Howdy all! Please be sure to check out both the Producer's Letter and the Archetype Overview page before diving in here
Sacred Fist is a Paladin Subclass, joining Stormsinger and Dark Apostate as the first wave of 3 subclasses.
Changes from Base Class
Feats:
Added:
Armor Class Bonus: (1, 2, 5, 10, 15, 20) This version scales off of Charisma instead of Wisdom. If you are part-monk this will use the highest of Cha or Wis.
Flurry of Blows (1)
Unarmed Strike (1, 4, 8, 12, 16, 20)
Evasion (2) (note: they do not get Improved evasion except as a t5 in the Sacred Fist tree.)
Path of Light (1) This is the Handwraps deity feat. As with all deity feats it grants proficiency with its weapon (in this case Handwraps)
Divine Dream (6) This is the level 6 "special" deity feat. It makes you considered to be in Heavy Armor while centered for the purposes of the Sacred Defender tree. This does NOT let you be centered in heavy! Also, in preview 1 it is missing unless you happen to have the Undying Court religion and also happen to be an Elf. Weird, right? :P
Removed:
Sacred Fist Paladins do not gain Shield, Armor, or Martial Weapon Proficiency of any kind. Note that because they get the Path of Light this means they can use Handwraps!
Spellbook:
None for this subclass.
Skills:
None for this Subclass.
Misc Class Attributes:
Ki Ability: Charisma
Ki Progression: Monk
Note: If you are part-monk (which uses Wisdom for ki), the Ki system will ever so politely take the highest of those modifiers. So don't worry that you'll end up wis-based if you multiclass.
Past Life
Sacred Fist: +5 Healing Amp and +5 Pos Spellpower per stack
New Tree: Sacred Fist
Replaces Knight of the Chalice
Themes: Punch paladin! Burn enemies with your sacred fists.
Cores:
- Core 1: Sacred Flame: Toggle: Your melee attacks while centered deal an extra 1d6 Fire damage, scaling with Melee Power. Each core ability in this tree grants you +5 Healing Amplification and +5 Positive Spellpower.
- Core 3: +1 Saves and AC. +1 Sacred Flame dice. Your weapons while using Sacred Flame now bypass Lawful + Good DR.
- Core 6: +1 Saves and AC. +1 Sacred Flame dice. Gain +3 Remove Disease Charges and your Remove Disease now applies Greater Restoration to your target.
- Core 12: +1 Saves and AC. +1 Sacred Flame dice. You gain Immunity to Energy Drain.
- Core 18: +1 Saves and AC. +1 Sacred Flame dice. When you use Turn Undead, you and nearby allies gain +1 Ki on hit and +3 Ki on crit for 20 seconds.
- Core 20: +4 Charisma, +3 Saves, +1 Sacred Flame dice. +10 Melee Power. +1 W with Weapons. You absorb 25% of all Fire damage.
Tier 1:
- Sacred Strike I: +1 to hit and damage with Favored Weapons.
- Extra Smite: +2/4/6 bonus to Smite Evil.
- Disciple of the Fist: +1/2/3 Heal, Concentration, and Intimidate. Rank 3: You gain +1 Reflex saving throws.
- Deft Strikes: You gain +3/6/10% chance to make offhand attacks while centered.
- Ki Shout: Ki Activate: Intimidates nearby enemies, encouraging them to attack you. This ability uses your Concentration skill, and shares a cooldown with the Intimidate skill. (Activation Cost: 5 Ki. Cooldown: 6 seconds)
Tier 2:
- Sacred Strike II: +2 to hit and +1 to damage with Favored Weapons.
- Sacred Whirlwind: Make a sweeping attack against all nearby enemies for +3[W] damage. Shares a cooldown with the Cleave feat. Cooldown: 5 seconds.
- Critical Mastery: +1/2/3 to confirm critical hits and critical hit damage
- Fast Movement: You run 1% faster for each of your Paladin levels.
- Action Boost: Doublestrike: Activate to gain +10/20/30% Action Boost bonus to Doublestrike for 20 seconds.
Tier 3:
- Sacred Strike III: +1 to hit and damage with Favored Weapons.
- Sacred Smite: An improved smite that adds +1/2/3 to your weapon's critical damage multiplier and +1/2/3 to your weapon's critical threat range. In addition, this applies 1d2 stacks of Armor Destruction and 1d2 Stacks of Vulnerability unless the enemy makes a Fort Save (DC 10+Cha Mod+Sunder bonuses). Cost: 15 Ki (note: this is a Light ki melee attack)
- Light of Hope: +1 Sacred Flame dice. Your Sacred Flame toggle now allows you to strike Incorporeal enemies as if you had Ghost Touch.
- Instinctive Defense: You take 5/10/15% less extra damage when struck while helpless.
- +1 Str / Cha
Tier 4:
- Sacred Strike IV: +2 to hit and +1 damage with Favored Weapons.
- Deflect Arrows: You gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6 seconds. (Antireq Tempest + Swash Deflect Arrows)
- Light of Glory: +1 Sacred Flame dice. Your Sacred Flame damage is now Light instead of Fire.
- Iron Skin: While centered, you gain an additional 5/10/15 PRR.
- +1 Str / Cha
Tier 5:
- Sacred Strike V: +3 to hit and damage with Favored Weapons, +10 Melee power.
- Evasive Dance: Improves your Evasion ability so on a failed Reflex saving throw against an attack that normally deals half damage on a successful save, you only take 85/70/50% damage.
- Avenging Whirlwind: Make a sweeping martial arts attack against all nearby enemies for +5(W) damage. Damaged enemies gain one stack of Vulnerability. Shares its cooldown with the Great Cleave feat.
- Violence Begets Violence: While Centered, when an opponent misses you in melee, you gain +1 critical threat range for 6 seconds. This stacks up to 5 times and is reset if you critically hit.
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Added Tree: Radiant Servant
Replaces Vanguard
Changes from base Radiant Servant: All things that say "Cleric Level" now work off Paladin Level.