Sacred Fist

Kavok

First Post
Does anyone have good Sacred Fist builds? What level should I go to before becoming one? I figure Monk 2 at the very least because of evasion.
 

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http://forums.gleemax.com/showthread.php?t=570843

http://forums.gleemax.com/showthread.php?p=14740158

Ata, the Humble One

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Name: Ata
Male Ugruu (Rockbiter Dwarf) (ECL 2) Monk 2/Cleric 6/Sacred Fist 10; CR 20
Alignment: Lawful Good
Height: 3'
Weight: 250 lbs.
Hair: Crystalline (Milky White)
Eyes: Crystalline (Completely Amethyst)
Age: Unknown

Str: 20 (+5) [6 points, +6 enh]
Dex: 20 (+5) [6 points, +6 enh]
Con: 20 (+5) [4 points, +2 racial, +6 enh]
Int: 10 (+0) [2 points]
Wis: 30 (+10) [13 points, +2 racial, +5 lvl, +6 enh]
Cha: 10 (+0) [4 points, -2 racial]

Racial Abilities: small, +3 natural armor, change (+5 circumstance bonus to escape artist, disguise and hide checks), immunity to fire, sun sickness

Class Abilities: unarmed strike, bonus feats, flurry of blows, evasion; fire domain (turn or destroy water creatures or rebuke, command or bolster fire creatures, 3/day), celerity domain (+10 to land speed), spellcasting, turn undead 3/day, spontaneous casting (cure spells); ac bonus +3, spellcasting, unarmed damage, fast movement +30 ft., sacred flames 2/day (+20dmg), blindsense 10 ft., inner armor 1/day (+4 sacred ac, +4 sacred saves, SR 25)

Hit Dice: 18d8+90
HP: 200
AC: 38 (+5 Dex, +10 Wis, +4 Monk, + Defl, +3 Nat, +1 size, +5 Armor)
Init: +5 [+5 Dex]
Speed: 80 ft
Armor Check Penalty: --

Saves:
Fort +23 [+13 base, +5 Con, +5 cloak]
Refl +20 [+10 base, +5 Dex, +5 cloak]
Will +25 [+10 base, +10 Wis, +5 cloak]

BAB: +15/+10/+5
unarmed +29/+24/+19 melee (2d6+11+1d6, 19-20/x2, bludgeoning or piercing)
unarmed flurry +27/+27/+22/+17 melee (2d6+11+1d6, 19-20/x2, bludgeoning or piercing)

Skills (20+12+40):
Knowledge (religion) +8 [8 ranks, +0 Int]
Concentration +15 [10 ranks, +5 Con]
Spellcraft +4 [4 ranks, +0 Int]
Tumble +24 [5+2cc+10 ranks, +5 Dex, +2 syn]
Escape Artist +17 [10 ranks, +5 Dex]
Balance +19 [10 ranks, +5 Dex, +2 syn]
Jump +18 [1+10 ranks, +5 Str, +2 syn]

Feats: Weapon Focus: Unarmed (1st level), Improved Unarmed Strike (monk 1), Stunning Fist (monk 1) (7/day, DC 34), Combat Reflexes (monk 2), Combat Casting (3rd level), Intuitive Attack (6th level), Bladed Hands (9th level), Improved Critical: Unarmed (12th level), Practiced Spellcaster (15th level), Blind-Fight (18th level)

Languages: Common, Ugruu.

Caster Level: Cleric 18 Spell DC: 20+spell level
Spells Per Day: 6/8+1/8+1/6+1/6+1/5+1/5+1/3+1
Commonly Memorized (d = domain):
0th Level: Detect Magic, Read Magic, Purify Food and Drink, Create Water, Guidance
1st Level: Shield of Faith, Divine Favor, Comprehend Languages, Protection from Evil, Burning Hands, Obscuring Mist, Sanctuary, Deathwatch, Burning Hands (d)
2nd Level: Augury, Calm Emotions, Hold Person, Remove Paralyis, Silence, Status, Zone of Truth, Summon Monster II, Produce Flame (d)
3rd Level: Invisibility Purge, Magic Circle against Evil, Protection from Energy, Meld Into Stone, Remove Disease, Water Walk, Resist Energy (cold) (d)
4th Level: Restoration, Divine Power, Death Ward, Dismissal, Wall of Fire, Dimensional Anchor, Haste (d)
5th Level: True Seeing, Plane Shift, Righteous Might, Flame Strike, Slay Living, Fire Shield (d)
6th Level: Banishment, Blade Barrier, Greater Dispel Magic, Fire Seeds, Planar Ally, Wind Walk (d)
7th Level: Resurrection, Holy Word, Summon Monster VII, Fire Storm (d)

Equipment:
Monk’s Belt of Giant Strength +6 (55500gp)
Ki Straps of Dexterity +6 (43500gp)
Amulet (adaptation; mighty fists +3; Wisdom & Health +6) (153500gp)
Bracers (striking +1 metalline, sure striking [-5 DR], molten; armor +5, 181500gp)
Cloak (Resistance +5; Wings of Flying; Minor Displacement) (126000gp)
Ring of Freedom of Movement (40000gp)
Ring of Sustenance and Endure Elements (4000gp)
Pearl of Power (two spells, 70000gp)
Handy Haversack (2000 gp)

Spell components:
True Resurrection material component (25000gp)
Resurrection material component x2 (20000gp)
Augury focus (25gp)
Augury material component, x8 (200gp)
Destruction focus (500gp)
Divination material component, x8 (200gp)
Restoration material component, x20 (2000gp)
Shield other focus 4 pairs (400gp)
True Seeing material component x10 (2500gp)

33175gp

Appearance: Ata is, among his kind, utterly unremarkable (see pic below). However, to those who have not seen a rockbiter dwarf before, he is quite the sight. Rockbiter dwarves are a race entirely composed of rock and minerals which possess the unique ability to subtly change the properties of their physical forms. As such, they have the capacity to alter not only their overall body shape and size to a degree, but also the color, general configuration, and texture of their features and forms. These changes do not happen quickly however, and most Ugruu refrain from using this ability for anything other than the pursuit of the perfect form. Rockbiters are immensely dense creatures, being entirely composed of stone, crystal, and molten rock; they are very fair skinned with tones ranging from stark white to a dingy alabaster. Ugruu features display very rigid and hard lines: heavy brows, deep-set eyes (which smolder like molten rock), sharp, beak-like noses and square-ish but slightly pointed ears.

Their beards are always short, angular and swept forward, coming to sharp point directly below their chins; these beards are generally composed of a single section of clear, silver, or light-hued crystal that has been “grown” to be textured, like thick strands of hair. These beards continue up their cheeks and back over their ears to form a fringe of hair on the backs of their heads, leaving their crowns bald and shiny. Their eyebrows are also angular and are composed of materials similar to their beards.

Ugruu are a uniform three foot in height, but are able to alter their size somewhat over the course of time. Their bodies are thick – almost as wide as they are tall – and their hands, feet, fingers ad toes are three times as thick and “meaty” as a normal human’s. Rockbiters wear simple, loose-fitting but practical robes with hoods and long scarves so that they can protect themselves from sunlight, if so desired. Their feet are typically bare, as are their hands, but both can be covered within the voluminous folds of the robe in a moment’s notice if so needed.

Personality: Ata is quiet and humble, reserved and introspective. He is actually, in manner and personality, the inverse image of Glanten, but this is far from happenstance. Ata rarely speaks, but if he does then he is usually heard, one way or another; however his presence seems to speak for itself and when he is moved to actions - those actions - speak far louder than any words. Ata is given to moments of silent reflection and introspective pondering followed by sure, steady, determined and pre-considered thoughts that are enacted like a meticulious battleplan. Rarely does the ugruu rush headlong into anything: word, deed, or thought. Ata is kind and forgiving, compassionate in all things he does, with the sole exception of one: punishing those who are, or do, evil. These things he simply cannot abide and pursues his causes against them with the fervor of a thousand silent zealots.

Background: Ata has spent most of his life within his monastary, deep within the Seething Depths, unaware of the destiny that would one day come to claim him. Training in his secret sacred order, gaining knowledge and skills beyond the reach of most mortals for untold years, the ugruu was quietly content to hone his body and mind to the fullest of its potential.

Then, one morning, Ata awoke in a place that was not his home. While it was similiar, it was also strikingly different. A great forge filled with dwarven workers as far as the eye could see, hammering, singing, and simply being stretched out before him. Ata was at once, confused and somehow filled with a sense of peace and wellbeing.

A dwarf with a long, flowing beard approached him and whispered something into his ear - even to this day, Ata cannot remember exactly what was said, but he knows that it has something to do with it being his time to fufil his destiny. The only exact words that he can recall are:

"...and now the twain shall meet, but whether or not they will entwine and become as one remains to be seen."

The next thing he knew, the ugruu was again opening his eyes. For the second time that day, Ata awoke in a place which was not his home and again he saw a dwarf, save this one was different from the last. This dwarf was Glanten, whom Ata soon began to understand was somehow his exact duplicate in reverse. It was like they were two sides of the same coin, and yet neither had ever known anything of the other. The two set out to find out what more await them as they persued their destiny. It was shortly hereafter that the two were contacted by the mysterious Shifter, who not only had an interest in the natural shape-shifting ability of the ugruu, but also of the larger, meta-physical connection between the two dwarves...
__________________

Branno
Dark Quest Games Marketing Zombie
& Wandering Man



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Last edited by Ashy : 09-03-04 at 07:19 PM.

http://forums.gleemax.com/wotc_archive/index.php/t-58481.html
 

The following is copied from (my replies to) another thread. The poster wanted to make an Archivist/Monk and do Sacred Fist or something similar. I suggested...

The Enlightened Fist PrC includes specific rules for adapting it for a divine spellcaster instead. The PrC levels improve AC bonus, unarmed damage, unarmored speed bonus, and daily uses of stunning fist. Spellcasting improves at even levels. You get d8 HD and medium BAB progression, and seven special abilities. Not too bad.

If you go that route, several feats will help:

Kung Fu Genius
[General]
(DR319 p71)
Intelligence 13
Must be taken before or
at the same time as
gaining Monk level 1st
Use your Intelligence modifier in place of your Wisdom modifier for all Monk class abilities normally
based on Wisdom.

This one is a must have. :)

Practiced Spellcaster
[General] (CDiv p82)
(CArc p82)
Spellcraft: 4 ranks Choose one of your spellcasting classes. The spells you cast from this class have +4 Caster level (up to
your number of HD).
This feat helps multiclassed characters.

Superior Unarmed Strike
[General] (ToB p33)
Improved Unarmed Strike
BAB+3
If you are a monk, you instead deal unarmed damage as a monk four levels higher.

Improved Natural Attack
[General]
Natural weapon
BAB +4.
Choose one of the creature’s natural attack forms. The damage for this natural weapon increases by one step, as if the creature’s size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
This feat may be taken multiple times, but each time it applies to a different natural attack.

Assuming you start with 2 Monk levels and 3 Archivist levels, adding 10 levels of Enlightened Fist leaves you with 5 levels to cover. Since you seem to envision Archivist as the main class, either Contemplative or Loremaster would do nicely, with their full caster progressions and complimentary abilities.

By 20th level, you'll have 7th level spells and an unenhanced BAB of only +11--- but you'll make up for that with spells. ;) You can squeak out another 2 points of BAB with Monk 4/Archivist 4--- but only at the expense of 7th level spells.[/QUOTE]

Here is *the* spell that makes a low BAB a non-issue:

Divine Power
Evocation
Level: Clr 4, War 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level.

And here is the must-have accessory:

Metamagic Rod - Quicken

The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat.

Strong (no school); CL 17th; Craft Rod, 75,500 gp (normal).

All of your memorized spells are combat buffs, touch spells or rays; everything else (healing, utility, etc.) goes on scrolls. ;)[/QUOTE]
 

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