell 2x4x1,800 = 14,400 x2 = 28,800 gp /10 = 2,880.

Darkvision [Dark Gift]
You gain darkvision.
Benefit: You gain darkvision to 60’ as an Exceptional ability. If you already have innate darkvision, it’s range is increased by 60’.
Special: You may take this feat several times, up to a maximum of 240’.
Drawback: Your eyes glow in reflected light, like those of a cat.
XP Cost: 3,200.
Price Breakdown: darkvision is a 2nd level spell, a use-activated spell (no charges) costs spell level x caster level x 2,000 = 2x4x2,000 = 16,000 x2 no space limitation =32,000 gp /10 for XP=3,200.

Dark Assurance [Dark Gift]
The dark powers bless you with great insight in the field of battle.
Benefit: Up to 1/day, you can enjoy the benefits of a true strike as a free (supernatural) action, gaining a +20 insight bonus to an attack roll.
Drawback: At the completion of the true strike (i.e. after one round) you are left confused at the loss of divine inspiration. Your other attack rolls are at a –4 circumstance penalty for 1d4 rounds; this penalty does not apply to further dark-assurance inspired attacks, however.
XP Cost: 5,000.
Price Breakdown: true strike is a 1st level spell, quickened it becomes a 5th level spell, for a minimal cost of 5x10x2,000 = 100,000 /4 1 charges per day x2 no slots = 50,000 gp /10 = 5,000.

Demon Wings [Dark Gift]
You gain a pair of demonic, bat-like wings.
Benefit: You can now fly at a movement base of 30’ (poor). This is an Extraordinary (i.e. natural) ability.
Drawback: The demonic wings are obvious, and render most armor useless. You can still wear mithral chain shirt, leather armors, and possibly other light armors with little or no modification. Heavier armor would require special modification; most magical armor is useless to you.
XP Cost: 3,200.
Price Breakdown: alter self is a 2rd level spell that allows this, even if for 1 hour or so. We actually need less, but still a 2nd level spell should suffice. This brings us to 2x4x2,000 x2 = 32,000 gp /10 = 3,200 XP.

Demon’s Eye [Dark Gift]
You can see in darkness, even magical one.
Prerequisites: Darkvision 60’
Benefit: You can see in complete darkness to 30’ as if there were normal illumination, even under magical darkness. This is an Exceptional ability.
Drawback: Your eyes become distorted and unnatural, like those of demon.
XP Cost: 7,200.
Price Breakdown: devil’s eyes is a level 3 spell, making it cost 3x6x2,000 x2 = 72,000 gp /10 = 7,200 XP.

Energy Immunity [Dark Gift]
You gain an immunity to electricity damage. (This is an Exceptional ability.)
Drawback: Along with the immunity to lightning, you are also infused with it. Small lightning bolts constantly dance around you, static electricity follows you, or so on. This effect is generally too small to notice, but when you get excited it tends to get more severe (although never enough to do damage or something like that).
XP Cost: 9,800.
Price Breakdown: energy immunity is a 7th level spell that lasts 24 hours. This brings us to 7x14x2,000 x2 /4 = 98,000 gp /10 = 9,800 XP.

Energy Resistance [Dark Gift]
You gain a cold, fire, or acid resistance 20. (This is an Exceptional ability.)
Drawback: Your skin changes to accommodate the new resistance. A cold resistance results in a thicker, possibly hairier, skin. Fire resistance results in red, or at least redder, skin. Acid resistance results in rubbery or oily skin.
XP Cost: 5,000.
Special: You can choose this dark gift multiple times. Its effects do not stack. Each time, choose a different energy type. You may not choose other energy types.
Price Breakdown: energy immunity is a 7th level spell that lasts 24 hours; it stands to reason that resistance 20 would be a lesser effect – say, a level 5 spell. This brings us to 5x10x2,000 x2 /4 = 50,000 gp /10 = 5,000 XP.

Enormous Size [Dark Gift]
Infused with dark power, you become much larger than you once were.
Benefit: The character increases one size category. The effects of this change n your strength, dexterity, constitution, and natural armor are detailed in the monster manual. You also gain new size modifiers as per the player’s handbook.
Drawback: You become bloated and obese with power. Your weight is the maximum weight in your size category. Due to your larger size, you may have some difficulty acquiring or using some equipment.
XP Cost: 20,000.
Price Breakdown: righteous might is a 5th level cleric spell, we’ll use it as such for a cost of 5x10x2,000x2 = 200,000 gp /10 = 20,000 XP.

Immortality [Dark Gift]
You will never grow old, although you may still die from other causes.
Benefit: You are ageless. You are immune to all aging effects, and will never gain or lose any more modifiers to your ability scores due to aging. You will never die of old age.
Drawback: You find it harder to learn new things. You receive a –20% penalty to any XP gained.
XP Cost: 18,000.
Price Breakdown: The most elusive gift, this should I believe be available, but only at the extreme levels. Purely out of metagame reasons, I believe level 17 would be appropriate as a minimum, thus requiring a cost of 18,000 XP.

Phantom Steed [Dark Gift]
You are blessed with an unholy mount, much like a blackguard.
Benefit: You gain a phantom steed, as per the spell cast by a 14th level sorcerer. The steed obeys you, and can remain with you indefinitely. You may dismiss it at will. If it is dismissed or killed, you can summon another one on the next day.
Drawback: As part of the bonding between you and the phantom steed, you vow never to ride another mount. If you ever do, you may no longer ride the phantom steed (although you may regain the dark gift anew). This applies to any mount, including dragons, nightmares, and so on. Summoning the steed is a standard spell-like action.
XP Cost: 5,040.
Price Breakdown: phantom steed is a 3rd level spell, 4th when extended, at 14th spellcaster level this comes out to be 4x14x1,800 x 2 /4= 50,400 gp/10 = 5,040 XP.

Poison Immunity [Dark Gift]
You gain an immunity to poison (This is an Exceptional ability).
Drawback: You lose your sense of taste. Everything you eat is tasteless and dour.
XP Cost: 12,800.
Price Breakdown: neutralize poison is a 4th level spell, for a cost of 4x8x2,000 x2 = 128,000 gp /10 = 12,800 XP.

Profane Ability [Dark Gift]
You gain one of the rarest and treasured blessings of the dark lords: increasing in an ability score by profane means.
Benefit: You gain a +1 profane bonus to an ability score of your choice.
Drawback: The dark forces that twisted your psyche or body did not leave you unscarred. Choose one other ability score; both ability scores must be physical (Dex, Con, or Str) or mental (Cha, Int, or Wis). This score is permanently reduced by 1. This is an inherent change, rather than a penalty, and as such no magic can undo it.
XP Cost: 2,000 the first time, 8,000 the second, 18,000 the third.
Special: This dark gift can be taken multiple times. Each time it is taken, the bonus increases by +1. The cost in XP varies each time: 1,200 for +2, and 4,800 for +3. Higher profane bonuses are not possible, at least through a dark gift.
Price Breakdown: at x20 the cost of an ability enhancement bonus, this bonus costs 12x1,000x20- = 20,000 gp /10 = 2,000 XP, for +2 it is 22x1,000x20 = 80,000 gp /10 = 8,000 XP, for +3 32x1,000x20 = 180,000 gp /10 = 18,000 XP.

Scary Quintessence [Dark Gift]
You are blessed by the dark powers with a frightful presence. The mere sight of you brings lesser men to their knees.
Prerequisites: Character level (or hit die) 6+.
Benefit: Any creature of less than 5 HD that sees you at 30’ or less must make a Will save (DC 11 + your Cha modifier) or be Shaken. Even if it succeeds, if it comes within 15’ of you it must make another save or become Panicked. Creatures with more than 5HD/levels are not affected. This is a supernatural ability.
Drawback: This dark gift has its in-built drawbacks.
XP Cost: 3,200.
Price Breakdown: scare is 1st level spell, I judge this effect as 2nd level; so the cost would be 2x4x2,000 = 16,000 x2 = 32,000 gp / 10 = 3,200 XP.

Sense My Minions [Dark Gift]
You can sense the presence of undead.
Prerequisite: must have made a Dark Pact with the demon prince of the undead.
Benefit: You sense the presence of undead within 60’ of you. By concentrating, you can determine more details, as per the detect undead spell (PH p. 194). If “blinded” by overpowering auras, you regain the ability only after 10 minutes. Sensing the existence of undead is not an action, but concentrating to reveal more information is a spell-like ability.
Drawback: Whenever the character senses undead around her, she is filled with a slight taste of the demon prince’s rage. Any attempt to calm her down or dispute her authority or word is at a –2 penalty.
XP Cost: 400.
Price Breakdown: detect undead is a 1st level spell, a use-activated spell (no charges) costs spell level x caster level x 2,000 = 1x1x2,000 = 2,000x2 no space limitation = 4,000 gp /10 for XP=400.

Soul Devourer [Dark Gift]
You can literally devour the souls of your enemies.
Benefit: By performing a coupe de grace, you are able to 1/day trap the soul of the downed foe. The soul is “placed” within your heart, and will only be released if you die, or if you choose to release it before that. Souls can be used as currency between fiends, and can serve instead of XP for magic item creation. In addition, you gain the effects of a death knell.
Drawback: Each time you use this ability, there is a 1% chance per soul within you to attract the attention of a demon, who will come (sooner or later) to claim the souls.
Special: The dark gift may be taken multiple times. Each time adds one more time per day.
XP Cost: 11,520.
Price Breakdown: trap the soul is a level 8 spell, making it cost 8x16x1,800 x2 /4 = 115,200 gp /10 = 11,520 XP.

Spores of the Vrock [Dark Gift]
You have gained something of the vrock’s spores special ability.
Benefit: You can release a mass of spores from your body as a free action (this is an Exceptional ability). The spores deal 1d8 points of damage on the first round, and then burrow and grow, dealing 1d2 points of damage per round for the next 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. A delay poison spell stops the spore’s growth for its duration. Bless, neutralize poison or remove disease kills the spores, as does sprinkling them with holy water.
Drawback: You are covered by such viny growths yourself. They cannot be removed by any mortal means, but a bless, neutralize poison, or remove disease will temporarily abate them for 1 round. After this round, the spores within you will regrow, causing 1d2 points of damage per round for the next 10 rounds. The spores confer a –6 circumstance penalty to Diplomacy and other social checks (whenever the DM decides the penalty applies).
XP Cost: 3,200.
Price Breakdown: spores of the vrock is a 2nd level cleric spell, I’ll treat it as 2nd level. As such, it would cost 2x4x2,000 x2 = 32,000 gp /10 = 3,200 XP.

Spell Resistance [Dark Gift]
You gain spell resistance 13.
Special: You may take this feat several times, each time increasing the SR by +1, up to a maximum of SR 20.
Drawback: You become slightly insensitive to magic. You receive a –2 (non-cumulative) circumstance penalty to Spellcraft checks to analyze active magic.
XP Cost: 2,000.
Price Breakdown: (SR-12)x10,000 x2 = 20,000 gp /10= 2,000 XP.

Summon Demon [Dark Gift]
You can summon demons to fight for you.
Benefit: You can cast summon monster V 1/day, bringing forth 1d4+1 dretch to attack your foes. This is a spell-like ability.
Drawback: There is a 10% the summoned fiends will attack you or your allies instead.
XP Cost: 4,500.
Price Breakdown: summon monster V is a 5th level spell, so it costs 5x10x1,800 x2 /4 = 45,000 gp /10 = 4,500.

Summon Undead [Dark Gift]
You can summon undead to fight for you.
Benefit: You can cast summon undead V 1/day, bringing forth 1d4+1 ghouls, 1d2 Allips or ghasts, or 1 shadow or wight to attack your foes. This is a spell-like ability.
Drawback: There is a 10% the summoned undead will not obey you, and act of their own accord.
XP Cost: 4,400.
Price Breakdown: summon undead V is a 5th level spell, so it costs 5x10x1,800 x2 /4 = 45,000 gp /10 = 4,500.

Telepathy [Dark Gift]
You can communicate telepathically.
Benefit: You can communicate telepathically with any creature within 100’. The creature hears what words you wish to send him, and you can hear any words anyone within 100’ directs at you. You cannot otherwise sense thoughts; only thoughts directed at you can be “heard”. This is a language-dependant supernatural ability (used as a free action).
Drawback: Small horns sprout from your skull. In time, these will grow into full demonic horns.
XP Cost: 12,800.
Price Breakdown: I guesstimate this as equivalent to a 4th level spell, for a cost of 4x8x2,000x2 = 128,000 gp /10 = 12,800 XP.

Tongues [Dark Gift]
You know any mortal language.
Benefit: You gain the ability to understand any intelligent creature’s language, as per the tongues spell. This is an Extraordinary ability. If you have telepathic abilities, you can communicate with any intelligent creature in his language.
Drawback: You become slightly insane with the infinite multitude of languages floating in your head. You receive a –4 penalty to any attempt to communicate with another creature, as fragments of other languages creep into your conversation (often ones of long-dead languages far removed from mortal memory). This is even more pronounced when you write things down.
XP Cost: 7,200.
Price Breakdown: tongues is a level 3 spell, making it cost 3x6x2,000 x2 = 72,000 gp /10 = 7,200 XP.

Unholy Aura [Dark Gift]
Blessed by the dark powers, you can shroud yourself in an unholy aura.
Benefit: 1/day, you may cast unholy aura as a spell-like ability, like a 16th level sorcerer.
Drawback: Small horns sprout from your skull. In time, these will grow into full demonic horns.
XP Cost: 11,520.
Price Breakdown: unholy aura is an 8th level cleric spell, for a cost of 8x16x1,800x2 /4=115,200 gp /10= 11,520 XP.
 

log in or register to remove this ad

Here are the ones from AEG's EVIL

I'm probably breaking some kind of law but yours are very close to thiers enjoy.

Infernal Pacts
The benefit of your demonic pact, is that the demon or devil is offering you power. More power than you could get normally. Faster too. What does this mean for you?
Beginning characters that create a demonic pact are able to do things that a normal 1st level character couldn’t do. Flight, poison blood, immortality, increased strength…these are just a portion of the powers available to those willing to cross the threshold into ultimate power.

The First Stage of Power
The first thing you must do is bargain with the demon. In game terms this could be as simple as saying the demon’s name three times to finding a sacred, rare spell. It is up to our DM whether or not you have the resources to summon the demon to you, after that you’ll be able to draw upon the powers listed below. Any character class (with the exception of Paladins) may create an Infernal Pact. Every time the PC is granted a general feat, he may instead choose an Infernal feat once the pact has been made. Spellcasters can do more, as you’ll see later.

Claws/Fangs
You have sharp claws for fingers or sharp fangs for eyeteeth.
Prerequisite: Infernal Pact
Benefit: You deal 1d8 points of damage in unarmed combat. This damage is not subdual.
Special: You may take this feat twice: once for claws and once for fangs.

Darkvision
You have darkvision.
Prerequisite: Infernal Pact
Benefit: You gain the benefits of darkvision (60 feet), as though you were of a race born with it.

Element Resistance
You resist damage from one energy source.
Prerequisite: Infernal Pact
Benefit: You ignore the first 25 points of damage from one element source.
Special: You can take this feat multiple times. Each time you take the feat, choose another source of energy that you are immune to.

Flight
You are capable of flight per the spell fly.
Prerequisite: Infernal Pact
Benefit: You can fly at will once per day as a spellcaster equal to your level.
Special: You may take this feat multiple times. Each time you take the feat, you may fly one more time per day.

Immortality
You stop aging and will never die. Only acts of violence against you can end your eternal existence.
Prerequisite: Infernal Pact, Unholy Blessing, 5,000 xp cost.
Benefit: You are immortal. You will never age, or die from aging effects. Any magic attempts to age you, automatically fail.

Immunity
You are immune to all diseases, including supernatural ones, such as mummy rot and lycanthropy.
Prerequisite: Infernal Pact, 250 xp cost.
Benefit: You are immune to diseases of all kinds and never need to save against any contagion.

IMP
You gain an Imp familiar.
Prerequisite: Infernal Pact, arcane or divine spell caster.
Benefit: You gain an imp as a familiar (if this pact was made with a demon, you gain a quasit). It works for you, but still serves its master in every way. Its powers can be used to aid you if necessary, but it is unreliable and will only respect promises it makes to you in the spirit of the law. Imps are Lawful Evil and likely to make loose pacts to avoid being held to the ‘word’ of the law.

Improved Flight
You are capable of flight per the spell fly at will.
Prerequisite: Infernal Pact, Flight, 200 xp cost.
Benefit: You can fly at will as a spell caster equal to your level. There is no limit to the amount of times you can use the ability per day, and you no longer have to spend an action to cast fly.

Improved Regeneration
You are now capable of regenerating damage as a supernatural creature.
Prerequisite: Infernal Pact, Immunity, Regeneration, 500 xp cost.
Benefit: You regenerate as per the supernatural power. All damage dealt to you is considered subdual damage, and you heal damage at a fixed rate of 3 points per round.
Special: You may take this feat multiple times. Each time you take the feat, increase your regeneration rate by 2.

Increased Movement
You are faster than normal.
Prerequisite: Infernal Pact.
Benefit: You gain +20 feet to your base movement.
Special: You may take this feat multiple times. Each additional time you take the feat, you gain a +10 to your base movement.

Infernal Pact
This is the first feat you must take in order to begin your path of power.
Prerequisite: Bargain with a demon, devil or daemon, alignment shift.
Benefit: You must permanently offer something up to the demon. Some hit points, a point of Constitution or Wisdom, the life of a loved one, or something else that the DM finds equally twisted and deranged.
Normal: There’s nothing normal about it. In fact it is recommended that you don’t tell your friends that you’ve done this, unless of course they were all in on it with you.
Special: Taking this feat allows you access to any of the feats below.

Infernal Soul
You are tougher than normal.
Prerequisite: Infernal Pact, Immunity
Benefit: You gain +10 hit points.
Special: You may take this feat multiple times.

Invisibility
You are capable of turning yourself invisible.
Prerequisite: Infernal Pact
Benefit: You can become invisible at will once per day as a spell caster equal to your level as per the spell invisibility.
Special: You may take this feat multiple times. Each time you take the feat, you may become invisible one more time per day.

Shapechange
You can change shape at will.
Prerequisite: Infernal Pact, Infernal Soul
Benefit: You may change shape once per day, per the spell shapechange.
Special: You may take this feat multiple times. Each time you take the feat, you may shape change one more time per day.

Magic Item
You are given a single magic item.
Prerequisite: Infernal Pact, Wealth
Benefit: You have one roll in the DMG for a magic item. The item rolled is all you receive, and no bargaining can change what magic the demon bestows upon you. The magic item is pernanent and is your to keep.
Special: You may take this feat multiple times. Each time you take the feat, you may roll again another item.

Multiple Limbs
Your bargainer grants you additional limbs.
Prerequisite: Infernal Pact, Shape Change
Benefit: You grow two additional arms, two additional legs, or a prehensile tail.
Special: With extra arms come extra attacks. You may make two additional off-hand attacks with your additional limbs. Two-weapon fighting and ambidexterity do not affect these arms. The feat Multidexterity is useful with these additional arms, however, should you choose to take it. Two additional legs makes it more difficult to knock someone over. You gain the Special Quality, cannot be tripped and you receive a +4 circumstance bonus to all Bull Rush attacks.
A prehensile tail has the same Strength as you. You may lift as much with your tail as you could with any part of your body. This tail may attack as you could with your arms, gaining the feat Improved Trip for use with your tail only.

Poison Blood
Your blood is poisonous and is unsafe to touch by others.
Prerequisite: Infernal Pact, Immunity, 100 xp cost.
Benefit: When cut, the blood in your body becomes toxic to others. Anyone touching you with a melee touch attack risks your poison. The PC may also use their own blood to coat weapons, or by cutting themselves before combat starts. Poison Type and Damage varies, see DM for details.

Rot
Your skin has a malignant contagion and everything you touch suffers from your festering rot.
Prerequisite: Infernal Pact, Immunity
Benefit: You can inflict mummy rot, as per the supernatural mummy disease.

Regeneration
You recover faster than others, and can even regrow severed limbs.
Prerequisite: Infernal Pact, Immunity 300 xp cost.
Benefit: You regenerate as per the spell. Spell effects are determined as if you were a divine caster of level equal to your own.

Undetectable Lie
You can lie without fault, negating all effects to penetrate your words.
Prerequisite: Infernal Pact
Benefit: You can lie without detection. All spells that attempt to discern that you are lying fail, and powerful magic cast by anyone other than an Outsider finds your words truthful. Should the DM find that a powerful artifact should be able to detect your lies, there is a 50% chance of failure.

Unholy Strength
You have high Strength than normal.
Prerequisite: Infernal Pact
Benefit: You permanently gain a +2 to your Strength score.
Special: You may take this feat multiple times. Each time you take the feat, you gain an additional +2 to your Strength score.

Wealth
You are given a great deal of money and/or valuables.
Prerequisite: Infernal Pact
Benefit: You gain 15,000 gp or equivalent in gems, goods and magic items.
Special: You may take this feat multiple times. Each additional time you take the feat, you gain an additional 10,000 gp or the equivalent.

Wish
You earn a one-time wish from your bargainer.
Prerequisite: Infernal Pact, any two Infernal feats, 1,000 xp cost, 3 hit point cost.
Benefit: You may make one wish of the demon you are bargaining with. Consider the demon a 20th level spellcaster for determining the effects of the wish.
Special: You may take this feat multiple times.
 

What is "Unholy Blessing"? (Referenced by Immortality)

Infernal Pact seems to be mechanically equivalent to two feats- itself, plus a sacrifice that would be like taking on an "anti-feat". I.e. sacrifice three hit points = anti toughness; sacrifice a friend = anti leadership, etc..
 

cptg1481: You are not braking any laws. Well, not really. This is OGC from the Evil sourcebook by AEG, and indeed formed the basis for my idea. I still retain many of the powers, and the "pact" name.
I find, however, that allowing the characters to gain these as feats does not work well roleplaying-wise. I want a character to be able to bargain for powers at any time, not once every three levels...
So I took their idea, and combined it with an article in Dragon on "personal races" or somesuch, I think it's based on Mongoose's Publishing work... and then modified THAT slightly, and got to where I am.
Sorry. I should have given credit where credit is due.

Cheiromancer: it refers to an ability similar to my Unholy Aura, if I remember correctly.

Any comments as to its playability? Balance? Unforseen difficulties?
 

Remove ads

Top