Sacred Fist (Cleric Archetype)


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Shadow Lodge

The Assimar in Adv Race Guide has a few nifty options for Channeling that might be good replacements for Channel Bolt, thugh the Cleric is a really Feat starved Class.

I want to say it is Channel Force, (and Improved/Greater).


I've edited the first post of the archetype with some updates. Hope you like it.


Another version of the archetype, based on the crusader archetype. Hope you like it.

Sacred First (Cleric Archetype)
Sacred fists are clerics who are also martial artists, 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 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. They are strong in faith, will and body.

Alignment: Lawful good or lawful neutral.

Weapon and Armor Proficiency: Sacred fists are proficient with all simple weapons, plus the brass knuckles, cestus and the favored weapon of their deities. They are proficient with light armor, but not with shields.

Skills: The Sacred fist’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).

Diminished Spellcaster: A sacred fists chooses only one domain from her deity’s list of domains, and her number of non-domain spells per day for each spell level is one less than normal (for example, a 4th level sacred fist has three orisons, two 1st level spells, one 1st level domain spell, one 2nd level spell, and one 2nd level domain spell). If this reduces the number of spells per day for that level to 0, she gains only the bonus spells she would be entitled to, based on her wisdom score for that level, plus his domain spell for that level.

Channel Energy (Su): A sacred fist must channel positive energy.

Unarmed Strike: At 1st level, a sacred fist gains Improved Unarmed Strike as a bonus feat. This ability follows the rules presented in the monk’s class features. A sacred fist deals more damage with her unarmed strikes than a normal person would. She deals damage with her unarmed strike as if she were a monk of her cleric level -3. However, at the 1st level, she deals damage as a 1st level monk of her size. If the sacred fist has levels in monk, this ability stacks with levels to determine how much damage she can do with her unarmed strikes. A sacred fist who selects the Two-Weapon Fighting feat gain additional benefits. She applies her full Strength bonus to her damage rolls for all successful attacks made with Two-Weapon Fighting while fighting unarmed. She uses her normal base attack bonus while using this feat.

Martial Talent: Throughout her extensive training in martial arts a sacred fist improves her mind, body and spirit. She develops techniques that allow her to learn special abilities. Most of those are normal feats, but some of them are monk abilities that only a sacred fist can learn. A sacred fist gains a martial talent at 1st level, then again at 5th level and every five levels thereafter (to a maximum of five at 20th level). These must be chosen from the following list: Blind-Fight, Combat Casting, Combat Reflexes, Dodge, and Lightning Reflexes. At 5th level, a sacred fist may also choose from the following: Maneuver Training*, Still Mind*, and Two-Weapon Fighting. At 10th level, a sacred fist may also choose from the following: High Jump*, Mobility, and Purity of Body*. At 15th level, a sacred fist may also choose from the following: Diamond Body*, Improved Critical, and Spring Attack. At 20th level, a sacred fist may also choose from the following: Timeless Body*, and Tongue of the sun and moon*. Martial talents marked with an asterisk (*) are monk abilities. A sacred fist need not have any of the prerequisites normally required for these feats to select them.

Ki Pool (Su): At 6th level, a sacred fist gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the sacred fist’s ki pool is equal to 1 / 3 her cleric level + her wisdom modifier. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the sacred fist possesses levels in another class that grants points to a ki pool, ki points gained from the sacred fist class stack with those gained from the other class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is permanent. The sacred fist can use ki points from this pool to power the abilities of every class he possesses that grants a ki pool. As long as she has at least 1 point in her ki pool, a sacred fist can make a ki strike. At 6th level, ki strike allows her unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 8th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypass hardness. By spending 1 point from his ki pool, a sacred fist can do one of the following:

Increase his speed by 20 feet for 1 round,

Give himself a +4 dodge bonus to AC for 1 round,

Deal an extra 2d6 points of damage against evil opponents for 1 round.

Each of these powers is activated as a swift action.


I feel like having ki makes this TOO strong - I would scrap it

Unarmed damage as a monk 3 levels lower also doesn't work because monks get their damage increase every 4 levels which means at some levels you have the exact same unarmed damage. This should be lowered/changed to unarmed damage of a monk half your level.

Be careful with still mind. (Monastic Legacy)

Losing ALL armor without giving some defense back will result in a very dead cleric. A very dead cleric makes parties sad. Look at giving it wisdom to ac (like a monk) OR evasion at level 6 and the monk deflection bonus from leveling. Don't give it all of these because a this class still has some defensive advantage from healing and channeling. This also gives people a reason to not grab a level in paladin as they are now somewhat penalized for wearing armor.

Let the people flurry.

This archetype should have a little something iconic. Channeling through your fist = cool OR have their deity's favored weapon be considered a monk weapon. Who DOESN'T want to see their cleric of Torag flurry a warhammer?

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