Sacred Fist

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The Sacred Fist is a prestige class that was originally published in Complete Divine for use in D&D ed. 3.5. This converted version is suitable for use with Pathfinder.

Sacred fists are independent organizations found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony.

Sacred fists have forsworn the use of weapons and heavy armor. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. Spellcasting does not dishonor them or their deity. Sacred fists are strong in faith, will, and body. Clerics are excellent candidates for sacred fists orders. Paladins may also choose to join them, but are seldom comfortable surrendering the trappings of their calling. Fighters, rogues, bards, and even ex-monks may make good candidates, provided they have enough levels in a class that grants divine spells. Druids occasionally find the class’s combat skills useful, but sorcerers and wizards find little to interest them.

NPC sacred fists are as varied as their faiths. In general, they travel the land individually, lending their skills to those who need protection or assistance. While a sacred fist from a temple of Pelor might humbly assist almost anyone who asked, one from Erythnul’s faith might help only when it gains him something. Sacred fists from the temple of Kord tend to be genial brawlers, humble in victory and gracious in defeat. All sacred fists seek challenges that allow them to further develop their fighting skills.

Adaptation: This prestige class is designed to emphasize a monk who sacrifices her array of supernatural abilities and cast spells instead. The sacred fists (under that name or another) could be an esoteric order of monks who combine rigorous self-defense training with near-constant prayer. And if you connect them to a specific nonlawful deity, the sacred fists are a good way to create an exception to the “monks must be lawful” rule.

Hit Die: d10
Table: The Sacred Fist
| Class Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special|AC Bonus | Unarmored Speed Bonus | Spells Per Day |
| 1st | +1 | +1 | +1 | +0 | Unarmed Damage, Ki Pool, Flurry of Blows | +1 | +0 ft | +1 level of existing divine spellcasting class |
| 2nd | +2 | +1 | +1 | +1 | | +1 | +0 ft | +1 level of existing divine spellcasting class |
| 3rd | +3 | +2 | +2 | +1 | | +1 | +10 ft | +1 level of existing divine spellcasting class |
| 4th | +4 | +2 | +2 | +1 | Sacred Flames 1/day | +1 | +10 ft | +1 level of existing divine spellcasting class |
| 5th | +5 | +3 | +3 | +2 | | +2 | +10 ft | +1 level of existing divine spellcasting class |
| 6th | +6 | +3 | +3 | +2 | Blindsense | +2 | +20 ft | +1 level of existing divine spellcasting class |
| 7th | +7 | +4 | +4| +2 | | +2 | +20 ft | +1 level of existing divine spellcasting class |
| 8th | +8 | +4 | +4 | +3 | Sacred Flames 2/day | +2 | +30 ft | +1 level of existing divine spellcasting class |
| 9th | +9 | +5 | +5 | +3 | | +2 | +30 ft | +1 level of existing divine spellcasting class |
| 10th | +10 | +5 | +5 | +3 | Inner Armor | +3 | +30 ft | +1 level of existing divine spellcasting class |

REQUIREMENTS
To qualify to become a sacred fist, a character must fulfill all the following criteria.
Base Attack Bonus: +4.
Skill: Knowledge (religion) 5 ranks.
Feats: Combat Casting, Improved Unarmed Strike, Stunning Fist.
Spells: Able to cast 1st-level divine spells.

CLASS SKILLS
The sacred fist’s class skills (and the key ability for each skill) are Acrobatics (Dex), Escape Artist (Dex), Heal (Wis), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level: 4 + Int modifier.

CLASS FEATURES
All of the following are class features of the sacred fist prestige class.
Weapon and Armor Proficiency: Sacred fists gain no proficiency with any weapons, armor, or shields.
AC Bonus (Ex): A sacred fist is highly trained at dodging blows, and he has a sixth sense that lets him avoid even unanticipated attacks. When unencumbered and wearing light or no armor, a sacred fist gains a +1 bonus to his AC. This bonus increases to +2 at 5th level and to +3 at 10th. This bonus to AC applies even against touch attacks or when the sacred fist is fl at-footed. He loses the bonus when he is immobilized or helpless, when he wears any armor heavier than light armor, when he carries a shield, or when he carries a medium or heavy load.
Spells per Day/Spells Known: When a new sacred fist level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class in which he could cast divine spells before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, wild shape ability, and so on). This essentially
means that he adds the level of sacred fist to the level of whatever other spellcasting class the character has, then determines spells per day accordingly. If a character had more than one spellcasting class in which he could cast divine spells before he became a sacred fist, the player must decide which class to assign each level of sacred fist for the purpose of determining spells per day and spells known.
Unarmed Damage (Ex): A sacred fist’s class levels stack with his monk levels (if any) for the purpose of determining his unarmed damage. If a sacred fist doesn’t have monk levels prior to becoming a sacred fist, treat him as a monk of the same class level as his sacred fist class level for determining his unarmed damage.
Ki Pool (Su): A sacred fist’s class levels stack with his monk levels (if any) for the purposes of determining the number of points in his ki pool and the qualities of his ki strike. If a sacred fist doesn’t have monk levels prior to becoming a sacred fist, treat him as a monk of the same class level as his sacred fist class level for determining the number of points in his ki pool and the qualities of his ki strike.
Flurry of Blows: A sacred fist’s class levels stack with his monk levels (if any) for the purpose of determining when he gets extra attacks from his flurry of blows. If a sacred fist doesn’t have monk levels prior to becoming a sacred fist, treat him as a monk of the same class level as his sacred fist class level for when he gets extra attacks.
Fast Movement (Ex): At 3rd level, a sacred fist gains an enhancement bonus to his speed, as shown on Table: The Sacred Fist. A sacred fist in medium or heavy armor or carrying a medium or heavy load loses this extra speed.
Sacred Flames (Su): At 4th level, a sacred fist may use a standard action to invoke sacred flames around his hands and feet. These flames add to the sacred fist’s unarmed damage. The additional damage is equal to 1d6 plus his Wisdom modifier (if any). Half the damage is fire damage (round up), and the rest is sacred energy and thus not subject to effects that reduce fire damage. The sacred flames last 1 minute and can be invoked once per day. At 8th level, a sacred fist can invoke sacred flames twice per day, and the damage increases to 2d6 plus Wisdom modifier.
Blindsense (Su): A 6th-level sacred fist gains sensitivity to vibrations, scent, and noise, granting him blindsense out to 10 feet.
Inner Armor (Ex): At 10th level, a sacred fist’s inner tranquility protects him from external threats. He may invoke a +4 sacred bonus to AC, a +4 sacred bonus on all saves, and spell resistance equal to 10 + character level for a number of rounds equal to his Wisdom modifier. He may use inner armor once per day.
Code of Conduct: A member of a sacred fist order refuses to use any weapon. A sacred fist who knowingly carries or uses a weapon loses all class spells and features and advances no farther as a sacred fist until he atones for his action (see the atonement spell).

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Sacred Fist

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