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Argent Fist

(Faiths of Eberron variant, p. 70)

Only a precious few possess the focus, the dedication, and the physical prowess to master the abilities of the argent fist, but few enemies can stand against those who do.

Requirements

Base Attack Bonus: +5

Alignment: Lawful good

Skills: Knowledge (religion) 4 ranks

Feats: Knight Training or Monastic Training and Improved Unarmed Strike

Special: Evasion class feature, smite evil class feature, turn undead class feature, must worship the Silver Flame, and join the Order of the Argent Fist.


Hit die

d10

Skill points

4 + Int

Class Features

Ascetic Knight (Ex): Your paladin, monk, and argent fist levels stack for the purpose of determining your unarmed strike damage. For example, a 2nd-level monk/4th-level paladin/2nd-level argent fist would deal 1d10 points of damage with her unarmed strike.

Your paladin, monk, and argent fist levels also stack when determining the extra damage dealt by your smite evil ability.

In addition, you can multiclass freely between the paladin and monk classes. You still face the normal XP penalties for having multiple classes more than one level apart.

This class feature effectively subsumes the benefits granted by the Ascetic Knight feat (Complete Adventurer 105). If you already have that feat, you can select any other feat for which you qualify in its place.

Ki Focus (Su): When wielding any special monk weapon, you can treat it as having the ki focus special property (DMG 225).

Stunning Smite (Ex): When you deliver a Stunning Fist attack in conjunction with your smite evil class feature, you add your argent fist class level to the save DC of the stunning attack.

Holy Armor (Ex): Beginning at 2nd level, you retain the AC bonus granted by your monk levels (including Wisdom bonus to AC), even when wearing armor or carrying a shield or a medium or heavy load. This doesn't extend to any other monk class features lost when wearing armor or carrying a load (such as fast movement and flurry of blows).

Ki Strike (Su): Beginning at 2nd level, your unarmed strikes are treated as silver weapons for the purpose of dealing damage to creatures with damage reduction. At 7th level, your unarmed strikes are also treated as cold iron weapons for this purpose.

Thanks to your ki focus class feature, these benefits also extend to any special monk weapons you wield.

Balm of the Silver Flame (Su): Beginning at 3rd level, you can spend one of your daily turn undead attempts as a swift action to enhance your healing power. Until the end of your turn, any spell or supernatural ability you use that heals hit point damage restores double the normal amount of hit points. For example, if you cast a cure light wounds spell that healed 6 hit points of damage, it would instead heal 12; if you used lay on hands or wholeness of body to restore 10 points of damage, it would instead heal 20.

Smite Evil (Su): At 4th level, and again at 9th level, you gain one additional use per day of your smite evil class feature (PH 44).

Wrath of the Silver Flame (Su): Starting at 5th level, you can spend one of your daily turn undead attempts as a swift action to cause your fists (or any special monk weapons you hold) to erupt with silver flames. This fire gives off no heat but sheds light as a torch. The silver flames add 2d6 points of damage to any lycanthrope, undead, or evil outsider you strike (merely touching such a creature deals no damage). This damage actually results from pure divine power and is thus not subject to fire resistance. Once activated, the silver flame burns for a number of rounds equal to 5 + your Charisma bonus (if any).

Mettle (Ex): The blessing of the Silver Flame allows you to shrug off effects that would otherwise harm you. Beginning at 8th level, if you make a successful Will or Fortitude save that would normally reduce a spell's effect, you suffer no effect from the spell at all. Only those spells with a "Will partial," "Fortitude half," or similar Saving Throw entry can be negated through this ability.

Embrace of the Silver Flame (Su): At 10th level, you gain the ability to manifest a tiny ember of the Silver Flame. By spending one of your daily turn undead attempts as a swift action, you become engulfed in an aura of argent fire that sheds no heat. This lasts for a number of rounds equal to 5 + your Charisma bonus (if any) and grants the following benefits:

  • You gain fast healing equal to your Wisdom bonus (minimum 1).
  • You can spend 1 action point to take an extra move action.
  • You radiate light as if you were the center of a daylight spell.
  • Any lycanthrope, undead, or evil outsider within the 60-foot radius of the pure divine energy you radiate takes a —2 penalty to AC and also takes 2d6 points of damage each round at the end of your turn.
  • Any critical threat you score against a lycanthrope, undead, or evil outsider with an unarmed strike or special monk weapon is automatically confirmed, and you can even score critical hits against undead that are within the effect (again, thanks to the divine energy flowing through you).

Advancement

Level BAB Fort Ref Will Special
1st +0 +2 +0 +2 Ascetic knight, ki focus, stunning smite
2nd +1 +3 +0 +3 Holy armor, ki strike (silver)
3rd +2 +3 +1 +3 Balm of the Silver Flame
4th +3 +4 +1 +4 Smite evil 1/day
5th +3 +4 +1 +4 Wrath of the Silver Flame
6th +4 +5 +2 +5
7th +5 +5 +2 +5 Ki strike (cold iron)
8th +6 +6 +2 +6 Mettle
9th +6 +6 +3 +6 Smite evil 2/day
10th +7 +7 +3 +7 Embrace of the Silver Flame

Class skills

Skill name Key ability Trained only Armor check penalty
Balance DEX no yes
Climb STR no yes
Concentration CON no no
Craft INT no no
Diplomacy CHA no no
Heal WIS no no
Jump STR no yes
Knowledge (arcana) INT yes no
Knowledge (religion) INT yes no
Listen WIS no no
Profession WIS yes no
Ride DEX no no
Sense Motive WIS no no
Spot WIS no no
Tumble DEX yes yes

Spells for Argent Fist

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