Some warriors will seek the greater power which spell-casters of the region can gain through magical means by bargaining with fiends. Desperate for power, or so focused on a single goal that they are willing to go to any length, these warriors will bargain away even their very soul for the purpose of gaining might which they use to attain their goals.
These warriors will seek out a powerful Devil, bargaining with it in exchange for great power. The Devil Sworn Fist must swear an oath, the specifics of which are determined by the fiendish patron, but which typically involves a specific vile act which they must perform under a certain stimulus (such as sacrificing a humanoid to the patron’s glory every new moon, or defiling any shrine to a particular good aligned deity whenever they pass by.)
While some might see Devil Sworn Fists as irredeemably corrupt, they would argue that the goals and the ends to which they apply their diabolic means justify the bargain. Many Devil Sworn Fists bend their new abilities towards the aggrandizement of their own noble houses, towards the advancement of a lawful and or evil nation’s power, or towards spreading the word and religion.
The path of the Devil Sworn Fist is never taken up lightly, so only those with a strong focus and strength of will begin along this path. The most common entrants into the prestige class include Lawful Evil and Lawful Neutral monks, though occasionally Fighters, Anti-Paladins which focus on natural attacks may seek out their own pacts. There have even been rumors of a Neutral evil druid who considered the diabolic power of the Devil Sworn Fist (in combination with wild shape) the path for which the most could be done in service of nature.
Role: Devil Sworn Fists are skilled first line warriors, capable in the art of battle. They will ally themselves with those they consider equals or only moderately inferior. All allies, however, will share a goal or have a purpose to which the Devil Sworn Fist intends to use them since those who barter with fiends are by nature selfish. Devil Sworn Fists might be conflicted about the path they have chosen to power, or they may accept and revel in the depravity of it. Either way, Devil Sworn Fists have chosen this path for a purpose and they will unflinchingly bend their fresh-gained might towards the achievement of this goal.
Alignment: Since Devil Born Fists must willingly bargain with Devils they cannot be good. Devils will never entrust their power to chaotic supplicants. All Devil Born Fists therefore are Lawful Evil, Lawful Neutral, Neutral Evil or very rarely True Neutral.
Hit Die: d8.
To become a Devil Sworn Fist, a character must fulfill the following criteria.
Alignment: Lawful Neutral, Lawful Evil, Neutral Evil, or True Neutral.
Skills: Diplomacy 5 ranks.
Base Attack Bonus: +3
Feats: Improved Unarmed Strike, Stunning Fist.
Pact: A Devil Sworn Fist must swear a particular oath to a Devil Patron. He must make friendly contact with a greater devil or higher and agree to terms which the Devil finds suitable. The most common patrons are horned devils, ice devils, and pit fiends, though very rarely an archdevil, Duke of Hell, or even Asmodeous himself will take a supplicant Devil Sworn Fist. The terms of this pact must be incredibly specific as to what is required of the Devil Sworn Fist.
The Devil Sworn Fist’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (the Planes) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 4+ Int modifier.
All of the following are the Devil Sworn Fist’s class features.
Weapons and Armor Proficiency
A Devil Sworn Fist gains no weapon or armor proficiency.
Contractual Obligation (Su): At 1st level a Devil Sworn Fist must sign a contract with a greater devil (or higher) outlining the terms of his service and requirements. The onus on the Devil Sworn Fist seems small at first, a simple act performed on a moderate schedule, though if ever violated the terms will call for immediate forfeiture of not only their life but their eternal soul. The benefits beginning at 1st level include stacking with Monk levels for determining unarmed damage bonus, AC Bonus, Fast Movement, Furry of Blows attack bonus, and Stunning Fists attempts. If they do not have Monk levels, treat their Devil Sworn Fist level as their Monk level for these purposes. Benefits at later levels which apply to unarmed strikes may apply to any weapon with which Flurry of Blows can be used.
Lemure’s Pact (Su): At 1st level a Devil Sworn Fist gains resistance 5 to Acid and Cold.
Imp’s Pact (Su): At 2nd level the Devil Sworn Fist gains the service of an Imp consular (see Bestiary) such as could be gained by an Arcane spell-caster with the Improved Familiar Feat. Use the Devil Sworn Fist’s character level as their Class level for purposes of familiar abilities. This Imp serves a dual purpose, granting increased abilities to the Devil Sworn Fist in combat and scouting, as well as enforcing the terms of the Contractual Obligation.
Bearded Devil’s Pact (Su): At 3rd level the Devil Sworn Fist may substitute a use of their Stunning Fist ability to cause an Infernal Wound. Infernal Wounds deals 2 points of bleeding damage per round. A DC 17 Heal check stops this damage, and any attempt to heal a creature suffering from an Infernal Wound must succeed on a DC 16 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects on the victim.
Erinyes’ Pact (Sp): Beginning at 4th level the Devil Sworn Fist may use the animate rope spell three times per day as a spell like ability.
Bone Devil’s Pact (Ex): At 5th level the Devil Sworn Fist may substitute a use of their Stunning Fist ability to cause a Poisoned Strike. Poisoned Strike—injury; save DC 15+ Con modifier; frequency 1/round for 6 rounds; effect 1d3 Str damage; cure 2 consecutive saves.
Barbed Devil’s Pact (Su): At 6th level the Devil Sworn Fist grows spines and barbs on their skin. A creature that strikes the Devil Sworn Fist with a melee weapon without reach, an unarmed strike, or a natural weapon takes 1d8+Str modifier points of piercing damage from the barbs.
Ice Devil’s Pact (Su): At 7th level the Devil Sworn Fist may substitute a use of their Stunning Fist ability to inflict Numbing Cold. Numbing Cold inflicts the slow spell for 1d6 rounds unless a DC 17+ Con modifier Fortitude save is made.
Horned Devil’s Pact (Su): At 8th level whenever the Devil Sworn Fist uses their Stunning Fist ability the effect lasts for 1d4 rounds instead and the DC to resist the effect is increased by 2.
Pit Fiend’s Pact (Su): At 9th level the Devil Sworn Fist gains the use of Hellfire Breath. This breath weapon deals 5d6 fire damage and 5d6 unholy damage to a 30 ft cone (DC 10+ ½ character level+ Devil Sworn Fist level + Con modifier reflex save for half). They may use this ability every 1d4 rounds, up to 3 times per day.
Devil Traits (Su): At 10th level the Devil Sworn Fists type changes to Outsider (Native, Lawful, Evil, Devil). This grants the Devil Sworn Fist the following traits of the Devil subtype: Immunity to fire and poison, resistance to acid and cold increase to 10, See in darkness.
Duke’s Pact (Su): Beginning at 10th level anytime they slay a humanoid with an unarmed attack they may attempt to transform the slain creature’s soul into a ghost under their control. The creature receives a Will save to negate this effect and pass on to the afterlife as normal (DC 10+ ½ character level+ Devil Sworn Fist level+ Wis modifier). The Devil Sworn First may control a number of ghosts equal to their Cha modifier (minimum 1).
Summon (Sp): At 10th level the Devil sworn fist may summon as a Horned Devil (1/day, level 6, three barbed devils).
Level BaB Fort Save Ref Sav Will Save Special
1st +0 +1 +1 +1 Contractual Obligations, Lemure’s Pact
2nd +1 +2 +2 +2 Imp’s Pact
3rd +2 +3 +3 +3 Bearded Devil’s Pact
4th +3 +4 +4 +4 Erinyes’ Pact
5th +3 +5 +5 +5 Bone Devil’s Pact
6th +4 +6 +6 +6 Barbed Devil’s Pact
7th +5 +7 +7 +7 Ice Devil’s Pact
8th +6 +8 +8 +8 Horned Devil’s Pact
9th +6 +9 +9 +9 Pit Fiend’s Pact
10th +7 +10 +10 +10 Duke’s Pact, Devil Traits, Summon
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