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<blockquote data-quote="Cheiromancer" data-source="post: 1345131" data-attributes="member: 141"><p>This is mostly for Rob, who wants to play a paladin/monk. In this campaign the following replaces the Sacred Fist printed in Defenders of the Faith, at least as far as lawful good characters are concerned.</p><p></p><p>Sacred Fist</p><p></p><p>Sacred fists are ascetic warriors who have turned their divine magic inward, bringing their bodies and wills into harmony. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fulles potential is a sin. Sacred Fists have foresworn the use of weapons and the trappings of heavy armor. Spellcasting does not dishonor them or their deity, provided the sacred fist casts spells with a range of touch. Most sacred fists are paladins, though some began their careers as clerics or fighters. Many sacred fists have also trained as monks.</p><p></p><p><strong>Pre-reqs:</strong> </p><p></p><p><strong>Alignment: </strong> Lawful Good </p><p><strong>BAB: </strong> +4</p><p><strong>Feats:</strong> Alertness, Combat Reflexes, Improved Unarmed Strike</p><p><strong>Spells:</strong> Ability to cast divine spells.</p><p><strong>Special: </strong> Divine grace class ability.</p><p></p><p><strong>Class Features:</strong></p><p></p><p><strong>Hit dice:</strong> d8</p><p><strong>BAB:</strong> good (as fighter)</p><p><strong>Saves: </strong> Good Fort and Ref, poor Will</p><p><strong>Skill points:</strong> 4 + Int modifier</p><p><strong>Class skills:</strong> Balance (Dex), Concentration (Con), Escape Artist (Dex), Heal (Wis), Jump (Str), Knowledge (Religion) (Int), Profession (Wis) and Tumble (Dex).</p><p></p><p><strong>Weapon and Armor proficiencies: </strong> Sacred fists do not gain any weapon or armor proficiencies. In fact, to become a sacred fist one must surrender the use of weapons. A sacred fist may not use heavy armor without breaking his religious discipline.</p><p><strong>Code of Conduct:</strong> A sacred fist must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a sacred fist’s code requires that he respect legitimate authority, help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents. A sacred fist who willingly uses a weapon loses all class spells and features, and advances no further as a sacred fist until he atones for his action (see the atonement spell description in the PHB). </p><p>The path of a sacred fist requires particular dedication. A sacred fist who gains a level in any class other than sacred fist, paladin or monk may never again raise his sacred fist level, though he retains all his sacred fist abilities. A paladin who takes levels in sacred fist may subsequently raise her paladin level or gain monk levels; similarly a monk who takes a level in sacred fist my subsequently raise her monk level or gain paladin levels. Otherwise the usual multiclassing restrictions for monks and paladins are retained.</p><p><strong>Spells:</strong> The sacred fist casts spells as a paladin whose level is the total of the sacred fist’s class level and the character’s paladin spellcaster level. Refer to table 3-12 in the PHB.</p><p><strong>Serenity (Ex): </strong> A first level sacred fist may use his Wisdom bonus in place of his Charisma bonus for purposes of divine grace, lay on hands, smite evil and turn undead. If an item or ability uses a daily turning attempt as an activation cost, the sacred fist may use his Wisdom bonus in place of his Charisma bonus for the purpose of determining the effects of that item or ability.</p><p><strong>Monk abilities (Ex):</strong> Sacred fists have the flurry of blows, unarmed damage, and AC bonus of a monk whose level is the total of the sacred fist’s class level and the character’s effective monk level. Refer to table 3-10 in the PHB. Note that the monk’s AC bonus applies only when unarmored and unencumbered.</p><p><strong>Puissant Fists (Su): </strong> A sacred fist ignores some damage reduction. At 1st level, for the purpose of overcoming damage reduction, the sacred fist treats his strikes as magical weapons. At 3rd level he may also treat his strikes as silver or cold iron. At 6th level he may also treat his strikes as adamantine. His strikes are considered to be made of a particular material only for the purpose of overcoming damage reduction. At 9th level he may, for the purpose of overcoming damage reduction, also treat his strikes as being both good and lawful, as if affected by an align weapon spell.</p><p><strong>Evasion (Ex):</strong> At 2nd level or higher if a sacred fist makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a sacred fist is wearing light armor or no armor. </p><p><strong>Combat Casting (Ex):</strong> At 2nd level a sacred fist gains Combat Casting as a bonus feat.</p><p><strong>Uncanny Dodge (Ex): </strong> At 3rd level a sacred fist can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a sacred fist already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead.</p><p><strong>Improved Uncanny Dodge (Ex):</strong> A sacred fist of 5th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target has sacred fist levels.</p><p>If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.</p><p><strong>Blindsense (Ex):</strong> At 6th level, the sacred fist gains blindsense with a range of 30 feet. Using nonvisual senses the sacred fist notices things he cannot see. He usually does not need to make Spot or Listen checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature. Any opponent the sacred fist cannot see still has total concealment against him, and the sacred fist still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.</p><p><strong>Sacred Flame (Sp):</strong> At 7th level a sacred fist may use a standard action to invoke sacred flames around his hands and feet. Instead of normal damage, a successful attack with these sacred flames deals damage as follows: 1d6 + Wisdom bonus + sacred fist class level. Half the damage is sacred damage (and thus not subject to effects that reduce fire damage) and the remainder is fire damage. A sacred flame attack may be combined with a flurry attack.</p><p><strong>No Shadow Blows (Ex):</strong> Starting at 8th level a sacred fist may add his Wisdom bonus to both attack and damage rolls. </p><p><strong>Inner Armor (Ex): </strong> At 10th level a sacred fist’s inner tranquility protects him from external threats. He may invoke a +4 bonus to AC, a +4 resistance bonus on all saves, damage reduction of 5/- and spell resistance equal to his character level +10; these protections last for a number of rounds equal to his Wisdom bonus. If his Wisdom modifier is +0 or negative, he cannot use this ability. A sacred fist may use inner armor a number of times per day equal to his Wisdom bonus.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 1345131, member: 141"] This is mostly for Rob, who wants to play a paladin/monk. In this campaign the following replaces the Sacred Fist printed in Defenders of the Faith, at least as far as lawful good characters are concerned. Sacred Fist Sacred fists are ascetic warriors who have turned their divine magic inward, bringing their bodies and wills into harmony. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fulles potential is a sin. Sacred Fists have foresworn the use of weapons and the trappings of heavy armor. Spellcasting does not dishonor them or their deity, provided the sacred fist casts spells with a range of touch. Most sacred fists are paladins, though some began their careers as clerics or fighters. Many sacred fists have also trained as monks. [B]Pre-reqs:[/B] [B]Alignment: [/B] Lawful Good [B]BAB: [/B] +4 [B]Feats:[/B] Alertness, Combat Reflexes, Improved Unarmed Strike [B]Spells:[/B] Ability to cast divine spells. [B]Special: [/B] Divine grace class ability. [B]Class Features:[/B] [B]Hit dice:[/B] d8 [B]BAB:[/B] good (as fighter) [B]Saves: [/B] Good Fort and Ref, poor Will [B]Skill points:[/B] 4 + Int modifier [B]Class skills:[/B] Balance (Dex), Concentration (Con), Escape Artist (Dex), Heal (Wis), Jump (Str), Knowledge (Religion) (Int), Profession (Wis) and Tumble (Dex). [B]Weapon and Armor proficiencies: [/B] Sacred fists do not gain any weapon or armor proficiencies. In fact, to become a sacred fist one must surrender the use of weapons. A sacred fist may not use heavy armor without breaking his religious discipline. [B]Code of Conduct:[/B] A sacred fist must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a sacred fist’s code requires that he respect legitimate authority, help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents. A sacred fist who willingly uses a weapon loses all class spells and features, and advances no further as a sacred fist until he atones for his action (see the atonement spell description in the PHB). The path of a sacred fist requires particular dedication. A sacred fist who gains a level in any class other than sacred fist, paladin or monk may never again raise his sacred fist level, though he retains all his sacred fist abilities. A paladin who takes levels in sacred fist may subsequently raise her paladin level or gain monk levels; similarly a monk who takes a level in sacred fist my subsequently raise her monk level or gain paladin levels. Otherwise the usual multiclassing restrictions for monks and paladins are retained. [B]Spells:[/B] The sacred fist casts spells as a paladin whose level is the total of the sacred fist’s class level and the character’s paladin spellcaster level. Refer to table 3-12 in the PHB. [B]Serenity (Ex): [/B] A first level sacred fist may use his Wisdom bonus in place of his Charisma bonus for purposes of divine grace, lay on hands, smite evil and turn undead. If an item or ability uses a daily turning attempt as an activation cost, the sacred fist may use his Wisdom bonus in place of his Charisma bonus for the purpose of determining the effects of that item or ability. [B]Monk abilities (Ex):[/B] Sacred fists have the flurry of blows, unarmed damage, and AC bonus of a monk whose level is the total of the sacred fist’s class level and the character’s effective monk level. Refer to table 3-10 in the PHB. Note that the monk’s AC bonus applies only when unarmored and unencumbered. [B]Puissant Fists (Su): [/B] A sacred fist ignores some damage reduction. At 1st level, for the purpose of overcoming damage reduction, the sacred fist treats his strikes as magical weapons. At 3rd level he may also treat his strikes as silver or cold iron. At 6th level he may also treat his strikes as adamantine. His strikes are considered to be made of a particular material only for the purpose of overcoming damage reduction. At 9th level he may, for the purpose of overcoming damage reduction, also treat his strikes as being both good and lawful, as if affected by an align weapon spell. [B]Evasion (Ex):[/B] At 2nd level or higher if a sacred fist makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a sacred fist is wearing light armor or no armor. [B]Combat Casting (Ex):[/B] At 2nd level a sacred fist gains Combat Casting as a bonus feat. [B]Uncanny Dodge (Ex): [/B] At 3rd level a sacred fist can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a sacred fist already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead. [B]Improved Uncanny Dodge (Ex):[/B] A sacred fist of 5th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target has sacred fist levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. [B]Blindsense (Ex):[/B] At 6th level, the sacred fist gains blindsense with a range of 30 feet. Using nonvisual senses the sacred fist notices things he cannot see. He usually does not need to make Spot or Listen checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature. Any opponent the sacred fist cannot see still has total concealment against him, and the sacred fist still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. [B]Sacred Flame (Sp):[/B] At 7th level a sacred fist may use a standard action to invoke sacred flames around his hands and feet. Instead of normal damage, a successful attack with these sacred flames deals damage as follows: 1d6 + Wisdom bonus + sacred fist class level. Half the damage is sacred damage (and thus not subject to effects that reduce fire damage) and the remainder is fire damage. A sacred flame attack may be combined with a flurry attack. [B]No Shadow Blows (Ex):[/B] Starting at 8th level a sacred fist may add his Wisdom bonus to both attack and damage rolls. [B]Inner Armor (Ex): [/B] At 10th level a sacred fist’s inner tranquility protects him from external threats. He may invoke a +4 bonus to AC, a +4 resistance bonus on all saves, damage reduction of 5/- and spell resistance equal to his character level +10; these protections last for a number of rounds equal to his Wisdom bonus. If his Wisdom modifier is +0 or negative, he cannot use this ability. A sacred fist may use inner armor a number of times per day equal to his Wisdom bonus. [/QUOTE]
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