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Okay, I've been working on this archetype for a long while and I think that I now have it...not really. Please tell me if it seems balanced enough
Hand of Faith (paladin archetype)
Paladins are no stranger to training one’s body in order to fight the pawns of injustice, however some take it a step further and turn their bodies into weapons themselves, rending all evil in their path no matter their defences
Class Skills: A Holy Fist adds Acrobatics and Perception to his list of class skills and loses Ride and Handle Animal.
Monastic Seminary: The need for Charisma to check and allow for all paladin abilities, such as the ability to channel, can be replaced with the use of Wisdom. This change is optional and chosen at first level, once it is chosen it can’t be changed.
Divine Quickening: Rather than receive spells from their patron deity, they are instead blessed with powers that augment their physical prowess. Starting at fourth level the Holy Fist Can gains powers from the Ki-Powers list that Qinggong Monks and in the same fashion (from Ultimate Magic rule book) draw from with a few exceptions (See below). These abilities either use Charisma or Wisdom (based on Monastic Seminary choice) for saving throws, class specific ability options for spell and concentration bonus, otherwise treat as normal Qinggong Monk powers. In Addition the Holy Fist gains a minor pool of Ki that stacks with any the Holy fist previously had or eventually gains. The number of Ki points given is equal to half his Holy Fist level–2 plus their Wisdom or Charisma (depending on choice made with Monastic Seminary) modifier. This class feature replaces the Holy Fist’s ability to cast spells and counts as having the Ki pool Class feature.
The following Ki powers have replacements
Hydraulic push - Litany of Righteousness (2 points)
Scorching Ray – Vestment of the Champion (1 point)
Gaseous Form – Burst of Speed (2 points)
Hydraulic Torrent – Water Walk (1 point)
Poison-Cure Moderate Wounds (1 point)
Ki Leach – Draconic Reservoir (0 points)
Spit Venom – Force Punch (2 points
Blood Crow Strike – Fire of Vengeance (2 point)
Cold Ice Strike – Leashed Shackle (3 points)
Weapon and Armor Proficiency: Holy Fists are proficient in all simple weapons, 5 martial weapons, and one extra Monk weapon. Weapon and they also start off with the Improved Unarmed Strike feat even if they don’t meet the prerequisites. Holy Fists are also proficient in Light and Medium Armor, light shields, and bucklers. This replaces normal weapon and armor proficiencies
Unarmed Strike: A Holy Fist's unarmed strike increases in damage same as a Monk, except that it stops increasing when it reaches 2d6
Divine Stance: at 3rd level and every 3 levels after a Holy fist may qualify for and take Combat Stance feat, ignoring all prerequisites other than the needing previous stance feats within the Stance's progression except for the Stunning Fist and Elemental Fist feats, though they too can be gained without prerequisites as with any other style feat. If they do not wish to take a stance feat they may instead take bonus Fighter feat. This ability replaces Aura of Courage.
Divine Bond: A Holy Fist makes a personal bond with the divine spirits of the Good-Aligned planes, who fortify his body with their holy might. This functions like a normal Paladin's spirit bond, however the + bonus applies only to non-natural weapon and any other weapons that aren't his unarmed strike. However if he enhances his unarmed strike it instead allows him to ignore that much of his opponents Armor bonus to AC as well as that much of any DR the opponent might have. This stacks with any other affect he has that allows him to overcome DR. Every five levels after fifth you this bonus as twice its current total and any gains in amount of bonuses between each interval are added as normal then combined into the total when it is multiplied again (see table below). This is replaces a normal Paladin's divine bond.
Level Bonus to unarmed penetration
5 1
8 2
10 4
11 5
14 6
15 12
17 13
20 28