galneweinhaw
First Post
EDIT: Thanks for all the help guys. I added some final edits based on the comments and am satisfied with the PrC now. Flurry of Mystic Blows may need to be nerfed, but my players will never get that high anyway
Mystic Fist
A towering crag called the Griffon’s Roost casts a dark shadow over a muddy trade route. From a perch hundreds of feet above looms the cat-infested Twilight Monastery of the Mystic Fist, a three-towered monument where two score monks dwell within the monastery, dedicating themselves to a litany of exercises meant to channel the innate arcane potential of its members within the strict discipline of monastic training. The secretive monks hold dusk as the holiest of hours, and sonorous chants emit from the Twilight Monastery’s central courtyard when the night sky appears in the heavens.
Foremost among the monks is Izenfen the Occluded (LN female human monk 4/sor 2/myf 4), a peerless masked combatant thought to be one of the wisest figures in the hills. Travelers frequently seek her council, but most leave without ever having gained access to the Twilight Monastery, for Izenfen deigns to speak with only a handful of potential candidates foretold to her via the agency of the night sky and an immense mirrored lens called the Censer of Symmetry. The Censer, which dominates the monastery’s central courtyard, grants any who gaze upon it a +10 bonus on Profession (astrologer) checks made during a clear night. Junior monks polish its smooth surface throughout the day, and the whole of the order is prepared to defend it with their lives.
The Brotherhood of the Mystic Fist uses its isolation and camaraderie to develop its members’ physical skills and arcane potential by practicing a disciple that combines unarmed combat with sorcery. To outsiders, members of the brotherhood identify themselves by wearing one black and one crimson glove, each bearing the order's symbol: a clenched fist outlined in flame. A member of the brotherhood, however, knows these gloves offer more than just recognition.
The Brotherhood of the Mystic Fist are a closed and tightly knit organization, however members of the brotherhood are often tasked to seek out potential candidates, looking for trained and experienced monks who have recently discovered innate arcane talents which have distracted them from their martial training, or monks who have had untapped arcane potential since childhood, or even on rare occasions, sorcerers with an aptitude for unarmed combat.
Hit Die: d6
Requirements:
To qualify to become a mystic fist, a character must fulfill the following criteria:
Alignment: Any lawful.
Base Attack Bonus: +4.
Skills: Concentration 4 ranks.
Feats: Improved Unarmed Strike.
Spells: Ability to spontaneously cast 1st level arcane spells.
Special: Must be approached by or seek out an order dedicated to the Mystic Fist. Membership is dependent upon a Trial by Combat, during which the prospective member must successfully land an offensive touch spell with an Unarmed Strike.
Class Skills:
The Mystic Fist's class skills (and key ability for each) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Knowledge (arcana) (Int), Knowledge (religion) (Int), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
Class Features:
Weapon and Armor Proficiency: Mystic fists gain no proficiency with any weapon or armor.
Spells: When a new mystic fist level is gained, the character gains new spells per day as if he had also gained a level in whatever spontaneous arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spontaneous arcane spellcasting class before he became a mystic fist, he must decide to which class he adds each level of mystic fist for the purpose of determining spells per day.
Monk Abilities: A mystic fist adds his class level to his monk level, if any, for determining AC bonus, unarmed damage, and unarmored speed bonus.
Mystic Focus (Ex): When casting any spell with range touch and delivered with an unarmed attack, a mystic fist's black and crimson gloves act as a mystic focus, replacing any other focus, or required material component costing 1 gp or less.
Bonus Feat: A mystic fist's training begins with the knowledge of how to cast spells while engaged in melee combat, thus granting him combat castin as a bonus feat at 1st level. If the character already has combat casting, then he may choose any metamagic feat in its place.
Mystic Training (Ex): A mystic fist is trained to cast spells in a unique manner specific to his fighting style. This specialized training, however, results in neglect in more standard spell casting methods. Mystic training only affects spells of the class in which the mystic fist gains caster levels.
Initiate: At 2nd level, a mystic fist casts all offensive spells as a touch spells which must be delivered with an unarmed strike. Even if the spell normally affects an area or is a ray, it affects only the target. He is no longer capable of casting these spells in the standard manner.
Disciple: At 5th level, a mystic fist has been re-trained how to cast area of effect spells through his mystic training. Any spell with a burst area or with a spread area which is instantaneous, instead creates a cone effect when it is delivered with an unarmed strike. The cone has a range equal the spells standard range or radius.
Master: At 8th level, defensive spells cast by a mystic fist may be delayed up to 8 hours. Instead, these spells come into effect immediatly before the mystic fist is affected in any way that the spell is meant to protect against. If 8 hours passes wihtout the spell being triggered then it is lost. Because of the specialzed training, however, all spells with harmless as a descriptor in the saving throw or spell resistance entry become range personal and a mystic fist is no longer capable of casting these spells in the standard manner.
Mystic Fist (Ex): At 4th level a mystic fist can cast any touch spell as a move action, however, this spell must be delivered with an unarmed strike
Diamond Soul (Ex): At 7th level, a mystic fist gains spell resistance equal to the total of his monk levels, spontaneous spellcasting class levels, and mystic fist levels +10.
Flurry of Mystic Fists (Ex): At 10th level a mystic fist can hold the charge of more than one touch spell. The number of touch spells that can be held simultaneously is equal to the maximum number of attacks the character can make in a full attack action. These spells may then be discharged individually, in any order the mystic fist chooses. If a non touch spell is cast, then all charged spells are lost. Each spell's charge may be held up to 8 hours, and is lost if this time passes without the spell being discharged.
Multiclassing Note: A monk who becomes a a mystic fist may continue advancing as a monk. Furthermore, the character may freely multiclass between monk and any class that grants spontaneous arcane spellcasting ability of which the character has advanced his caster level through the mystic fist class.
Mystic Fist
A towering crag called the Griffon’s Roost casts a dark shadow over a muddy trade route. From a perch hundreds of feet above looms the cat-infested Twilight Monastery of the Mystic Fist, a three-towered monument where two score monks dwell within the monastery, dedicating themselves to a litany of exercises meant to channel the innate arcane potential of its members within the strict discipline of monastic training. The secretive monks hold dusk as the holiest of hours, and sonorous chants emit from the Twilight Monastery’s central courtyard when the night sky appears in the heavens.
Foremost among the monks is Izenfen the Occluded (LN female human monk 4/sor 2/myf 4), a peerless masked combatant thought to be one of the wisest figures in the hills. Travelers frequently seek her council, but most leave without ever having gained access to the Twilight Monastery, for Izenfen deigns to speak with only a handful of potential candidates foretold to her via the agency of the night sky and an immense mirrored lens called the Censer of Symmetry. The Censer, which dominates the monastery’s central courtyard, grants any who gaze upon it a +10 bonus on Profession (astrologer) checks made during a clear night. Junior monks polish its smooth surface throughout the day, and the whole of the order is prepared to defend it with their lives.
The Brotherhood of the Mystic Fist uses its isolation and camaraderie to develop its members’ physical skills and arcane potential by practicing a disciple that combines unarmed combat with sorcery. To outsiders, members of the brotherhood identify themselves by wearing one black and one crimson glove, each bearing the order's symbol: a clenched fist outlined in flame. A member of the brotherhood, however, knows these gloves offer more than just recognition.
The Brotherhood of the Mystic Fist are a closed and tightly knit organization, however members of the brotherhood are often tasked to seek out potential candidates, looking for trained and experienced monks who have recently discovered innate arcane talents which have distracted them from their martial training, or monks who have had untapped arcane potential since childhood, or even on rare occasions, sorcerers with an aptitude for unarmed combat.
Hit Die: d6
Requirements:
To qualify to become a mystic fist, a character must fulfill the following criteria:
Alignment: Any lawful.
Base Attack Bonus: +4.
Skills: Concentration 4 ranks.
Feats: Improved Unarmed Strike.
Spells: Ability to spontaneously cast 1st level arcane spells.
Special: Must be approached by or seek out an order dedicated to the Mystic Fist. Membership is dependent upon a Trial by Combat, during which the prospective member must successfully land an offensive touch spell with an Unarmed Strike.
Class Skills:
The Mystic Fist's class skills (and key ability for each) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Knowledge (arcana) (Int), Knowledge (religion) (Int), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
Code:
Level BAB Fort Ref Will
------------------------------
1 +0 +0 +2 +2
2 +1 +0 +3 +3
3 +2 +1 +3 +3
4 +3 +1 +4 +4
5 +3 +1 +4 +4
6 +4 +2 +5 +5
7 +5 +2 +5 +5
8 +6 +2 +6 +6
9 +6 +3 +6 +6
10 +7 +3 +7 +7
Level Special Abilities Spells
-------------------------------------------------------------------
1 Monk abilities, mystic focus, -
bonus feat
2 Mystic training (initiate) +1 Arcane Spellcaster Level
3 +1 Arcane Spellcaster Level
4 Mystic fist -
5 Mystic training (disciple) +1 Arcane Spellcaster Level
6 +1 Arcane Spellcaster Level
7 Diamond soul -
8 Mystic Training (master) +1 Arcane Spellcaster Level
9 +1 Arcane Spellcaster Level
10 Flurry of mystic fists -
Class Features:
Weapon and Armor Proficiency: Mystic fists gain no proficiency with any weapon or armor.
Spells: When a new mystic fist level is gained, the character gains new spells per day as if he had also gained a level in whatever spontaneous arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spontaneous arcane spellcasting class before he became a mystic fist, he must decide to which class he adds each level of mystic fist for the purpose of determining spells per day.
Monk Abilities: A mystic fist adds his class level to his monk level, if any, for determining AC bonus, unarmed damage, and unarmored speed bonus.
Mystic Focus (Ex): When casting any spell with range touch and delivered with an unarmed attack, a mystic fist's black and crimson gloves act as a mystic focus, replacing any other focus, or required material component costing 1 gp or less.
Bonus Feat: A mystic fist's training begins with the knowledge of how to cast spells while engaged in melee combat, thus granting him combat castin as a bonus feat at 1st level. If the character already has combat casting, then he may choose any metamagic feat in its place.
Mystic Training (Ex): A mystic fist is trained to cast spells in a unique manner specific to his fighting style. This specialized training, however, results in neglect in more standard spell casting methods. Mystic training only affects spells of the class in which the mystic fist gains caster levels.
Initiate: At 2nd level, a mystic fist casts all offensive spells as a touch spells which must be delivered with an unarmed strike. Even if the spell normally affects an area or is a ray, it affects only the target. He is no longer capable of casting these spells in the standard manner.
Disciple: At 5th level, a mystic fist has been re-trained how to cast area of effect spells through his mystic training. Any spell with a burst area or with a spread area which is instantaneous, instead creates a cone effect when it is delivered with an unarmed strike. The cone has a range equal the spells standard range or radius.
Master: At 8th level, defensive spells cast by a mystic fist may be delayed up to 8 hours. Instead, these spells come into effect immediatly before the mystic fist is affected in any way that the spell is meant to protect against. If 8 hours passes wihtout the spell being triggered then it is lost. Because of the specialzed training, however, all spells with harmless as a descriptor in the saving throw or spell resistance entry become range personal and a mystic fist is no longer capable of casting these spells in the standard manner.
Mystic Fist (Ex): At 4th level a mystic fist can cast any touch spell as a move action, however, this spell must be delivered with an unarmed strike
Diamond Soul (Ex): At 7th level, a mystic fist gains spell resistance equal to the total of his monk levels, spontaneous spellcasting class levels, and mystic fist levels +10.
Flurry of Mystic Fists (Ex): At 10th level a mystic fist can hold the charge of more than one touch spell. The number of touch spells that can be held simultaneously is equal to the maximum number of attacks the character can make in a full attack action. These spells may then be discharged individually, in any order the mystic fist chooses. If a non touch spell is cast, then all charged spells are lost. Each spell's charge may be held up to 8 hours, and is lost if this time passes without the spell being discharged.
Multiclassing Note: A monk who becomes a a mystic fist may continue advancing as a monk. Furthermore, the character may freely multiclass between monk and any class that grants spontaneous arcane spellcasting ability of which the character has advanced his caster level through the mystic fist class.
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