Fists of Stone
"Through knowledge, we can control ourselves. Through controlling ourselves, we can control the world."
-- Grathbar Graymountain, Fist of Stone
The Fists of Stone are an organization dedicated to physical perfection. Their origin is hidden in the dark annals of time, but they surfaced within several generations of the first Cataclysm, known by many names, from the Rain of Fire to the Sundering. There seems to be no central point that the Fists first came to either -- the name probably originated among the Dwarves of the Old World, but already the organization had been formed up in other cultures across the world.
To join the ranks of the Fists is easy and difficult. It is a decision and a calling from a higher power, all rolled into one. The enclaves don't have any particular requirements to study -- some of their members, particularly on the Blasted Isle, teach lower forms of the discipline to commoners -- but those who aren't of a certain physical quality, showing no signs of improving, are quietly shunted to the side. Monks are the most common adherents to the class, as they are often set apart as it is, and their focus on self-knowledge fits nicely with the Fists. Desert Dwellers are also known to become Fists -- their mentality of self-perfection by constant testing leads them along similar paths.
Entry Requirements
Alignment: Non-chaoticBase Attack Bonus: +3
Skills: Concentration 4 ranks
Feats: Improved Unarmed Strike, Toughness
Class Features
BAB: 3/4
Saves: Good Fort, Ref; Bad Will
Hit Dice: d10
Weapon and Armor Proficiency: Fists of Stone gain no weapon or armor proficiencies.
Monk Abilities: Fist of Stone levels stack with monk levels for the purpose of determining unarmed damage, bonus movement speed, and bonus AC.
Flurry of Blows: Fists of Stone gain the Flurry of Blows class feature, identical to the monk's. By opting to use a Flurry of Blows rather than a full attack, the Fist gains one extra attack at their highest attack bonus, but all attacks this round are made with a -2 penalty.
Sundering Palm (1): A Fist of Stone can sunder with unarmed attacks, and provokes no attack of opportunity for doing so. Their unarmed strike is counted as large for the purpose of sundering.
Internal Focus (2)(Ex): By making a DC 20 Concentration check, three times per day, the Fist can speed up his metabolism in order to facilitate greater energy use by his body, allowing him to move and act faster. This allows them to function as if under the effects of Haste with a caster level of Fist level + 2.
Iron Skin (2): The Fist has toughened body and flesh to damage through repeated exposure. As a result, they gain damage resistance of 2/-- (this stacks with other forms of DR). This increases to 4/-- at fourth level, and 6/-- at sixth level.
Penetrating Fist (3)(Ex): Through rigorous discipline and training, the Fist has been trained to strike in such a way as to do damage in spite of a creature's armor or similar effects. The Fist's unarmed attacks ignore the first five points of damage reduction of creatures hit. This increases to ignore the first ten points at level six. The Fist does double damage when sundering.
Shattering Strike (4)(Ex): The Fist has learned how to analyze a creature for weak points and exploit them. Five times per day, before making an attack roll, the Fist can announce they are using a Shattering Strike. If the strike hits, it does an additional 1d8 per level of Fist of Stone. If the target is a construct, object, or item it is 2d8 per level. This damage is not doubled by Penetrating Fist. The target can save against the strike by making a Fortitude save with a DC 15 + Fist's Str mod + levels of Fist
Adamantite Fist(5)(Ex): The unarmed attacks of the Fist are treated as Adamantite for the purpose of overcoming damage reduction.
Push On (5): The Fist has become so focused that they gain a +10 bonus on Concentration checks. In addition, when taking damage increases the DC of a Concentration check, it does so at a rate of +1 DC for every 2 damage, instead of +1 for 1.
Metabolic Overload(6)(Su): The Fist has achieved such a level of control over their body that they can accelerate their bodies to levels beyond the imagination. This is not an easy feat, nor one to be undertaken lightly, it can be used once per day. In order to begin the overload, they must make a DC 30+ Concentration check. The concentration check is a standard action to initiate. After making the first check, they must make the same check the following round, using a full action. The difficulty of the check is increased by any damage taken that round. If they make both the concentration checks, they gain 1d4+2 rounds of extra actions immediately: these rounds can be used to move or attack.
Class Skills: Balance (Dex), Climb(Str), Concentration(Con), Craft(Int), Escape Artist(Dex), Hide(Dex), Jump(Str), Listen(Wis), Move Silently(Dex), Spot(Wis), Swim(Str), Tumble(Dex)
4 + (Int bonus) skill points per level