Sorcerer Monk in Pathfinder


3.5/d20/OGL


can a sorcerer cast a touch spell and deliver it through an unarmed attack in the same round instead of a normal touch? And if so can you also tell me what page in the book would indicate it.


Reddevil wrote:
can a sorcerer cast a touch spell and deliver it through an unarmed attack in the same round instead of a normal touch? And if so can you also tell me what page in the book would indicate it.

No. The spell is a standard action most likely, and the unarmed attack is definitely a standard action.

PS: There may be a 3.5 feature that gets around this, but as for core PF it can't be done.

Lantern Lodge

A player of mine wanted to play an Enlightened Fist but since we were doing Pathfinder he couldn't figure it out. In the end, I wanted him to be happy and play what he wanted so I made a conversion of the Enlightened Fist to Pathfinder. I can try to track it down if you want. Its the only way you'll be able to channel touch spells through your unarmed strikes that I'm aware of.

Others, correct me if I'm wrong and missing something.


I think the rules state you can hold the spell's charge till the next round then deliver it with the unarmed strike. Drawback is it takes 2 rounds.

EDIT: Ok I can't find anything about unarmed strikes. It only says you can hold the charge and deliver the touch attack in subsequent rounds.


well my DM has allowed me to use it as an unarmed strike in the second round. But that keeps my character fairly weak. Severed Ronin if you can find it that would be great.

Lantern Lodge

Alright, I tracked my conversion down, so here it is.

Enlightened Fist - (1d8)
Not all monks pursue metaphysical perfection to the exclusion of all other study. Some monks combine a rigorous discipline of academic study with martial arts and development of the body. For these monks, that study includes the practice of magic and the implementation of certain arcane tricks into their unarmed combat styles. These enlightened fists master the use of touch spells, creating new forms of combat where their fi sts strike with blinding speed, phenomenal power, and magical energy. Most enlightened fi sts are monk/sorcerers or monk/wizards. Some focus heavily on one class or the other, while others seek to maintain balance between their arcane and physical training. Enlightened fists are most common in metropolitan settings, where magical training is available and becomes an integral component of the monastic life. Enlightened fist NPCs often live in communities with ordinary monks,practicing magic primarily as a means of self perfection. Some arcane fists could rise from divine backgrounds. In such cases, the requirements for the class would change from Knowledge (arcana) to Knowledge (religion) and would require the character to be capable of casting 2nd-level divine spells (instead of arcane spells). However, because divine spells are generally better at improving a character in melee, the caster level progression noted in the table below cannot go unmodified. Instead of gaining +1 level in spellcasting ability at every level except 1st and 6th, the divine enlightened fist should gain +1 level of existing divine spellcasting class at 2nd, 4th, 6th, 8th, and 10th level only.

REQUIREMENTS

spoiler:

Skills: Knowledge (arcana) 5 ranks, Spellcraft 5 ranks
Feats: Combat Casting, Stunning Fist
Spells or Spell-Like Abilities: Arcane caster level 3rd or Divine caster level 2nd

CLASS SKILLS

spoiler:

Acrobatics, Climb, Craft, Escape Artist, Knowledge (arcana/religion), Perception, Profession, Spellcraft, Stealth, Swim.
(Skill Ranks at Each Level: 4 + Int modifier.)

CLASS FEATURES

spoiler:

Weapon & Armor Proficiency: Enlightened fists gain no proficiency with any weapon or armor.
Spells: Except at 1st level and 6th level, an enlightened fist gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefi t a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If she had more than one arcane spellcasting class before becoming an enlightened fist, she must decide to which class to add each level for the purpose of determining spells per day and spells known.
Bonus Feat (Arcane Strike): At first level, the enlightened fist gains the Arcane Strike feat.
Ki Strike (magic) (Su): An enlightened fist’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.
Arcane Fist (Su): An enlightened fist can spend one of her daily Stunning Fist attempts to cast and deliver a touch spell as part of an unarmed full attack action. She can choose to deliver the touch spell with any single unarmed strike attack she makes during the action.
Arcane Rejuvenation (Su): An enlightened fist of 5th level or higher can channel arcane energy to heal her own wounds. As a standard action, she can sacrifice one of her prepared spells or unused spell slots; doing this heals a number of hit points of damage equal to the spell’s level.
Monk Abilites: An enlightened fist adds her class level to her monk level to determine her class-based AC bonus, her unarmed damage, her unarmored speed bonus, her ki pool and the number of daily attempts of her Stunning Fist feat. If she has no monk levels, she gains the AC bonus, unarmed damage, unarmored speed bonus and ki pool of a monk whose level equals her enlightened fist level, but she can't add her Wisdom bonus to her AC. An enlightened fist does not gain any other monk class features (except for Diamond Soul at level 9). Any feats that effect how a monk calculates these features carries over to the enlightened fist.
Fist of Energy (Su): At 2nd level, the enlightened fist picks either the fire, ice, or electric element. She can spend a point of Ki to gain an extra 1d6 damage of the element to your attack for one round. This bonus increases to 2d6 at level 4 and 3d6 at level 7. At level 5, the enlightened fist permanently upgrades Fist of Energy with the critical burst ability of the element she picked at level 2 (flaming burst, icy burst or shocking burst). This effect stacks with the damage upgrades Fist of Energy receives at levels 4 and 7.
Ki Power (Su): At 3rd level an Enlightened Fist learns to channel ki into arcane power. Whenever she uses a spell through Arcane Fist he can spend upto 1/2 EF level points from his Ki pool. Each point spent in this way increases her caster level by 1 for that spell.
Hold Ray (Ex): At 6th level or higher, an enlightened fist can cast any spell that produces a ray effect as a touch spell instead. The spell’s range is reduced to touch, and its effect entry is replaced with “Target: Creature touched.” She can deliver the spell with a touch attack or with a normal attack, and she can hold the charge as with a normal touch spell. An enlightened fist can combine this ability with arcane fist (see above) to deliver a ray-effect spell as part of an unarmed full attack action.
Arcane Chakra (Su): An 8th level enlightened fist has further learned to synergize her ki with her arcane power. As a swift action, she may expend a spell to gain its spell level in Ki points. She may never have more Ki points than her pool maximum and any arcane "overflow" is lost to the ether. Wizards expending a spell from an opposition school still expend both slots used to prepare the spell, and do not get any additional bonus for doing so. These extra points last a number of rounds equal to the Enlightened Fist class level. After which time unspent points are lost completely.
Diamond Soul (Ex): At 9th level the nlightened fist gains spell resistance equal to 10 + the total of her monk levels and enlightened fist levels.
Flurry of Spells (Su): The enlightened fist can incorporate more arcane power into their unarmed attacks at level 10. She may now use the Arcane Fist ability twice in a full attack action. This requires two charges of Stunning Fist.

TABLE
Lvl 1 - BAB +0 - Fort +0 - Ref +1 - Will +1
Lvl 2 - BAB +1 - Fort +1 - Ref +1 - Will +1
Lvl 3 - BAB +2 - Fort +1 - Ref +2 - Will +2
Lvl 4 - BAB +3 - Fort +1 - Ref +2 - Will +2
Lvl 5 - BAB +3 - Fort +2 - Ref +3 - Will +3
Lvl 6 - BAB +4 - Fort +2 - Ref +3 - Will +3
Lvl 7 - BAB +5 - Fort +2 - Ref +4 - Will +4
Lvl 8 - BAB +6 - Fort +3 - Ref +4 - Will +4
Lvl 9 - BAB +6 - Fort +3 - Ref +5 - Will +5
Lvl 10 - BAB +7 - Fort +3 - Ref +5 - Will +5

I did my best to set the table up but god did it take forever to code it.


thanks


This is part of the benefit of playing a Magus, currently being playtested as part of the Ultimate Magic book. They get abilities that let them do touch attacks in the same round the spell is cast. So instead of sorcerer, do a few levels of magus and then go monk.


if the book is not released the DM wont let me use it. He also turned down the home-brewed class as its not official. :(

Lantern Lodge

Reddevil wrote:
if the book is not released the DM wont let me use it. He also turned down the home-brewed class as its not official. :(

Technically it IS official. Just not for Pathfinder since the class is not OGL. See if you can just use the unconverted Enlightened Fist or is he uptight about that too?

And I never understood that about some GMs. Why wouldn't you use something that's being playtested? That's the whole point of it being tested is so you can find the kinks with it and they can tweak it so that its exactly how it will end up in the end. I've yet to turn down a playtest for my players. Honestly, I encourage them.


when the rest of us DM we do the same but when he DM's he wont let us use any thing but whats in the books he has, and the stuff he likes. It's rather... disappointing.

Lantern Lodge

That's honestly not the best thing to do. I would suggest you lot talk to him before allowing him to GM and explain to him your viewpoints on the scenario. I'm not trying to incite a mutiny or anything here, but if you don't give your players leeway and are only allowing them to play 'what you like' then its bound to turn into more of a grudge match than anything. That's just my opinion though.

Your GM is entitled to his own opinion - no matter how wrong it may be. =P Kidding, of course.


it usually does


The Magus playtest is just as legal as the playtests for the new classes from the APG were. They were allowed in the Pathfinder Society and you can't get any more legal than that with Paizo.

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