Revision [279]

Last edited on 2011-02-15 05:10:24 by Akhat (unregistered user)
Additions:
**Skills**: Concentration 4 ranks
**Feats**: Improved Unarmed Strike, Toughness
Hit Dice: d10
**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
**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.
Deletions:
**Skills**: Concentration 2 ranks
**Feats**: Improved Unarmed Strike
**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.
**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.
**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 1d8 per level of Fist of Stone. If the target is a construct or object, it is 2d8 per level. The target can save against the strike by making a Fortitude save with a DC 15 + Fist's Str mod + 1/2 levels of Fist
**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, one point for each point of damage. If they make both the concentration checks, they gain 1d4+2 rounds of extra action: these rounds can be used to move or attack.


Revision [253]

Edited on 2011-01-30 03:05:44 by Akhat (unregistered user)
Deletions:
==**Becoming a Fist of Stone**==


Revision [245]

Edited on 2011-01-29 17:25:38 by Akhat (unregistered user)
Additions:
**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 1d8 per level of Fist of Stone. If the target is a construct or object, it is 2d8 per level. The target can save against the strike by making a Fortitude save with a DC 15 + Fist's Str mod + 1/2 levels of Fist
Deletions:
**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 1d8 per level of Fist of Stone. If the target is a construct or object, it is 2d8 per level.


Revision [244]

Edited on 2011-01-29 04:43:23 by Akhat (unregistered user)
Additions:
**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.
**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 1d8 per level of Fist of Stone. If the target is a construct or object, it is 2d8 per level.
**Adamantite Fist(5)(Ex)**: The unarmed attacks of the Fist are treated as Adamantite for the purpose of overcoming damage reduction.
4 + (Int bonus) skill points per level


Revision [216]

Edited on 2011-01-25 15:40:39 by Akhat (unregistered user)
Additions:
**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.
**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, one point for each point of damage. If they make both the concentration checks, they gain 1d4+2 rounds of extra action: these rounds can be used to move or attack.


Revision [215]

Edited on 2011-01-25 04:44:02 by Akhat (unregistered user)
Additions:
BAB: 3/4
Saves: Good Fort, Ref; Bad Will


Revision [210]

Edited on 2011-01-20 15:24:40 by Akhat (unregistered user)
Additions:
**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.
Deletions:
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.


Revision [209]

Edited on 2011-01-20 15:11:27 by Akhat (unregistered user)
Additions:
**Feats**: Improved Unarmed Strike
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.


Revision [208]

Edited on 2011-01-20 15:08:49 by Akhat (unregistered user)
Additions:
**Alignment**: Non-chaotic
**Skills**: Concentration 2 ranks
==**Class Features**==
**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)


Revision [206]

Edited on 2011-01-14 02:59:53 by Akhat (unregistered user)
Additions:
"//Through knowledge, we can control ourselves. Through controlling ourselves, we can control the world.//"
==**Becoming a Fist of Stone**==
==**Entry Requirements**==
**Base Attack Bonus**: +3
Deletions:
"[i]Through knowledge, we can control ourselves. Through controlling ourselves, we can control the world.[/i]"
[b]Becoming a Fist of Stone[/b]
[b]Entry Requirements[/b]


Revision [205]

The oldest known version of this page was created on 2011-01-14 02:56:13 by Akhat (unregistered user)