Difference between revisions of "Sacred Fist"

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<span class="DROPCAP">S</span>acred 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.
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<span class="DROPCAP">S</span>acred 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.
  
 
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* Hit Die: d8.
 
* Hit Die: d8.
 
* Proficiencies: Sacred Fists gain no new armour or weapon proficiencies.
 
* Proficiencies: Sacred Fists gain no new armour or weapon proficiencies.
* Skill Points: 4 + Intelligence Modifier.
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* Skill Points: 4 + [[Intelligence]] Modifier.
* Class Skills:
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* [[Class Skills]]:
 
** Concentration
 
** Concentration
** Craft Armor
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** [[Craft Armor]]
** Craft Trap
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** [[Craft Trap]]
** Craft Weapon
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** [[Craft Weapon]]
 
** Discipline
 
** Discipline
** Heal
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** [[Heal]]
 
** Listen
 
** Listen
 
** Lore
 
** Lore
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* BAB: +4
 
* BAB: +4
* Feats:
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* [[Feats]]:
 
** Alertness
 
** Alertness
 
** Improved Unarmed Strike
 
** Improved Unarmed Strike
** Improved Initiative
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** Improved [[Initiative]]
 
* Spells: Ability to cast Divine Spells
 
* Spells: Ability to cast Divine Spells
  
Abilities:
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[[Abilities]]:
  
 
* Level 1
 
* Level 1
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** Uncanny Dodge II
 
** Uncanny Dodge II
 
* Level 6
 
* Level 6
** Blind Fight
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** [[Blind]] Fight
 
* Level 7
 
* Level 7
 
** Sacred Flame
 
** Sacred Flame
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** Inner Armor
 
** Inner Armor
  
Bonus Spells:
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[[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. In other words, Sacred Fist does not count as a caster class, despite gaining bonus spells.
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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.
  
<span class="BOLD">Special:</span> 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.
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<span class="BOLD">Special:</span> 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.
  
 
<span class="BOLD">Note:</span> 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.
 
<span class="BOLD">Note:</span> 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.

Revision as of 00:45, 10 March 2019

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.



Requirements:

  • BAB: +4
  • Feats:
    • Alertness
    • Improved Unarmed Strike
    • Improved Initiative
  • Spells: Ability to cast Divine Spells

Abilities:

  • Level 1
    • Puissant Fists
    • Flurry of Blows
  • Level 2
    • Evasion
    • Combat Casting
  • Level 3
    • Uncanny Dodge I
  • Level 5
    • Uncanny Dodge II
  • Level 6
  • Level 7
    • Sacred Flame
  • Level 8
    • No Shadow Blows
  • Level 10
    • Inner Armor

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. 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.