A Sacred Fist is a Paladin that has forgone the use of their weapons and armor in exchange for sacred power. Strike fear into the hearts of unholy enemies with your bare fists!
Solo Ability: Very Good.
| Field | Value |
|---|---|
| HP / Level | 10 |
| Skill Points / Level | 2 + Intelligence modifier |
| Play Style | Melee |
| Spell DC Ability | Wisdom |
Through their devotion and purity, paladins gain many special abilities. They can deal extra damage to evil creatures, can boost their own saves, and can use Lay on Hands to send powerful healing energy to allies.
At level 4, paladins get their first helpful spells which they can use to aid themselves or their party.
Paladins also get immunities to harmful effects like disease and fear, and radiate powerful protective auras that help defend all nearby allies.
You were a Sacred Fist in a past life. You occasionally find yourself contemplating the flickering flame in campfires. Each time you acquire this feat you gain +5 Positive Healing Amplification and +5 Positive Spellpower. This feat can be stacked up to three times.
| Level | BAB | Fort | Ref | Will | Special | Spell Points | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +1 | +2 | +0 | +0 |
|
0 | ||||
| 2 | +2 | +3 | +0 | +0 |
|
0 | ||||
| 3 | +3 | +3 | +1 | +1 |
|
0 | ||||
| 4 | +4 | +4 | +1 | +1 |
|
20 | 1 | |||
| 5 | +5 | +4 | +1 | +1 |
|
35 | 1 | |||
| 6 | +6 | +5 | +2 | +2 |
|
50 | 2 | |||
| 7 | +7 | +5 | +2 | +2 | 65 | 2 | ||||
| 8 | +8 | +6 | +2 | +2 |
|
80 | 2 | 1 | ||
| 9 | +9 | +6 | +3 | +3 | 95 | 2 | 1 | |||
| 10 | +10 | +7 | +3 | +3 |
|
110 | 2 | 2 | ||
| 11 | +11 | +7 | +3 | +3 | 125 | 2 | 2 | 1 | ||
| 12 | +12 | +8 | +4 | +4 |
|
140 | 2 | 2 | 2 | |
| 13 | +13 | +8 | +4 | +4 | 155 | 2 | 2 | 2 | ||
| 14 | +14 | +9 | +4 | +4 | 170 | 3 | 2 | 2 | 1 | |
| 15 | +15 | +9 | +5 | +5 |
|
185 | 3 | 2 | 2 | 2 |
| 16 | +16 | +10 | +5 | +5 |
|
200 | 3 | 3 | 2 | 2 |
| 17 | +17 | +10 | +5 | +5 | 215 | 3 | 3 | 2 | 2 | |
| 18 | +18 | +11 | +6 | +6 | 230 | 4 | 3 | 2 | 2 | |
| 19 | +19 | +11 | +6 | +6 | 245 | 4 | 4 | 4 | 3 | |
| 20 | +20 | +12 | +6 | +6 |
|
260 | 4 | 4 | 4 | 4 |
Every Sacred Fist spell, by level ›
Represents your knowledge of religion.
An aura of holiness surrounds you while near a paladin, granting a bonus to saves and Armor Class against evil creatures.
While centered (unarmored, unencumbered, and either unarmed or wielding monk weapons such as the kama, quarterstaff, or shuriken), you get an increase to your attack bonus, and a 2% dodge bonus at monk levels 1, 2, and 4 for a total of 6%. The attack bonus increase starts at 1 (at level 1) and increases by 1 for every four additional monk levels. Some rare items are enchanted as 'Ki Weapons' and can be used with your monk abilities, and certain feats or enhancements can further expand the list of weapons available to your monk.
You follow the Path of Light. You are proficient with Handwraps and they are considered a Favored Weapon for you. You gain +1 to hit with Favored Weapons.
Melee Smite: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, and a damage bonus based on your paladin level. Smites return at a rate of one every 90 seconds.
While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons. While Centered and wielding Handwraps, you gain +5 Melee Power for each copy of this feat you have.
A paladin receives a bonus to saves, equal to his or her Charisma bonus. The maximum bonus is 2 plus 3 per paladin level.
When you make a successful Reflex save to avoid damage, you suffer no damage instead of half damage.
Activate this paladin ability to apply a burst of holiness to your target, either healing an amount based on your paladin level times your Charisma bonus or dealing that much damage to an undead target.
A feeling of confidence and fearlessness surrounds you while near a paladin, granting a bonus to saves against fear.
A paladin is immune to natural, magical, and supernatural diseases.
A paladin is immune to fear effects.
Channel Divinity: Attempts to drive away nearby undead or force them to cower.
To turn undead you must make a turning check (roll 1 twenty-sided die + your total Charisma modifier) to determine the Hit Dice of the most powerful undead you can affect. Then you roll 2 six-sided dice + your paladin level + your Charisma modifier to determine the total Hit Dice of creatures in the area that you can turn.
Turned undead cower in place or flee. If you have twice as many levels as the undead have Hit Dice, you destroy any that you would normally turn. All Channel Divinity abilities use the same pool of uses per rest.
While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons. While Centered and wielding Handwraps, you gain +5 Melee Power for each copy of this feat you have.
Your training improves your armor class, so long as you remain centered. (Unarmored, unencumbered, and wielding ki weapons.)
While centered, you are considered to be wearing Heavy Armor for the purposes of the Sacred Defender tree, and may use your Charisma for your Attack and Damage with Ki Weapons.
Activate this paladin ability to cure one or more diseases in your target.
While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons. While Centered and wielding Handwraps, you gain +5 Melee Power for each copy of this feat you have.
Your training improves your armor class, so long as you remain centered. (Unarmored, unencumbered, and wielding ki weapons.)
While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons. While Centered and wielding Handwraps, you gain +5 Melee Power for each copy of this feat you have.
Your training improves your armor class, so long as you remain centered. (Unarmored, unencumbered, and wielding ki weapons.)
While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons. While Centered and wielding Handwraps, you gain +5 Melee Power for each copy of this feat you have.
Your training improves your armor class, so long as you remain centered. (Unarmored, unencumbered, and wielding ki weapons.)
While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons. While Centered and wielding Handwraps, you gain +5 Melee Power for each copy of this feat you have.