Sacred Fist: Difference between revisions
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<small>''Auto-generated from [https://github.com/Layonara/nwn-haks nwn-haks] (`config/2da/spells.2da`, `feat.2da`, `layonara.tlk`). Do not edit between the AUTOSYNC markers; edits will be overwritten on the next sync.''</small> | <small>''Auto-generated from [https://github.com/Layonara/nwn-haks nwn-haks] (`config/2da/spells.2da`, `feat.2da`, `layonara.tlk`). Do not edit between the AUTOSYNC markers; edits will be overwritten on the next sync.''</small> | ||
[[Category:NWN Classes]] | |||
[[Category:NWN Playable Classes]] | |||
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Latest revision as of 22:19, 30 April 2026
Sacred Fists tend towards 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. 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 dishonour them or their deity, provided the sacred fists casts spells with the range of touch. Sacred Fists are strong in faith, will and body. Most sacred fists are Clerics, though occasionally a Paladin will give up the blade for this path also. Multiclass combinations are rare, but not unheard of.
- Alignment: Any
- Hit Die: d8.
- Proficiencies: Sacred Fists gain no new armour or weapon proficiencies.
- Skill Points: 4 + Intelligence Modifier.
- Class Skills:
- Concentration
- Craft Armor
- Craft Trap
- Craft Weapon
- Discipline
- Heal
- Listen
- Lore
- Spellcraft
- Tumble
- High Saving Throw(s): Reflex, Will
- BAB: Main
Requirements:
- BAB: +4
- Feats:
- Alertness
- Improved Unarmed Strike
- Improved Initiative
- Spells: Ability to cast Divine Spells
- Level 1
- Puissant Fists
- Flurry of Blows
- Level 2
- Evasion
- Combat Casting
- Level 3
- Uncanny Dodge I
- Level 5
- Uncanny Dodge II
- Level 6
- Blind Fight
- Level 7
- Sacred Flame
- Level 8
- No Shadow Blows
- Level 10
- Inner Armor
Upon reaching levels 2, 4, 6, 8 and 10 the character gains new spells per day as if he had also gained a level in his highest caster class (paladin or cleric). He does not gain increased duration, effects or power, however. In other words, Sacred Fist does not count as a caster class, despite gaining bonus spells.
Special: Once a person starts his training as a sacred fist, he can never again wield a shield or weapon. Even after leaving this class at a later time. In NWN terms this excludes the use of the left and right hands, which means they will be unable to do any tradeskill that requires the equipping of a weapon or tool. Nonequiped weapons or tool usage such as shovels are still possible.
Note: Do not take Weapon Focus: Unarmed with this class, you will have the option to take Weapon Focus: Creature after the first level of this class, which will be the proper feat.
| Name | Sacred Fist |
|---|---|
| Plural | Sacred Fists |
| Player Class | Yes |
| Spell Caster | No |
| Hit Die | d8 |
| Skill Points / Level | 4 |
| Primary Ability | WIS |
| Recommended Ability Array | STR 14, DEX 10, CON 12, WIS 12, INT 14, CHA 16 |
| Alignment Restriction | None |
| Max Level | 10 |
| Multiclass XP Penalty | No |
| Divine Spell Level Modifier | 2 |
| Epic Class | No |
| Attack Bonus Table | CLS_ATK_1
|
| Saving Throw Table | CLS_SAVTHR_BARD
|
| Feats Table | CLS_FEAT_SACRED
|
| Bonus Feats Table | CLS_BFEAT_BRAGE
|
| Skills Table | CLS_SKILL_SACRED
|
| Prerequisite Table | CLS_PRES_SACRED
|
| Script Constant | CLASS_TYPE_SACREDFIST
|
| Icon | ir_sacredfist
|
| Description | (PRESTIGE CLASS) Sacred Fists tend towards independent organisations 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. 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 dishonour them or their deity, provided the sacred fists casts spells with the range of touch. Sacred Fists are strong in faith, will and body. Most sacred fists are clerics, though occasionally a paladin will give up the blade for this path also. Multiclass combinations are rare, but not unheard of. - Hit Die: d8. - Proficiencies: Sacred Fists gain no new armour or weapon proficiencies. - Skill Points: 4 + Int Modifier. REQUIREMENTS: Base Attack Bonus: +4 Feats: Alertness, Improved Unarmed Strike, Improved Initiative Spells: Ability to cast Divine Spells ABILITIES: Level Puissant Fists (Level 1) - The sacred fist is highly trained in unarmed fighting, giving him considerable advantages when doing so. A sacred fist's attacks may be with either fist interchangeably or even with elbows, knees and feet. There is no such thing as an off-hand attack for a sacred fist striking unarmed. Because of this intense physical and mental training he has honed his body into a weapon capable of dealing more damage than normal with his unarmed attacks. At level one, his unarmed damage increases to d6, at level 5 it increases to d8, at level 8 to d10 and at level 10 it maxes out at d12. Flurry Attack (Level 1) - Allows the sacred fist to make an additional attack each round, but that attack and all other attacks that round suffer a -2 penalty. Evasion (Level 2) - This acts in all ways as the feat. Combat Casting (Level 2) - This acts in all ways as the feat. Uncanny Dodge I (Level 3) - Retains dexterity bonus to AC even when flanked. Uncanny Dodge II (Level 5) - Gains a +1 reflex save against traps. Blind Fighting (Level 6) - This acts in all ways as the feat. Sacred Flame (Level 7) - This allows the sacred fist to use a standard action to invoke sacred flames around his hands and feet. This adds an elemental damage bonus to his unarmed attacks. This lasts for 5 rounds plus the sacred fist's Wisdom modifier. Half of this damage is fire, and the other half is divine. This is usable twice per day. No Shadow Blows (Level 8) - This allows a sacred fist's unarmed attacks to punch through the damage reduction of most foes. His fists are considered magical and improve has their level increases. This ability stops increasing at character level 20. Inner Armour (Level 10) - A sacred fist's inner tranquillity protects him from external threats. He may invoke a +4 Dodge bonus to AC, a +4 Resistance bonus to all saving throws, and spell resistance equal to 15 plus the sacred fists wisdom modifier and lasts for 5 rounds + 1 round per wisdom modifier. This ability can be used up to 3 times per day. BONUS SPELLS Upon reaching levels 2, 4, 6, 8 and 10 the character gains new spells per day as if he had also gained a level in his highest caster class (paladin or cleric). He does not gain increased duration, effects or power, however. Special: Once a person starts his training as a sacred fist, he can never again wield a shield or weapon. Even after leaving this class at a later time. In NWN terms this excludes the use of the left and right hands, which means they will be unable to do any tradeskill that requires the equipping of a weapon or tool. Nonequiped weapons or tool usage such as shovels are still possible. Note: Do not take Weapon Focus: Unarmed with this class, you will have the option to take Weapon Focus: Creature after the first level of this class, which will be the proper feat. |
Custom Layonara content (no stock NWN:EE equivalent).
Auto-generated from nwn-haks (`config/2da/spells.2da`, `feat.2da`, `layonara.tlk`). Do not edit between the AUTOSYNC markers; edits will be overwritten on the next sync.