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## Sacred Fist (also requested)

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Koumei
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### Sacred Fist (also requested)

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Post by Koumei » Wed Sep 08, 2010 6:39 am

Look at me go!
The Sacred Fist
"You must defeat Shen Long to stand a chance!"
Sacred Fists are the clerics who decide plate mail is not for them. They like meditation and contemplation, and they also like punching fools in the face and surrounding themselves with holy (or unholy, or anarchic, or what-the-fuck-ever) fire. They focus less on spreading the word and waging holy wars, and more on self-improvement so as to become more like their gods.
Playing a Sacred Fist:
Hit Dice: d8
Skill Points: 2 + Int
Class Skills: Balance, Climb, Escaoe Artist, Hide, Intimidate, Jump, Knowledge (Religion), Listen, Move Silently, Spot, Tumble
Proficiencies: Unarmed Strikes, Natural Attacks and Simple Weapons
Alignment: If the Sacred Fist worships a deity, they should probably not be the opposite alignment.

Level: | BAB: | Fort | Ref | Will | Special:
1 | +1 | +0 | +2 | +2 | Spellcasting, Strength of Conviction, Armour of Contempt
2 | +2 | +0 | +3 | +3 | Floating Footsteps
3 | +3 | +1 | +3 | +3 | Whisper in the Wind +10'
4 | +4 | +1 | +4 | +4 | Sacred Flame (Blazing Fist)
5 | +5 | +1 | +4 | +4 |
6 | +6 | +2 | +5 | +5 | Whisper in the Wind +20'
7 | +7 | +2 | +5 | +5 |
8 | +8 | +2 | +6 | +6 | Sacred Flame (Burn Knuckle)
9 | +9 | +3 | +6 | +6 |
10 | +10 | +3 | +7 | +7 | Blazing Aura
11 | +11 | +3 | +7 | +7 |
12 | +12 | +4 | +8 | +8 | Whisper in the Wind (Air Walk)
13 | +13 | +4 | +8 | +8 |
14 | +14 | +4 | +9 | +9 | Meditation
15 | +15 | +5 | +9 | +9 |
16 | +16 | +5 | +10 | +10 | Sacred Flame (Dragon Punch)
17 | +17 | +5 | +10 | +10 |
18 | +18 | +6 | +11 | +11 | Whisper in the Wind +30'
19 | +19 | +6 | +11 | +11 |
20 | +20 | +6 | +12 | +12 | Ascension

Spells per Day:

Character Level: | Orisons | I | II | III | IV | V | VI | VII | VIII | IX
1 | 2 | 1 | - | - | - | - | - | - | - | -
2 | 2 | 2 | - | - | - | - | - | - | - | -
3 | 3 | 2 | 1 | - | - | - | - | - | - | -
4 | 3 | 3 | 1 | - | - | - | - | - | - | -
5 | 3 | 3 | 2 | 1 | - | - | - | - | - | -
6 | 4 | 3 | 2 | 1 | - | - | - | - | - | -
7 | 4 | 4 | 3 | 2 | 1 | - | - | - | - | -
8 | 4 | 4 | 3 | 2 | 1 | - | - | - | - | -
9 | 4 | 4 | 3 | 3 | 2 | 1 | - | - | - | -
10 | 4 | 4 | 4 | 3 | 2 | 1 | - | - | - | -
11 | 4 | 4 | 4 | 3 | 3 | 2 | 1 | - | - | -
12 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - | -
13 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | 1 | - | -
14 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | -
15 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | 1 | -
16 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | -
17 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | 1
18 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1
19 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2
20 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2

Spellcasting: The Sacred Fist casts Divine spells off the Cleric list, automatically "knowing" all core Cleric spells and one non-core Cleric spell per class level, though the spells learned in this manner must be castable at the time. So no stockpiling level 6 spells at levels 1-11. Spells are prepared ahead of time. Unlike the Cleric, the Sacred Fist does not gain access to Domains, nor can she automatically convert prepared spells to Cure or Inflict spells. Any Cleric levels taken will, instead of granting Cleric spellcasting, add to the effective Sacred Fist level for the purpose of casting spells - as well as granting Domains and so on. No other Sacred Fist class features advance in this fashion, however. The spellcasting is Wisdom based.
Strength of Conviction (Ex): The Sacred Fist has honed her body into a weapon thanks to all the training and contemplation. She is not only proficient with her Unarmed Attacks, but treats them as actual Slam attacks. Her Slam deals 1d6 + Strength modifier in damage for a Medium creature, however any time she makes a Slam attack she may expend a single prepared spell to enhance the power. Doing so provides an Enhancement bonus to hit equal to the Spell Level, and 1d6 bonus damage per Spell Level.
Armour of Contempt (Ex): As long as the Sacred Fist wears no armour, she is still protected by her very life force. She gains an Armour bonus to AC equal to half her class level (round down) plus four. Additionally, when not wearing armour and not denied her Dexterity bonus to AC, she may use her Wisdom modifier in place of her Dexterity modifier for Armour Class and Reflex Saves.
Floating Footsteps (Su): Starting at second level, the Sacred Fist can walk on any surface, be it a leaf on a tree or a pool of water. However she will fall or sink as normal if she does not end the movement on solid ground, although a DC 25 Balance check allows her to stay afloat until the end of her next turn. She also has a permanent Featherfall effect.
Whisper in the Wind (Su): At levels three, six and eighteen, the Sacred Fist's movement speed improves by +10 feet. At level twelve, she may activate an Air Walk effect at will, stepping through the air as though that were perfectly normal.
Sacred Flame (Su): The Sacred Fist studies the arts of generating holy (or unholy) wreaths of energy to punch fools with. Starting at level four, she may coat her fists in "flame" with a Swift action, lasting until the beginning of her next turn. While her fists are coated with "flame", all Slam attacks deal extra Divine damage. This amount is equal to her class level, and the target then "burns" for 1d6 Divine damage for a number of rounds equal to her Wisdom modifier. At level eight, the burning damage increases to 2d6 and 1 Strength damage. At level sixteen, the burning damage improves to 3d6 and 2 Strength damage, and once initially ignited, the target must pass a Will save (Wisdom-based) or Panic for the duration of the "flames". Multiple strikes do not stack the effect, although they all benefit from the basic bonus damage as normal.
Blazing Aura (Su): At level ten, the Sacred Fist learns how to burst into "flames" in a non-fatal way. With a Move action she may surround herself in a sacred aura, lasting for one minute or until an enemy hits her with a natural weapon or a non-reach melee weapon. In the latter case, the foe instantly takes 2d6 Divine damage plus her character level, and continues to "burn" for 1d6+Wis Divine damage for 3 rounds.
Meditation (Ex): at level fourteen, the Sacred Fist becomes really good at meditation. So much so that she can cast Clairvoyance, Legend Lore and Augury as Extraordinary abilities at will.
Ascension (Ex): at level twenty, the Sacred Fist achieves Enlightenment and wins the game in a very Zen fashion. They also probably kill their god and take over, if they worship a god.
Last edited by Koumei on Thu Sep 09, 2010 4:36 am, edited 2 times in total.
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CatharzGodfoot
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###

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Post by CatharzGodfoot » Wed Sep 08, 2010 3:27 pm

I know it's dumb, but the spellcasting block should specify "divine spells".
Some of the ability names could afford to sound more 'divine'. You might use something like 'Divine Providence' instead of Living Armor (consider a SF of Vecna) and 'Strength of Conviction' or 'Empty Handed Smite' instead of Living Weapon.
For the sake of sacred fist followers of the Ice Queen (and for reduced complexity of energy resistance application), Sacred Flame could deal all divine damage and take a form appropriate to the character. Alternatively, you could let the player choose from acid, cold, electricity, and fire when they get the ability. Then have it deal entirely energy damage.
Also: you wrote a skill list!
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Vebyast
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### Re: Sacred Fist (also requested)

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Post by Vebyast » Wed Sep 08, 2010 3:27 pm

> Koumei wrote:Blazing Aura (Su): At level ten, the Sacred Fist learns how to catch fire in a non-fatal way.

Is there any particular reason that this doesn't grant fire resistance?
Also, I initially parsed this as "can catch <like you would a baseball> fire", like the firebenders in Avatar. Funny, but irrelevant.

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Koumei
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Post by Koumei » Wed Sep 08, 2010 5:14 pm

Okay... spellcasting is now Divine.
Living Weapon and Armour are now renamed.
The flames are now "flames" that are entirely Divine and can look like pavlova for all I care. Go on, do it. I dare you.
And now that it's not a fire coating, there's no need to give a resistance, not that doing so would imbalance the game or anything.
So you're a Cleric who has worse armour (that you needn't pay for), no weapons, a Slam attack, a good BAB, worse spellcasting (but still level-appropriate), and some extra tricks.
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ubernoob
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Post by ubernoob » Wed Sep 08, 2010 6:41 pm

I really feel like there should be one weak save. Either reflex or fortitude (I'm leaning toward fortitude). In return, you could toss in the whole 'use wisdom instead of dexterity for AC and saves' since this is supposed to be a frontline class.
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Red_Rob
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Post by Red_Rob » Wed Sep 08, 2010 8:58 pm

Seconded. All strong saves is overused in Tome. I mean, the fucking Fire Mage gets all good saves. What's that all about? When everyone has all good saves some enemies just don't do anything.
As its a no-armour Wis-based class, I'd go for poor Fort save.
Simplified Tome Armor.
Tome item system and expanded Wish Economy rules.
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Koumei
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Post by Koumei » Thu Sep 09, 2010 4:37 am

> ubernoob wrote:I really feel like there should be one weak save. Either reflex or fortitude (I'm leaning toward fortitude). In return, you could toss in the whole 'use wisdom instead of dexterity for AC and saves' since this is supposed to be a frontline class.

Done and done.
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