Enlightened Fist (3.5e Prestige Class)

From D&D Wiki
Jump to navigation Jump to search
Missing.png One or more images on this page are unattributed. Please include on this page the name of the artist or copyright holder, in addition to a link to the artist's website if available and appropriate.

"Google" isn't a source; it shows web search results. "Pinterest" isn't a source; it's an aggregate of images copied or linked to from other websites.

If you own this image, or it is covered by public domain, consider uploading the image to D&D Wiki. If the source of the image cannot be located or the copyright holder wishes for the image to not be on this page, then remove the image. For more information on copyright law, see D&D Wiki:Copyrights.

Edit this Page | All pages with an unattributed image

An enlightened fist.

Enlightened Fist[edit]

An enlightened fist strikes with unerring accuracy, using astral copies of himself projected onto the material plane and attached to him by astral cords. These projections serve as vessels for his physical form, allowing the enlightened fist to move between them with instantaneous speeds in order to quickly traverse obstacles, navigate battlefields and outwit foes through superior mobility.

Becoming an Enlightened Fist[edit]

Monks who dabble in the mystical arts of Theurgical Enlightenment meditate extensively. Having mastered the physical, they freely research the metaphysical and have found a way to use their inner power to traverse the planes themselves. Enlightened fists are rare even amongst monks, but races and civilizations that lack the proper cultural backgrounds for a monk order to exist almost never pursue this path. Despite this, most enlightened fists have a dual background split between the disciplines of martial arts and the divine.

Entry Requirements
Alignment: Any.
Base Attack Bonus: +7.
Skills: Bluff 10 ranks, Knowledge (arcana) 10 ranks.
Feats: Improved Unarmed Strike.
Table: The Enlightened Fist


Hit Die: d8


Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +2 1st Astral Clone, Flowing Water Defense, Infinite Strike 1/day
2nd +1 +3 +3 +3 Astral Blink, Plane Shift 2/day
3rd +2 +3 +3 +3 2nd Astral Clone
4th +3 +4 +4 +4 Astral Bubble (dimensional anchor, haste)
5th +3 +4 +4 +4 3rd Astral Clone, Infinite Strike 2/day
6th +4 +5 +5 +5 Plane Shift 2/hour, Astral Bubble (dimensional lock, slow)
7th +5 +5 +5 +5 4th Astral Clone, Infinite Strike 3/day,
8th +6 +6 +6 +6 Astral Projection
9th +6 +6 +6 +6 Plane Shift at will.
10th +7 +7 +7 +7 Astral Dominion

Class Skills (4 + Int modifier per level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex),
Gather Information (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int),
Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str).

Class Features[edit]

All of the following are class features of the Enlightened Fist.

Unarmed Prowess: An enlightened fist's character levels count as monk levels for the purpose of determining unarmed strike damage and his flurry of blows progression. If the enlightened fist has no monk levels, he is treated as a monk of a level equal to his character level and gain Improved Unarmed Strike and Flurry of Blows.

Astral Clone (Su): An enlightened fist can call into being an astral clone of himself. This clone is a projection through the astral plane onto the plane on which the enlightened fist resides, and the projection is tied directly to the enlightened fist by an astral cord (in similar fashion as how an astral traveler is connected to his physical body when using astral projection). An astral clone has the same shape and size of the enlightened fist, but radiates a bluish glow and is completely translucent (and therefore cannot be mistaken for the real body). Astral clones each gain their own turns during the enlightened fist's turn, but may make only move actions or move-equivalent actions. When an astral clone is not being projected, it resides within the enlightened fist's body. An astral clone can only be destroyed by severing its cord, which bestows 1 negative level upon the enlightened fist until restored. A 'killed' astral clone may be recreated through 8 hours worth of meditation. Astral clones cannot be used on the astral plane.

An astral clone has no weight and cannot interact with the enlightened fist's environment on a physical level, meaning that it cannot attack or be attacked in any way. An astral clone has a fly speed equal to the enlightened fist's base land speed, and can pass through any solid object and even through force effects like a wall of force unhindered. When entering an area that bars interdimensional travel such as a dimensional lock spell, any astral clone immediately winks out.

There is a continuous empathic link between an enlightened fist and its astral clone. An enlightened fist can see, hear or otherwise perceive whatever its clone does, and may make Listen, Search and Spot checks through his astral clone as if it were him.

At 1st level, your body can hold only one astral clone, which can be projected or recalled during your turn as a Swift action. Your body and clone cannot be further than 30 feet apart at any time. At 3rd level, you gain a second astral clone, both of which cannot be further than 60 feet apart from you or eachother. At 5th level, you gain a third astral clone with a maximum underling range of 90 feet, and at 7th, you gain four astral clones with a maximum underling range of 120 feet.

Any astral clone can only be either projected or recalled once per round, but not both. Any unused astral clones at the start of your turn may be projected during that turn, and any currently projected astral clones at the start of your turn may be recalled during that turn.

Flowing Water Defense (Su): An enlightened fist's defense is focused both inside and out. His astral clones allow him to both flow like water out of the path of an attack, or predict attacks that he normally cannot guard against. An enlightened fist cannot be flanked except by an invisible attacker or one that cannot otherwise be perceived by his various modes of sight. For every astral clone currently inside his body (i.e. not currently projected), the enlightened fist gains a cumulative +1 dodge bonus to AC and Reflex saves and a +2 competence bonus to Bluff checks for the purpose of making feints.

Astral Blink (Su): At 2nd level, an enlightened fist can blink to any of its currently projected astral clones as a free action. When he does this, the enlightened fist moves from his current position to that of his astral clone virtually instantaneously, using the astral plane as a conduit. As such, this movement bypasses any solid object in between the enlightened fist and the astral clone intended for the astral blink (including walls of force and similar effects). This movement does not provoke attacks of opportunity, and the astral clone he blinks to is immediately recalled into his body. He may do this as many times as he has astral clones projected. An enlightened fist may spread his actions for the round over any number of astral blinks he can make, down to making individual attacks of a full-attack action against multiple opponents, by blinking between subsequent attacks. It is impossible to blink into solid matter, meaning that an enlightened fist cannot pass through obstacles bigger than the reach of its astral clones.

Astral Bubble (Su): From 4th level on, an enlightened fist's mastery of the astral plane extends unto other planes as well. Within a range of up to 10 feet per enlightened fist level, he may draw upon the essence of the astral plane, creating a bubble around himself in which certain traits of the astral plane may be emulated.

At 2nd level, the enlightened fist gains the ability to selectively alter the perception of time within his astral bubble, as well as to exert limited control on how well the area of his influence is barred from interplanar travel. As a swift action, he may bestow upon any creature other than him within his astral bubble a haste or dimensional anchor effect at will. These effects last a number of rounds equal to the enlightened fist's class level, or until the recipient exits the astral bubble.

At 6th level, the enlightened fist may choose to emit a dimensional lock effect centered on him but within the boundaries of his astral bubble (he may choose the dimensional lock smaller than the area of his astral bubble if he wishes). As a swift action, he may now also bestow upon any creature other than him within his astral bubble a slow effect at will. The save DC of this ability is Wisdom-based. This effect last a number of rounds equal to the enlightened fist's class level.

Plane Shift (Sp): A 2nd level enlightened fist may use plane shift, as per the spell, two times per day. At 6th level, he may use it two times per hour and the error decreases to 1 to 10 miles (1d10). At 9th level, an enlightened fist learns to plane shift at will without error.

Infinite Strike (Su): A 1st level enlightened fist is able to focus all the power of its astral clones for a combination attack. Once per day as a full-attack action, the enlightened fist may make an extra number of full attacks that round equal to the number of astral clones currently inside his body (i.e. not currently projected). An enlightened fist may make an infinite strike 2/day at 5th, and 3/day at 7th level.

Astral Projection (Sp): An 8th level enlightened fist can use astral projection, as per the spell, at will with a casting time of 10 minutes. When an enlightened fist's astral cord is destroyed, instead of dying outright he may immediately reconstruct its cord and return to his body, losing one level in the process. His experience total will be the minimum required for his reduced character level. Neither the lost level nor the experience can be restored in any way.

Astral Dominion (Ex): At 10th level, the enlightened fist can exercise even more control over the astral plane when he is on it. He can navigate it without problem, as if there were landmarks even though there are none, therefore never losing sense of direction. Within a range of 10 feet per enlightened fist level, he may control the direction of gravity completely (including for others). He may pick one direction for his entire field of influence, or he may do such things as change the gravity to attract and repel everything within range. An enlightened fist gets a bonus equal to his class level to any Wisdom check made to influence subjective directional gravity on the astral plane. Success means that the area he controls becomes objective directional gravity to any creature other than him.

Also, within the area of his astral bubble, an enlightened fist may henceforth draw upon the essence of the astral plane itself, imposing an enhanced magic trait with regards to Quicken Spell as exists within the astral plane at will. This effect applies both to his spells and those of others. He may manipulate the size of this enhanced magic field freely, as long as the field stays centered on him and within the boundaries of the astral bubble.

Also, once per day, a 10th level enlightened fist may attempt to sever an astral traveler's astral cord. At a successful Concentration check against a DC of 10 + the target's HD and/or class levels + the target's Charisma modifier, followed by a successful unarmed touch attack, the cord is severed, meaning the death of the target.



Back to Main Page3.5e HomebrewClassesPrestige Classes