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View Full Version : D&D 3.x Class Fiendpact Medium (3.5 class, sell your soul now!)



Zaydos
2015-02-16, 08:46 PM
Fiendpact Medium

"Evil is merely the label the weak give to those willing to seize strength."

A Fiendpact Medium is a mortal who has allowed a fiend to implant its essence into their soul, marking it as the fiend's upon their death, in exchange for the power gained therein.

Adventures: The least personal motivation for a fiendpact medium to adventure is simple greed. It is a short path to wealth and those objects of magical might which enable power. Others recognize that while the pact was a shortcut to power, they must still act with their own drive to gain more. The fiendish power implanted in them naturally grows with use, especially conflict, and such conflict is often found in adventuring; many fiendpact mediums adventure as some sort of bloodknight who seeks battle for its own sake, little realizing that this is an echo of the battle lust which has fueled the Blood War for time immemorial. Others seek adventure for more personal reasons. Whatever their reasons they are usually rooted in the darker parts of the mortal heart; greed, ambition, revenge.

Characteristics: A fiendpact medium has made a pact for power with a demon or devil and gains some of the characteristics of the fiend whose power inhabits their soul as well as other abilities stemming from the gestalt of mortal and fiend. A fiendpact medium develops physical armaments and powers reminiscent of those born by many fiends, claws and wings and eventually resilient hide, as well as more mystical powers. They are resistant to the elements, and to weapons which have not been consecrated. They develop the same resilience to energies that their fiendish patron possesses, and a variety of magical powers related to their patron. Powerful fiendpact mediums even become recognized as true fiends by the magical bonds which allow fiends to summon their brethren, and to transport from place to place. The evil surging their souls and permeating their essence marks them forever as creatures of darkness no matter how noble their actions, and bolstered by their mortal soul is able to even repel and weaken the powers of good, emanating a magical protection against celestial forces.

Alignment: As a general rule Fiendpact Mediums tend strongly, almost completely towards evil. Their powers are literally fueled by evil, and the use of many of them is a soul-tainting act as it involves actively drawing upon demonic or diabolic energies. The act of becoming a Fiendpact Medium requires allowing such tainted energies to permeate your soul and become one with it, permanently altering it, and thus all Fiendpact Mediums begin as evil, and may only expand their powers while evil. Fiendpact Mediums with diabolic binding fiends vary widely on their ethical alignment, as the fiends know that the binding will lead the medium's soul inevitably towards Baator and they are more than happy to siphon souls away from the Abyss through exploiting loopholes in cosmic law and Chaotic Evil mortals rarely care whether their benefactor is a demon or a devil. Demonic Fiendpact Mediums tend more towards Chaos, as Lawful Evil mortals find themselves more easily able to trust devils who than demons, at least you can expect a predictable form of betrayal from a devil and maybe even a loophole you can use to escape if you grow to regret your decision; a demon is likely to leave more loopholes, but ignore the word of the contract when you try and use them. Fiendpact Mediums tend to slowly grow more and more like their binding fiend in their representation of their alignment, and in their alignment. A diabolic Fiendpact Medium will find themselves growing more and more Lawful and hierarchical, while a demonic Fiendpact Medium will find themselves caring less and less for laws save one "the strong rules".

Religion: Fiendpact Mediums rarely follow gods; few Evil gods care for worshipers whose souls can never truly be theirs. That said, some Fiendpact Mediums do exchange services with dark gods, working for their clergy in exchange for either material benefits or hope of the god's favor. Others worship their binding fiend, this is most common among those with powerful binding fiends such as a pit fiend or balor, or archfiends, hoping that through obeisance and service in their mortal live they may gain the archfiend's favor when they are reborn as a fiend themselves.

Background: There is only one way a Fiendpact Medium may gain their powers; you must make a deal with a devil (or demon). A Fiendpact Medium has sacrificed the purity of their soul, allowing fiend to implant its essence directly into that immortal portion and to in so doing taint it and mold it towards being a copy of the fiend's own, to gain a mirror of the fiend's power. Fiendpact Mediums tend to be those who were not blessed with talent. In youth they are not defined by a warrior's strength or endurance, a thief's adroitness, a wizard's intellect, insight, or that ineffable quality that draws others to you, but instead by the lack of these things. Many Fiendpact Mediums were, before accepting their pact, merely average or less even than that. The "positive" traits which unite them are burning ambitions, a desire to gain power, and ultimately the courage to act upon this desire given a chance. To these the fiends offer a part of their essence, a portion of their being, and with this power the Fiendpact Medium is reborn, new strength, new power, new insight, intelligence, all these things can be theirs.

Races: Of the common races humans are the most likely to turn to the path of a fiendpact medium, followed by half-elves and half-orcs. The other common races all have a natural tendency towards good which makes fewer willing to accept a fiend's bargain. Gnomes are perhaps the least likely, as they are typically happy with their lot and jealous ambition is rare among them. Elven fiendpact mediums are often drawn not from the weak, but those who held power but despite this power have suffered some great loss or defeat and seek vengeance, no matter the cost. Dwarven fiendpact mediums are drawn primarily from those outcast from society, those who lacked the drive for the common weal which is so central to dwarven society; they often find themselves banished from dwarven society after the close communal life leads to them being inevitably outed as what they are. Halfling fiendpact mediums often involve themselves in underworld dealings, becoming crime bosses known for their viciousness.

Other Classes: Fiendpact Mediums get along best with warlocks who actively work with their fiendish patrons. Wizards see them as fools who have sacrificed something that cannot easily be regained for a shortcut which leads to lesser power. Druids see them as unnatural. Clerics of non-evil gods see them as nothing more than demon worshipers who have given infernal forces the deities' share, even clerics of evil gods are split between contempt and considering the medium a useful tool; clerics of archfiends however tend to find common ground with a fiendpact medium.

Role: A fiendpact medium is capable of fighting in close combat or at a range. Their low hit dice leaves them relatively vulnerable to foes which can overcome their damage reduction either through single powerful blows or holy weapons, and their relative lack of combat focused abilities push them towards being secondary combatants. Their array of skills make them powerful social faces and as most binding fiends are demons of corruption and manipulation their powers tend to push them further towards this niche. Some binding fiends serve to grant a fiendpact medium other roles depending upon level such as blaster (low level ice devil or balor), scout (imp), or melee (horned devil).

GAME RULE INFORMATION
Fiendpact Mediums have the following game statistics.
Abilities: Fiendpact Mediums need physical ability scores to engage in combat, and Charisma as it determines how hard their SLAs are to resist and eventually their saving throws.
Alignment: Any Evil; a Fiendpact Medium may only gain levels in this class as long as they are evil in alignment and suffer penalties to their effective class level if their alignment wavers.
Hit Die: d8
Starting Age: As barbarian.
Starting Gold: As barbarian.

Class Skills
The fiendpact medium's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int), Knowledge (the Planes) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).

Skill Points at First Level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8 + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+2

+2
Fiendish Pact, Aura of Evil, Damage Reduction, Darkvision, Evil Brand, Protection from Good


2nd

+2

+3

+3

+3
Claws, 1st Energy Resistance (10)


3rd

+3

+3

+3

+3
Fiendish Boon I, Poison Resistance


4th

+4

+4

+4

+4
Fiend Form, Protection from Good (continuous), 2nd Energy Resistance


5th

+5

+4

+4

+4
1st Energy Resistance (20), Spell Resistance


6th

+6/+1

+5

+5

+5
Wings, 3rd Energy Resistance


7th

+7/+2

+5

+5

+5
Final Resistance, Poison Immunity, Soul of Evil


8th

+8/+3

+6

+6

+6
Natural Armor (+2), 1st Energy Resistance (30)


9th

+9/+4

+6

+6

+6
Fiendish Boon II, Magic Circle against Good


10th

+10/+5

+7

+7

+7
Profane Grace, Telepathy


11th

+11/+6/+1

+7

+7

+7
Energy Immunity


12th

+12/+7/+2

+8

+8

+8
Fiendish Boon III


13th

+13/+8/+3

+8

+8

+8
Blasphemy 1/day, Natural Armor (+4)


14th

+14/+9/+4

+9

+9

+9
Summon Fiends 1/day


15th

+15/+10/+5

+9

+9

+9
Fiendish Boon IV


16th

+16/+11/+6/+1

+10

+10

+10
Blasphemy 2/day, Unholy Aura


17th

+17/+12/+7/+2

+10

+10

+10
Summon Fiends 2/day


18th

+18/+13/+8/+3

+11

+11

+11
Fiendish Boon V, Natural Armor (+6)


19th

+19/+14/+9/+4

+11

+11

+11
Blasphemy 3/day, Greater Teleport


20th

+20/+15/+10/+5

+12

+12

+12
Fiendish Boon VI, Summon Fiends 3/day



Class Features
All of the following are class features of the Fiendpact Medium.

Weapon and Armor Proficiencies: A fiendpact medium is proficient in all simple and martial weapons, light and medium armor, and shields (excluding tower shields).

Fiendish Pact: When you become a fiendpact medium you make a pact with a fiend of some sort. This fiend becomes your Binding Fiend. Whether it is a devil (LE) or demon (CE) influences the majority of your class features, and what specific type of fiend it is determines your fiendish boons and may influence your Fiend Form ability. This pact bestows power (i.e. class features) in exchange for the mediumís soul upon their death. 2 months after the fiendpact medium dies they become a fiend, this new fiend is a composite of the medium and (primarily) their binding fiend (about a 10%/90% split); what sort of fiend is created is determined by the fiendpact mediumís level and binding fiend. During the two months prior to this the fiendpact medium can be revived normally, afterwards the newly created fiend must be willing to risk its own destruction by allowing itself to be unformed, and returned to being the fiendpact medium until the medium dies once more. As if a fiendpact medium gains power in this revival the fiend has a chance to more easily ascend through the fiendish hierarchy, as well as garner good will by performing tasks that further the purpose of various fiends on the prime, a fiend has some powerful motivation to accept this risk if the fiendpact medium had worked to maintain good relationship with their fiendish patrons. If a fiendpact medium becomes immortal, however, they can expect fiendish attacks unless they are actively making themselves more useful to the fiends than they would be as a new fiend.

When one makes this fiendish pact multiple things occur. First a fiendpact medium may reassign their ability scores. If they had less than PC level abilities they redetermine them with the method for PCs or potentially the elite array if an NPC; this mainly comes up as a backstory thing with a character with average or below average abilities taking levels in fiendpact medium and gaining improved abilities. If the fiendpact medium already had PC level ability scores they may reassign them either removing racial modifiers and rearranging the scores before re-applying racial modifiers (if rolls/an array were used) or redoing their point buy. Secondly a fiendpact medium may immediate exchange any or all levels in other classes for levels in fiendpact medium. Levels in PC classes are exchanged 1 for 1. Levels in NPC classes have an exchange rate determined by the DM, it is advised that adept and aristocrat have 1 to 1 or close to that exchange, while warrior and expert have a reduced rate (as especially the latter tends to have higher levels in the world at large than NPCs of PC classes) and commoner gets no better than 3/4th exchange possibly Ĺ (because commoners have the highest levels). Third it allows you to change your feats. Fourth it is possible that the fiendpact medium takes on a drastically different appearance; this is more likely to happen at the mediumís request in the case of a lawful fiend (after all the more successful the medium is the more powerful a fiend they will become and the better return they obtain for their investment), and quite accidentally in the case of a chaotic fiend (they are less able to control the exact nature of the pact).

Accepting this pact taints the fiendpact mediumís soul casting fortifying those worst parts of their nature, pushing them towards evil. It is possible for a fiendpact medium to return to a non-evil, or even good alignment, but using any spell-like ability granted by this class, activating any activated ability from this class is an evil action; even toggling physical changes of this class requires tapping into fiendish energies. In addition if you are non-evil your class level is considered to be 1 lower for all abilities, you retain abilities gained via the class table but whenever your class level is used for a calculation (Caster level, fiend forms available, Damage Reduction, etc) it is treated as 1 lower. If you are Good it is instead treated as 2 lower.

Fiends naturally recognize a fiendpact medium for what they upon sight, knowing instinctively that they have fiendish essence in their soul and whether it is diabolic or demonic. A Knowledge (the Planes) check DC 15 lets them identify the specific kind of binding fiend you possess and a Knowledge (the Planes) check DC 20 lets them identify your specific binding fiend (although it might require a higher DC to know anything about your binding fiend). If your binding fiend is a demon this will typically make devils hostile towards you and vice versa. Even if your binding fiend is of the same kind there is no guarantee that a fiend will not be hostile; while it tends to count as a point in your favor if you are inconvenient they will not hesitate to act accordingly. This also means that you may find that your binding fiendís enemies are your enemies and their friends are likely to consider you their tool to borrow.

It is possible to break your fiendish pact. To do so with raw magic requires a carefully worded Wish or Miracle and replaces levels in fiendpact medium with commoner, warrior, or expert (at DMís discretion) or possibly the levels that they replaced (again at DMís discretion). It would be possible for a powerful celestial to break the pact and replace it with one to serve Mount Celestia in the form of becoming a runebound knight, replacing all Fiendpact Medium levels with Runebound Knight levels. Other methods may exist, but should require an epic quest at great personal risk and potentially sacrifice.

Aura of Evil: A fiendpact medium radiates an aura of evil as an evil cleric.

Damage Reduction (Su): A fiendpact medium is resilient to normal weapons. They gain Damage Reduction equal to Ĺ their class level rounded up overcome by Good weapons or weapons made of material based upon their binding fiend; silver if their binding fiend is a devil and cold iron if it is a demon. At 8th level this damage reduction becomes overcome only by Good weapons, and at 14th level this damage reduction becomes overcome only by weapons which are both Good and made of the material related to their binding fiend.

Darkvision (Ex): A fiendpact medium gains Darkvision 60-ft if they did not already have it.

Evil Brand: A mark of the fiendpact mediumís pact appears somewhere on their body. This can be a literal brand, a tattoo, a birth mark, third nipple, strange growth, or other such sign and can normally be hidden by clothing. A character looking at this mark can recognize its nature as the mark of a pact with a fiend with a DC 15 Knowledge (the Planes) check, or a DC 20 Knowledge (Religion) or Knowledge (Arcana) check. A result of 20 or higher on a Knowledge (the Planes) check can also reveal whether it is demon or devil, a 25 or higher can reveal the exact type of fiend which is your binding fiend, and a DC 30 can reveal the identity of your binding fiend (assuming that a DC 30 Knowledge the Planes check would reveal information about them).

Protection from Good (Su): The willful evil of a mortal soul which accepts fiendish power and the fiendish essence imbued into it by the fiend pact results in an energy repellant to good. Once per day a fiendpact medium may invoke this energy as a standard action to gain the benefits of a Protection from Good spell for 10 minutes/class level. Beginning at 4th level you are continuously protected as if by a Protection from Good spell.

Claws : Beginning at 2nd level you show the first physical changes of your fiendpact, growing a pair of claws. You may revert your hands to their original form as a standard action, and return them to being claws as another standard action. These claws can be used to perform a pair of natural weapon attacks dealing 1d6 + Strength damage as primary natural weapons (if you are medium sized).

1st Energy Resistance (Ex): Beginning at 2nd level some portion of fiendish resilience begins to show upon your body. You gain Fire Resistance 10 if your binding fiend is a devil and Electricity Resistance 10 if your binding fiend is a demon. At 5th level this energy resistance increases to 20, and at 8th it increases to 30; the other energy resistances granted by this class do not improve in any way.

Fiendish Boon I: At 3rd level a fiendpact medium gains a skill bonus related to their binding fiend and either a supernatural or spell like ability. All spell-like abilities use your fiendpact medium level for your Caster Level (and as spell-like abilities default to Charisma for saving throw DCs).

Pit Fiend: You gain Hold Person as a spell-like ability 2/day and a +1 bonus to all skill checks.
Imp: You gain Detect Magic as a spell-like ability at-will and Invisibility as a spell-like ability 1/day and a +4 bonus to Bluff checks.
Pleasure Devil: You gain Charm Person as a spell-like ability 3/day and a +2 bonus to Bluff, Diplomacy, and Sense Motive checks.
Ice Devil: You gain Lesser Orb of Cold as a spell-like ability at-will and a +4 bonus to Listen and Spot checks.
Horned Devil: You gain Divine Favor as a spell-like ability 3/day and a +4 bonus to Intimidate checks.
Paeliryon: You gain Clairaudiance/Clairvoyance as a spell-like ability 2/day and a +2 bonus to Gather Information, Knowledge (Local), and Sense Motive checks.
Harvester Devil: You gain Disguise Self as a spell-like ability usable 1/day per class level and a +2 bonus to Bluff, Diplomacy, and Sense Motive checks.
Balor: You gain Scorching Ray as a spell-like ability 2/day and a +4 bonus to Intimidate checks.
Marilith: Any weapon you wield is considered to be a +1 weapon and you gain a +4 bonus to Sense Motive checks.
Succubus: You gain Charm Person as a spell-like ability 3/day and a +2 bonus to Bluff, Diplomacy, and Sense Motive checks.
Glabrezu: You gain Lesser Confusion as a spell-like ability 3/day and a +2 bonus to Bluff, Diplomacy, and Intimidate checks.
Lilitu: You gain Undetectable Alignment as a spell-like ability usable 1/day per class level and a +2 bonus to Bluff, Diplomacy, and Knowledge (Religion) checks.


Poison Resistance (Ex): Beginning at 3rd level you gain a +4 bonus on saves versus poison.

Fiend Form (Su): Beginning at 4th level you are able to release the fiendish power in your soul letting it flow out through your body transforming it momentarily into the form of a true fiend. Activating this ability is a swift action and it lasts for 2 rounds + 1 round/2 class levels. While this ability is active you retain your own alignment, languages known, hit points, and are treated as having your normal hit dice for purpose of adjudicating effects based on HD (such as sleep). For all other purposes (including base attack bonus and saving throws) your game statistics are replaced with those of the fiend whose form you imitate. You lose all special abilities of your normal form, including class features, and gain all abilities of the fiend you assume the form of except any ability to summon other demons or devils and any spell-like ability which costs XP (except where noted). In addition you gain an amount of temporary hit points listed along with the fiend whose form you assume. What form you assume is determined by your class level and binding fiend (in most instances only whether it is a demon or devil matters but there are exceptions) and you may not choose to assume a lower level form. All gear worn is subsumed into your new form for the duration, with any gear typically carried by the fiend forming (and vanishing at the end of the duration). You may end this ability prematurely as a swift action.

LevelForm (Devil)Form (Demon)Temp HP
4thSpined Devil (Imp if Imp is your binding fiend)Rutterkin4
5th-6thBearded DevilBar-Lgura10
7th-8thAmnizu (Erinyes if Pleasure Devil is your binding fiend)Succubus10
9th-10thBone Devil (Erinyes if Pleasure Devil is your binding fiend)Vrock20
11th-12thBarbed Devil (Pleasure Devil if Pleasure Devil is your binding fiend)Hezrou20
13th-14thIce DevilGlabrezu (Lilitu if Succubus/Lilitu is your binding fiend)30
15thIce DevilNabassu40
16thHorned DevilNabassu40
17th-19thHorned Devil (Paeliryon if Paeliryon is your binding fiend)Marilith40
20thPit Fiend (you gain 1/year Wish SLA; you may not use this wish to break your pact, and must pay XP as normal for wishes that create magic items)Balor50


2nd Energy Resistance (Ex): At 4th level you gain a 2nd energy resistance. If your binding fiend is a devil this is cold resistance 10, if it is a demon it is fire resistance 10.

Spell Resistance (Su): Beginning at 5th level you gain Spell Resistance 8 + your Class Level.

Wings (Ex): Beginning at 6th level a Fiendpact Medium undergoes their second visual change. They grow a pair of large, bat-like wings, and gain a fly speed equal to twice their base land speed with good maneuverability. Like their claws they can retract or regrow these wings as a standard action.

3rd Energy Resistance (Ex): At 6th level you gain a 3rd energy resistance. If your binding fiend is a devil this is acid resistance 10, if it is a demon it is cold resistance 10.

Final Resistance (Ex/Su): At 7th level a Fiendpact Medium gains acid resistance 10 if their binding fiend is a demon (and this is an Ex ability), and the ability to See in Darkness (even magical darkness) as if it were full daylight if their binding fiend is a devil (this is an Su ability).

Poison Immunity (Ex): Beginning at 7th level a Fiendpact Medium is wholly immune to poison.

Soul of Evil: Beginning at 7th level a Fiendpact Medium gains the Evil subtype and regardless of their alignment are affected by spells and effects as if they were evil. In addition any weapon they wield overcomes DR as if it were evil and their natural weapons also overcome DR as if magic.

Natural Armor (Ex): At 8th level a Fiendpact Mediumís body hardens. While in their natural form their natural armor increases by 2 (this is not an enhancement bonus but an increase to the initial number). Although an alteration to your physical form it is not visually apparent. At 13th level your natural armor increases another 2 (total increase of +4) and at 18th level it increases another 2 (total increase of +6).

Fiendish Boon II: At 9th level a Fiendpact Medium gains yet more abilities based upon their binding fiend.

Pit Fiend: You gain a +2 bonus to all ability scores.
Imp: You gain Invisibility (self-only) usable as a spell-like ability at-will.
Pleasure Devil: You gain the Thousand Faces ability as a druid and Charm Monster as a spell-like ability twice per day.
Ice Devil: You gain Cold Immunity.
Horned Devil: You gain Wounding Blows as a supernatural ability. Your attacks leave bleeding wounds which deal 1 damage a round for a number of rounds equal to your Con mod to creatures you strike vulnerable to critical hits; the bleeding damage from multiple attacks stack.
Paeliryon: You gain the ability to see invisible and ethereal creatures and objects as the spell See Invisibility continuously (this is an Su ability) and you gain Greater Invisibility as a spell-like ability 2/day.
Harvester Devil: You are continuously protected by a sanctuary effect (this is a supernatural ability with a DC of 10 +1/2 class level + Charisma modifier). Outsiders are immune to this ability, but non-outsiders who succeed on their save against it suffer a -2 penalty to all other saves for 1 minute. If you attack any opponent this effect is suppressed for 1 minute before automatically re-activating.
Balor: You gain a +2 bonus to all ability scores.
Marilith: You gain the ability to see invisible and ethereal creatures and objects as the spell See Invisibility continuously (this is an Su ability) and you gain Two-Weapon Fighting and Improved Two-Weapon Fighting as bonus feats (you may replace these feats if you already have them).
Succubus: You gain the Thousand Faces ability as a druid and Charm Monster as a spell-like ability with a range of touch three times per day.
Glabrezu: You gain Confusion as a spell-like ability usable twice per day and may use Chaos Hammer and Unholy Blight as spell-like abilities a total of two times per day between the two.
Lilitu: You gain the ability to cast divine spells. Your caster level is equal to your class level, and you prepare and cast spells as a Good aligned cleric (allowing you to cast Good descriptor spells but not Evil ones regardless of alignment). You do not use a clericís spell progression, and you use Charisma to determine bonus spells, save DC and highest possible spell level. You do not gain domain spells or the ability to spontaneously cast Cure or Inflict spells. You gain 3 level 0 spell slots, 3 level 1 spell slots, and 2 level 2 spell slots; spells are prepared from the cleric list.


Magic Circle against Good (Su): Beginning at 9th level your evil power exerts its influence beyond your body. You project a Magic Circle against Good continuously as a supernatural ability; it does not protect creatures within from mind-control effects generated or controlled by creatures with the evil subtype.

Profane Grace (Su): Beginning at 10th level the evil power within you serves to protect you. You add your Charisma modifier if positive to all saving throws as a profane bonus.

Telepathy (Su): Beginning at 10th level a fiendpact medium gains telepathy with a 100-ft range like a Baatezu or Tanaríri.

Energy Immunity (Ex): Beginning at 11th level a fiendpact medium gains Fire Immunity if their binding fiend is a devil, or Electricity Immunity if their binding fiend is a demon.

Fiendish Boon III: At 12th level a Fiendpact Medium gains yet more abilities based upon their binding fiend.

Pit Fiend: Animate Dead as a spell-like ability once per day and Invisibility as a spell-like ability at-will.
Imp: Fast Healing 2.
Pleasure Devil: Vampiric Touch as a spell-like ability at-will, in addition your melee attacks deal an additional 1d6 damage to living creatures and you gain an equal amount of temporary hit points (these temp hp last 10 minutes) this is a supernatural ability.
Ice Devil: As a supernatural ability whenever you strike a creature in melee each round it must make a Will save (DC 10 + Ĺ class level + Cha modifier) or be slowed for 1d6 rounds, no matter how many times you strike a creature it does not need to save more than once.
Horned Devil: You can radiate a 5-foot-radius fear aura as a free action. A creature in the area must succeed on a Will save (DC 10 +1/2 class level + Cha modifier) or become panicked for 1 round/class level. A creature that successfully saves cannot be affected again by your aura for 24 hours. Baatezu are immune to the aura. This is a supernatural ability.
Paeliryon: Your claws critical threat range increases to 18-20 (before Keen/Improved Critical) with x3 and inflict 1d4 Charisma damage per hit.
Harvester Devil: If an effect would determine your alignment or sense your alignment aura, even if you are unaware of it, you may make a Bluff check opposed by the originatorís Sense Motive check. If you win you do not detect as Evil. You are still affected by effects that only affect Evil creatures (such as Smite Evil). In addition whenever you strike a creature in melee it must make a Will save (DC 10 +1/2 class level + Cha modifier) or suffer a -2 penalty to attack rolls and saves for 24 hours as feelings of fatigue and sloth wash over it. The creature may end this effect by willingly striking a Good aligned creature for full lethal damage, and feels a strange desire to do so recognizing this will provide soothing release. This is a mind-affecting effect and multiple instances do not stack. A remove curse or heal spell removes this effect. Both of these abilities are supernatural.
Balor: You gain the ability to ignite your body, covering it in flames. These flames do not harm you but any creature striking you in melee without a reach weapon takes 2d6 fire damage and your natural weapons (and unarmed strikes) deal 2d6 extra fire damage.
Marilith: The penalties you suffer to attack rolls for wielding two or more weapons are reduced by 2.
Succubus: You gain Detect Thoughts as a spell-like ability usable at-will, and Suggestion as one usable three times per day.
Glabrezu: You gain the ability to use Limited Wish as a spell-like ability once per day, but you may not use it on yourself and must have another creature verbally express a desire for the created effect.
Lilitu: Once per day you may embrace a willing or helpless creature (other than yourself) and give it your blessing. It gains a +2 profane bonus to Charisma saving throws for 24 hours or until a Dispel Evil spell is cast upon it, and it radiates an aura of evil as if its alignment were evil and any weapon it wields overcome damage reduction as Evil. In addition your name, written in Abyssal, appears somewhere on the recipientís body and you may communicate with it telepathically regardless of distance as long as you are both on the same plane and monitor its condition as if you had cast the Status spell on it. Accepting this blessing is an evil act and a Will save (DC 10 +1/2 class level + Cha modifier) can be made to resist it.


Blasphemy (Sp): At 13th level a Fiendpact Medium gains the ability to utter a word of absolute evil utterly anathema to good. This functions as Blasphemy with a Caster Level of their class level and unlike other spell-like abilities requires a Verbal component. A Fiendpact Medium can use this ability once per day at 13th level, twice at 16th, and three times at 19th.

Summon Fiends (Sp): Beginning at 14th level a fiendpact medium is recognized by the ancient pacts between fiends which allow them to summon others of their kind. Once per day a fiendpact medium may summon a group of fiends to their aid for 10 minutes. This puts the fiendpact medium into the fiendsí debt. This debt can be repaid by performing some service to the fiends, such as performing a task for them on the prime material plane, or each of the fiends is able to summon the medium back for a fraction of 10 minutes (the entire group together may summon the medium for a total of 10 minutes this way). If the medium is killed while summoned this way, though, they must make a Fortitude save (DC 30) or die for real and even on a success suffer a 2 negative levels (DC 30 to remove when the time comes). Most fiends choose to either allow the medium to accumulate debt until they have enough for a serious favor, or wait for the medium to die and use this debt as a weapon against the newly formed fiend. What fiends you are able to summon are determined by whether your binding fiend is a devil or a demon. If you use this ability to summon manes or lemurs you do not incur a debt of any sort. If a fiend is summoned this way and you summon fiends of that kind again within 8 hours you summon the same fiends, and if a fiend is slain while summoned this way you summon one fewer of that type of fiend if you choose to summon it for the next 8 hours and your debt to that fiend is doubled (it reshapes after 8 hours as it was merely summoned not called). The exception to this are lemures and manes which are summoned from the nigh infinite masses of each at random each time.

If your binding fiend is a devil you summon devils, if your binding fiend is a demon you summon demons.

At 17th level you may use this ability twice per day, but no more than one instance may be active at a time. At 20th level you may use this ability three times per day, but no more than one instance may be active at a time.

LevelSummons (Devils)Summons (Demons)Effective Spell Level
17 or lessBone Devil, 1d6 Bearded Devils, 2d10 LemuresSuccubus, 1d6 Juvenile Nabassu, 2d10 Manes 7th
18 or more2 Bone Devils, 2d4 Bearded Devils, 3d8 Lemures Vrock, 2 Succubi, 2d4 Juvenile Nabassu, 3d8 Manes 8th


Fiendish Boon IV: At 15th level a Fiendpact Medium gains yet more abilities based upon their binding fiend.


Pit Fiend: You can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a Will save (DC 10 +1/2 class level + Cha modifier) or become panicked for 1 round/class level. A creature that successfully saves cannot be affected again by your aura for 24 hours. Baatezu are immune to the aura. This is a supernatural ability.
Imp: You gain the ability to use Commune as a spell-like ability once per week, and Suggestion as one at-will.
Pleasure Devil: You gain a +4 bonus to your Charisma.
Ice Devil: Your spell resistance increases by 4 (to 12 + class level) and you can radiate a 10-foot-radius fear aura as a free action. A creature in the area must succeed on a Will save (DC 10 +1/2 class level + Cha modifier) or become panicked for 1 round/class level. A creature that successfully saves cannot be affected again by your aura for 24 hours. Baatezu are immune to the aura. This is a supernatural ability.
Horned Devil: You gain Regeneration 5 overcome by spells and effects with the Good descriptor, damage which is specifically holy or sacred, or good aligned weapons and attacks as well as silver weapons.
Paeliryon: You are able to use Mind-Blank as a spell-like ability at-will but with a range of personal.
Harvester Devil: Your Spell Resistance increases by 4 (to 12 + class level) and you gain a +2 bonus to your Charisma.
Balor: You gain Fire Immunity and the ability to use Greater Dispel Magic as a spell-like ability 2 + Charisma modifier times per day.
Marilith: Your legs fuse together into a snake-like tail. Your land speed increases by 10-ft, and you become difficult to trip or bull rush gaining a +4 to resist both such effects. In addition you gain a tail attack usable as a secondary natural weapon which deals 2d6 damage if medium and if grappling can constrict them for 3d6 + 1-1/2 Strength damage with a successful Strength check.
Succubus: You gain a +4 bonus to your Charisma.
Glabrezu: Once per day you may touch a creature other than yourself and, as an action requiring one full minute, imbue it with a single Least or Lesser Warlock invocation which it can use for 24 hours. Accepting this power is an evil act, as is using it, because it is demonic energy.
Lilitu: Your divine spellcasting improves granting you 1 more 1st and 2nd level divine spell slot, 3 3rd level spell slots, and 3 4th level spell slots.


Unholy Aura (Su): Beginning at 16th level a fiendpact mediumís evil power manifests itself in an aura of unholy energy which saps the strength of the noble hearted who dare face them. A fiendpact medium is continuously affected as if by the Unholy Aura spell.

Fiendish Boon V: At 18th level a Fiendpact Medium gains yet more abilities based upon their binding fiend.

Pit Fiend: You gain Regeneration 5 overcome by spells and effects with the Good descriptor, damage which is specifically holy or sacred, or good aligned silver weapons and attacks which deal damage as such.
Imp: You gain an additional daily use of the Summon Fiends ability and whenever you use it you summon 1 additional creature per die (or 1 additional creature if it is a flat number).
Pleasure Devil: You gain Regeneration 5 overcome by spells and effects with the Good descriptor, damage which is specifically holy or sacred, or good aligned weapons and attacks.
Ice Devil: You gain Cone of Cold as a spell-like ability usable at-will, but its damage is not capped at 15d6 and it is heightened to an 8th level spell.
Horned Devil: Your first successful melee attack each round forces the target to make a Fort save (DC 10 +1/2 class level + Cha modifier) or be stunned for 1d4 rounds. This is a supernatural ability.
Paeliryon: You gain the ability to use a Paeliryonís Belittle special attack once per minute; Will save DC 10 +1/2 class level + Cha modifier instead of 24.
Harvester Devil: You gain the ability to use Greater Dispel Magic as a spell-like ability three times per day, Major Creation once per day, and Limited Wish once per day.
Balor: When you die you release a fiery explosion deals which 2d6/level damage in 60-ft radius. Half this damage is fire, the other half a result of pure evil energies. A successful Reflex save (DC 10 +1/2 class level + Cha modifier) halves this damage. Enough remnants of your body are left for a Resurrection spell. This is a supernatural ability.
Marilith: You grow two additional arms which can be used to make additional claw attacks or wield weapons. You may cause them to retract or regrow as a standard action.
Succubus: Your first successful melee attack each round inflicts 2 negative levels onto the target.
Glabrezu: You may now use your Chaos Hammer and Unholy Blight spell-like abilities any number of times each day, and gain Power Word Stun as a spell-like ability once per day.
Lilitu: You grow 2 tentacles ending in barbed, venomous stingers which act as secondary natural weapons dealing 1d6 damage on a hit and inflicting poison (Fort DC 10 +1/2 class level + Cha modifier; initial damage 1d8 Wis, secondary damage 1d4 negative levels); you can cause these tentacles to retract into your body seamlessly or regrow as a standard action. In addition you gain Charm Monster as a spell-like ability three times per day.


Greater Teleport (Sp): Beginning at 19th level a Fiendpact Medium is recognized by whatever ancient pacts allow a fiend to teleport at-will. You can use Greater Teleport as a spell-like ability at-will but only on yourself and up to 50 lbs of carried gear.

Fiendish Boon VI: At 20th level a Fiendpact Medium gains the highest tier of abilities based upon their binding fiend.

Pit Fiend: When you use your Summon Fiends ability you can summon 1 Ice Devil or 2 Barbed Devil in addition to the normal options. This is the equivalent to a 9th level spell. In addition your Spell Resistance increases by 4 to 12 + Class level.
Imp: Your spell resistance increases by 4 to 12 + Class level. In addition once per day you may use Wish as a spell-like ability but only to copy another spell effect.
Pleasure Devil: You gain the ability to exude contact poison from your skin, which deals 1d6 Wisdom damage as its initial and secondary damage (Fort DC 10 + Ĺ class level + Con modifier). You may absorb this poison back into yourself as a standard action or ooze it forth once more as a standard action and it is not visibly different than when you do not have it. In addition you may use Morality Undone, Charm Monster, and Suggestion as spell-like abilities at-will.
Ice Devil: You gain Regeneration 5 overcome by spells and effects with the Good descriptor, damage which is specifically holy or sacred, or good aligned weapons and attacks. In addition you gain Wall of Ice as a spell-like ability usable at-will.
Horned Devil: You gain a +4 bonus to Strength and Constitution and your Spell Resistance improves by 4 (to 12 + Class level).
Paeliryon: You may now use your Belittle ability at-will and your Charisma and Spell Resistance both increase by 4.
Harvester Devil: Once per day you may use Wish as a spell-like ability but only to copy another spell effect and only to fulfill a request stated by another creature. In addition you may grant any willing creature that does not have invocations a Least (warlock) Invocation permanently, this requires a 10 minute action and physical contact for at least 1 full round, and you may invoke a Geas upon that creature at any time as a standard action (they are magically informed of the task). This invocation is granted by diabolic power and its use is considered an evil act.
Balor: You gain continuous True Seeing as a supernatural ability.
Marilith: You gain continuous True Seeing as a supernatural ability.
Succubus: You gain Charm Monster, Suggestion, and Ethereal Jaunt (self plus 50 lbs of gear only) as at-will spell-like abilities.
Glabrezu: Once per day you may use Wish as a spell-like ability but only to copy another spell effect and only to fulfill a request stated by another creature. In addition you may grant any willing creature that does not have invocations a Least (warlock) Invocation permanently, this requires a 10 minute action and physical contact for at least 1 full round, and you may invoke a Geas upon that creature at any time as a standard action (they are magically informed of the task). This invocation is granted by diabolic power and its use is considered an evil act.
Lilitu: You gain more divine spells granting you 2 5th level spell slots, a single 6th level spell slot, and 0 7th level spell slots (which allow for bonus spells of that level).

Zaydos
2015-02-16, 08:49 PM
Some concerns... well ok I have a fever right now so my main concern is whether the Outsider chassis (d8 hit die, 8 + Int skills, all good saves, good BAB) is too much with its class features. In general this class needs one or both Fiendish Codices (it is possible to avoid FCII except at Lv 4 with no real difficulty for a one with a Devil as binding fiend).

If people like it I have ideas for some theurgic combinations, but what combinations would you, the reader like to see?

AeonsShadow
2015-09-08, 05:25 PM
Seeing as this class can be "Broken" and replaced by another class VIA the Fiendish pact ability, I could see a whole new base class being made that can only be used by replacing the levels with that of the FiendPact Medium.

As for classes this one works with this Thematically, Warlock for the Demons (CE), Anti paladins and Blackguard for the Devils (LE) and of course our dear Devout Worshiping Clerics can't be left out either.

Urist Mcmage
2015-09-09, 07:11 PM
I would tone down some of the abilities so that they are all equally powerful, in addition, have you considered incorporating bonus vile feats or demonic feats from the BoVD, Elder Evils, Champions of Ruin, and both Fiendish Codexes?

Zaydos
2015-09-09, 07:14 PM
I would tone down some of the abilities so that they are all equally powerful, in addition, have you considered incorporating bonus vile feats or demonic feats from the BoVD, Elder Evils, Champions of Ruin, and both Fiendish Codexes?

Which ones would you say stand out as more powerful than the rest? And I thought about it, but worried the class was a bit overloaded already.


Seeing as this class can be "Broken" and replaced by another class VIA the Fiendish pact ability, I could see a whole new base class being made that can only be used by replacing the levels with that of the FiendPact Medium.

As for classes this one works with this Thematically, Warlock for the Demons (CE), Anti paladins and Blackguard for the Devils (LE) and of course our dear Devout Worshiping Clerics can't be left out either.

Well it's one way. You can replace another other class with this one but not vice versa. If you're talking about something that relies upon what you were before becoming a Fiendpact Medium... I'd actually not go with Warlocks/Blackguards, I'd go with something for the ex-paladin, the ex-sorcerer, and the like those who are not merely exchanging a lesser fiendish pact for something more but whose varied paths add new shapes and directions. Though would it be a PrC or ACFs?

Urist Mcmage
2015-09-09, 07:33 PM
Which ones would you say stand out as more powerful than the rest? And I thought about it, but worried the class was a bit overloaded already.

the most powerful ones seem to be the Balor, Pit Fiend, Glabrezu and Pleasure Devil, but now that i think about it, the real issue is that this class forces you into one path by forcing you to stick to one fiend for the whole campaign. in my opinion this class should probably work like a binder, being able to perhaps once per day change the fiend that they are wearing, but that is purely from a game balance perspective, the fluff you currently have is fine as is. you may want to consider making each demon a different 'vestige' and reskinning the binder to go with it. still, it is obvios that you put a lot of time effort into this class, and i encourage you to continue working on it.

Amechra
2015-09-09, 08:48 PM
The Lilitu is so much better than the other choices, it isn't even funny.

Maybe it isn't the best early on, but they end up with 8th level spells off the whole Cleric spell list in addition to the other features they get.

So basically the Lilitu is the go-to choice if you're starting as a high-level Fiendpact Medium.

AeonsShadow
2015-09-09, 11:16 PM
Well it's one way. You can replace another other class with this one but not vice versa. If you're talking about something that relies upon what you were before becoming a Fiendpact Medium... I'd actually not go with Warlocks/Blackguards, I'd go with something for the ex-paladin, the ex-sorcerer, and the like those who are not merely exchanging a lesser fiendish pact for something more but whose varied paths add new shapes and directions. Though would it be a PrC or ACFs?

No I meant those as two separate things. Those classes I mentioned all work well with the class as long as they continue thier evil ways.

but if they ended up good and replaced the levels, then some holy class similar to Favored Soul or some such, or even a whole new class that is designed as this ones counterpart, could be thier new class.

khadgar567
2015-09-10, 06:36 AM
zaydos small question is this class gets mediums own spell casting or not?

Zaydos
2015-09-11, 05:20 PM
the most powerful ones seem to be the Balor, Pit Fiend, Glabrezu and Pleasure Devil, but now that i think about it, the real issue is that this class forces you into one path by forcing you to stick to one fiend for the whole campaign. in my opinion this class should probably work like a binder, being able to perhaps once per day change the fiend that they are wearing, but that is purely from a game balance perspective, the fluff you currently have is fine as is. you may want to consider making each demon a different 'vestige' and reskinning the binder to go with it. still, it is obvios that you put a lot of time effort into this class, and i encourage you to continue working on it.

If you get the ability to change the fiend you have a pact with then it does just become a reskinned binder in too many ways. It loses the narrative weight. That and I actually made fiends as vestiges (http://www.giantitp.com/forums/showthread.php?330018-Pacts-of-Fiendish-Possession-Or-Soulbinding-a-Fiend) a good while before making this class. And thanks for the encouragement. The thing is I had a mild fever when making this class and forgot I had for like 2 months and still don't actually remember when I made it just talking about the basic idea the day before... and after.


The Lilitu is so much better than the other choices, it isn't even funny.

Maybe it isn't the best early on, but they end up with 8th level spells off the whole Cleric spell list in addition to the other features they get.

So basically the Lilitu is the go-to choice if you're starting as a high-level Fiendpact Medium.

Removed the 8th level spell, reduced it to 0 7th level slots, gave a 2nd 5th level slot. Think I need to drop their slots at 15th?


No I meant those as two separate things. Those classes I mentioned all work well with the class as long as they continue thier evil ways.

but if they ended up good and replaced the levels, then some holy class similar to Favored Soul or some such, or even a whole new class that is designed as this ones counterpart, could be thier new class.

Ah yes. That was a reading dumb fail for me. Personally I'd use Runebound Knight (http://www.giantitp.com/forums/showthread.php?340303-Runebound-Knight-%28Selling-souls-to-justice-PEACH%29&p=17277471#post17277471) as a (Lawful) Good equivalent with it being about a soul pact with Archons, but a redeemed class might be interesting to make. I'll have to think on it.


zaydos small question is this class gets mediums own spell casting or not?

Medium as in the 3rd party PF class? No it has no relation to medium. Medium actually probably shouldn't be in its name. Adept, Acolyte, Initiate... any of these probably would have been a better word choice.