Difference between revisions of "Sacred Fist"

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| ClassSkills = [[Balance]], [[Concentration]], [[Escape Artist]], [[Heal]], [[Jump]], [[Profession]], [[Spellcraft]], [[Tumble]]
 
| ClassSkills = [[Balance]], [[Concentration]], [[Escape Artist]], [[Heal]], [[Jump]], [[Profession]], [[Spellcraft]], [[Tumble]]
 
| Requirements = Yes
 
| Requirements = Yes
 +
| ReqBAB = +4 (note: +8 BAB or 1st level Monk is required for Stunning Fist)
 
| ReqFeats = [[Improved Unarmed Strike]], [[Stunning Fist]], [[Combat Casting]]
 
| ReqFeats = [[Improved Unarmed Strike]], [[Stunning Fist]], [[Combat Casting]]
 
| ReqSkills = [[Knowledge]] (Religion) (8)  
 
| ReqSkills = [[Knowledge]] (Religion) (8)  
 
| ReqOther = Able to cast 1st-level divine spell.
 
| ReqOther = Able to cast 1st-level divine spell.
| Source = [[Neverwinter Nights 2]]
+
| Source = [[Complete Divine]]
 
}}
 
}}
 
{{ExternalSource_d20srd|http://www.d20srd.org/srd/classes/}}
 
{{ExternalSource_d20srd|http://www.d20srd.org/srd/classes/}}
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=== Spells Per Day/Spells Known ===
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'''Spell progression'''
  
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When a new sacred fist level is gained, except at 4th and 8th level, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming an sacred fist, he must decide to which class he adds the new level for purposes of determining spells per day.
  
  
 
{{Classes}}
 
{{Classes}}

Revision as of 20:09, 11 November 2017

Sacred Fist
Sacred Fist
Hit Die d8
Skills 4 + INT
Proficiencies None
Class Skills Balance, Concentration, Escape Artist, Heal, Jump, Profession, Spellcraft, Tumble
Requirements
BAB +4 (note: +8 BAB or 1st level Monk is required for Stunning Fist)
Feats Improved Unarmed Strike, Stunning Fist, Combat Casting
Skills Knowledge (Religion) (8)
Other Able to cast 1st-level divine spell.

Source: Complete Divine
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"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 Fist 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." -- Complete Divine



Class Features

Level BAB Fortitude Reflex Will Special
1 +1 +2 +2 +0 Kelemvor's Boon
2 +2 +3 +3 +0 Improved Turning
3 +3 +3 +3 +1 Extra Turning II
4 +4 +4 +4 +1 Save Bonus
5 +5 +4 +4 +1 Bond of Fatal Touch (Ghost Touch)
6 +6/+1 +5 +5 +2 Divine Vengeance
7 +7/+2 +5 +5 +2 Bond of Fatal Touch (Undead Bane)
8 +8/+3 +6 +6 +2 Save Bonus, Ethereal Purge
9 +9/+4 +6 +6 +3 Bond of Fatal Touch (Disruption)
10 +10/+5 +7 +7 +3 Extra Turning III, Empower Turning, Kelemvor's Grace


Spell progression

When a new sacred fist level is gained, except at 4th and 8th level, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming an sacred fist, he must decide to which class he adds the new level for purposes of determining spells per day.