Jon Potter
First Post
Okay. Here's the last of my multiclass Monk PrCs inspired by the Ascetic feats from Complete Adventurer. You can find the Monk/Rogue Shadowed Fist here, and the Monk/Ranger Stalking Fist here if you're inclined to seek them out. Along with the Enlightened Fist from Complete Arcane (and to a lesser extent the Sacred Fist from Complete Divine) these three PrCs round out the multi-class niches set up by the Ascetic feats.
The Exalted Fist is essentially a retooling of the existing Initiate of Pistis Sophia from Book of Exalted Deeds. I removed the Sacred Vow nonsense and made a few other tweaks, but the exisiting skeleton of the class is still visible without too much difficulty.
I'd be interested in hearing opinions.
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Exalted Fist
HD: d8
Requirements:
To qualify to become an Exalted Fist, a character must fulfill all of the following criteria.
Alignment: Must be Lawful Good
Base Attack Bonus: +4
Skills: Concentration 8 ranks, Knowledge (religion) 8 ranks
Feats: Ascetic Knight, Stunning Fist
Special: Aura of Courage class ability, Still Mind class ability
Class Skills:
The Exalted Fist's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Tumble (Dex). See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at each level: 2 + Int modifier.
Class Features:
All the following are class features of the Exalted Fist.
Weapon and Armor Proficiency: Exalted Fists gain no proficiency with any weapon or armor. Many of the Exalted Fists abilities depend on unfettered movement and an Exalted Fist loses access to these powers when wearing armor (as described below).
Monk Abilities: An Exalted Fist adds her class level to her monk level (if any) to determine her class-based AC bonus, her unarmed damage, flurry of blows bonuses, and the number of daily attempts of her Stunning Fist feat. If she has no monk levels, she gains the AC bonus and unarmed strike damage of a monk whose level equals her Exalted Fist level, but she cannot add her Wisdom bonus to her AC.
An Exalted Fist does not count her class levels for the purpose of determining when she gains other monk class features, such as improved unarmored speed, bonus feats, evasion, or other special abilities.
Aura of Good: The Exalted Fist has an aura of good (see the detect good spell) equal to her Exalted Fist level. If the character already has this ability, she adds her Exalted Fist level to the class which it is gained from to determine the total power of her aura.
Healing Hands: Beginning at 1st level, an Exalted Fist gains the ability to Lay on Hands as a paladin. If the Exalted Fist already has this ability, she adds her Exalted Fist levels to the paladin levels to determine how many hit points she can heal per day.
Sanctify Ki Strike: The Exalted Fist's unarmed strikes deal 1 extra point of damage to evil creatures, or 1d4 extra points to evil outsiders and evil undead. In addition they are considered good-aligned for the purposes of overcoming damage reduction.
Smite Evil: At 3rd level the Exalted Fist may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per Exalted Fist level. If the character already has this ability, she adds her Exalted Fist level to the existing class from which it is gained to determine the total amount of additional damage her smite does. This ability is identical to the Paladin ability by the same name.
At 6th level, and again at 9th, the Exalted Fist may smite evil one additional time per day
Aura of Stillness: Beginning at 4th level, an Exalted Fist's Aura of Courage offers even greater protection to allies. Each ally within 10 feet of her gains a +2 morale bonus on saving throws against against all spells and effects from the school of enchantment in addition to the normal +2 bonus against fear effects.
This ability functions while the Exalted Fist is conscious, but not if she is unconscious or dead.
Holy Ki Strike: Beginning at 5th level, the Exalted Fist's unarmed strikes deal 2d6 points of extra holy damage to evil creatures. In addition, his unarmed strikes are considered holy for the purposes of overcoming damage reduction. This extra damage does not stack with the extra damage from the Sanctify Ki Strike feat.
Diamond Body: At 7th level, an Exalted Fist gains immunity to poisons of all kinds. This is identical to the monk class ability of the same name.
Fists of Heaven: The saving throw DC of the Exalted Fist's Stunning Fist increases by 2 when he uses it against an evil creature. If the stunning attack succeeds, the creature is staggered for 1 round following the round it is stunned.
Perfect Self: At 10th level, an Exalted Fist becomes a higher being. She is forevermore treated as an outsider rather than as a humanoid (or whatever the Exalted Fist's creature type was) for the purpose of spells and magical effects. Additionally, the Exalted Fist gains damage reduction 10/evil, which allows her to ignore the first 10 points of damage from any attack made by a non-evil weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the Exalted Fist can still be brought back from the dead as if she were a member of her previous creature type.
Aura of Girding: Any allies of the Exalted Fist that are within the radius of her Aura of Stillness now enjoy the extra blessing of complete immunity to fear.
The Exalted Fist is essentially a retooling of the existing Initiate of Pistis Sophia from Book of Exalted Deeds. I removed the Sacred Vow nonsense and made a few other tweaks, but the exisiting skeleton of the class is still visible without too much difficulty.
I'd be interested in hearing opinions.
---------------------------------------
Exalted Fist
HD: d8
Requirements:
To qualify to become an Exalted Fist, a character must fulfill all of the following criteria.
Alignment: Must be Lawful Good
Base Attack Bonus: +4
Skills: Concentration 8 ranks, Knowledge (religion) 8 ranks
Feats: Ascetic Knight, Stunning Fist
Special: Aura of Courage class ability, Still Mind class ability
Class Skills:
The Exalted Fist's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Tumble (Dex). See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at each level: 2 + Int modifier.
Code:
Table 1-1: The Exalted Fist
Class Base Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +2 +2 +2 Monk Abilities, Aura of Good, Healing Hands
2nd +1 +3 +3 +3 Sanctify Ki Strike
3rd +2 +3 +3 +3 Smite Evil 1/day
4th +3 +4 +4 +4 Aura of Girding
5th +3 +4 +4 +4 Holy Ki Strike
6th +4 +5 +5 +5 Smite Evil 2/day
7th +5 +5 +5 +5 Diamond Body
8th +6 +6 +6 +6 Fists of Heaven
9th +6 +6 +6 +6 Smite Evil 3/day
10th +7 +7 +7 +7 Perfect Self, Aura of Fearlessness
Class Features:
All the following are class features of the Exalted Fist.
Weapon and Armor Proficiency: Exalted Fists gain no proficiency with any weapon or armor. Many of the Exalted Fists abilities depend on unfettered movement and an Exalted Fist loses access to these powers when wearing armor (as described below).
Monk Abilities: An Exalted Fist adds her class level to her monk level (if any) to determine her class-based AC bonus, her unarmed damage, flurry of blows bonuses, and the number of daily attempts of her Stunning Fist feat. If she has no monk levels, she gains the AC bonus and unarmed strike damage of a monk whose level equals her Exalted Fist level, but she cannot add her Wisdom bonus to her AC.
An Exalted Fist does not count her class levels for the purpose of determining when she gains other monk class features, such as improved unarmored speed, bonus feats, evasion, or other special abilities.
Aura of Good: The Exalted Fist has an aura of good (see the detect good spell) equal to her Exalted Fist level. If the character already has this ability, she adds her Exalted Fist level to the class which it is gained from to determine the total power of her aura.
Healing Hands: Beginning at 1st level, an Exalted Fist gains the ability to Lay on Hands as a paladin. If the Exalted Fist already has this ability, she adds her Exalted Fist levels to the paladin levels to determine how many hit points she can heal per day.
Sanctify Ki Strike: The Exalted Fist's unarmed strikes deal 1 extra point of damage to evil creatures, or 1d4 extra points to evil outsiders and evil undead. In addition they are considered good-aligned for the purposes of overcoming damage reduction.
Smite Evil: At 3rd level the Exalted Fist may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per Exalted Fist level. If the character already has this ability, she adds her Exalted Fist level to the existing class from which it is gained to determine the total amount of additional damage her smite does. This ability is identical to the Paladin ability by the same name.
At 6th level, and again at 9th, the Exalted Fist may smite evil one additional time per day
Aura of Stillness: Beginning at 4th level, an Exalted Fist's Aura of Courage offers even greater protection to allies. Each ally within 10 feet of her gains a +2 morale bonus on saving throws against against all spells and effects from the school of enchantment in addition to the normal +2 bonus against fear effects.
This ability functions while the Exalted Fist is conscious, but not if she is unconscious or dead.
Holy Ki Strike: Beginning at 5th level, the Exalted Fist's unarmed strikes deal 2d6 points of extra holy damage to evil creatures. In addition, his unarmed strikes are considered holy for the purposes of overcoming damage reduction. This extra damage does not stack with the extra damage from the Sanctify Ki Strike feat.
Diamond Body: At 7th level, an Exalted Fist gains immunity to poisons of all kinds. This is identical to the monk class ability of the same name.
Fists of Heaven: The saving throw DC of the Exalted Fist's Stunning Fist increases by 2 when he uses it against an evil creature. If the stunning attack succeeds, the creature is staggered for 1 round following the round it is stunned.
Perfect Self: At 10th level, an Exalted Fist becomes a higher being. She is forevermore treated as an outsider rather than as a humanoid (or whatever the Exalted Fist's creature type was) for the purpose of spells and magical effects. Additionally, the Exalted Fist gains damage reduction 10/evil, which allows her to ignore the first 10 points of damage from any attack made by a non-evil weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the Exalted Fist can still be brought back from the dead as if she were a member of her previous creature type.
Aura of Girding: Any allies of the Exalted Fist that are within the radius of her Aura of Stillness now enjoy the extra blessing of complete immunity to fear.