View Full Version : My Fists of Physics Ignorance! 3.5Base Class (PEACH)

Batpope Scott
2013-02-08, 10:33 AM
I suppose this could count as a monk fix.... but it's got so little monk in there that I'm going to say it's a brand new class. The Fist Disciple is based on the more over dramatised fighting of movies and anime like Dragonball or The Matrix. My aim here was to make a frontline fighter who has enough ability to not depend on magical assistance to do the most basic things he needs to survive. I'm thinking my goal was high tier 4 but I can't be sure anymore.

The Fist Disciple is a being with untapped potential who is trying to set it all loose. They are similar to monks in their perfection of the self, but the training methods vary from disciple to disciple.

The typical Fist Disciple is a misnomer, since the Fist Disciples are as varied as the species that are capable of becoming Fist Disciples.

Adventures: A Fist Disciple is prone to adventuring for quests that requires combat prowess as a way to test the self. Other more normal reasons for adventure are not below the notice of a Fist Disciple however.

Characteristics: The Fist Disciple is notable due to his plethora of abilities that enhance his unarmed and unarmored fighting. Resilience and speedy assault are the two principles of a Fist Disciple.

Alignment: Fist Disciples are not restricted to one way of thinking or belief system, so Fist Disciples of every alignment can be found.

Religion: Fist Disciples do not gain a leaning either to believe or to not believe due to their training. There are Fist Disciples who believe their power come from a divine source, but there are others who shake their head at those who do not accept it as their own power.

Background: The Fist Disciple normally comes from either a Monastic childhood, or a life full of violence or crime. The urge to train with fists is all that inspires a Fist Disciple into becoming what they are, so any background is likely to produce a Fist Disciple.

Races: Humans and Half Elves normally feel an urge to see the limits of their own bodies, but the other intelligent races are common as well. Out of the monstrous races the most common Fist Disciple is the Hobgoblin with their militaristic bent giving more chances for training.

Other Classes: The Fist Disciple normally feels a kind of kinship with fighters and monks as ones who both strive to become better through combat. The more chaotic Fist Disciples may get on the lawful monks nerves and they'll tend to bicker over which training style is better.

Role: The Fist Disciple is a support fighter that deals steady damage to enemies with a flurry of fists. Due to the lower hit die and unarmored nature of Fist Disciples, the role of main frontline fighter may be something best avoided. Fist Disciples also make excellent scouts with a class skill list that contains all of the requisite skills for that position.

Hit Die: d8

Fist Disciple

1st|+0|+0|+0|+2|Ascend from Childhood, Unarmed Strike

2nd|+1|+0|+0|+3|All Out Beat Down

3rd|+2|+1|+1|+3|Speed of the Adept, Evasion

4th|+3|+1|+1|+4|Power of Conviction +1

5th|+3|+1|+1|+4|Reserves of Strength, Endurance

6th|+4|+2|+2|+5|Master the Air, Convictions Influence +1

7th|+5|+2|+2|+5|Train the Senses, Speed of the Warrior

8th|+6/+1|+2|+2|+6|Power of Conviction +2, Die Hard

9th|+6/+1|+3|+3|+6|Uncover the Hidden Power

10th|+7/+2|+3|+3|+7|Scorn the Earth, Convictions Influence +2

11th|+8/+3|+3|+3|+7|Ascend from Ineptitude

12th|+9/+4|+4|+4|+8|Power of Conviction +3


14th|+10/+5|+4|+4|+9|Speed of the Master, Convictions Influence +3

15th|+11/+6/+1|+5|+5|+9|Ascend from Normalcy

16th|+12/+7/+2|+5|+5|+10|Power of Conviction +4

17th|+12/+7/+2|+5|+5|+10| Uncover the Secrets of Strength

18th|+13/+8/+3|+6|+6|+11| Speed of the Wind, Convictions Influence +4

19th|+14/+9/+4|+6|+6|+11|Break the Cage

20th|+15/+10/+5|+6|+6|+12|Ascend from Mortality


Class Skills(4+Int Mod): Balance, Climb, Concentration, Craft, Escape Artist, Hide, Intimidate, Jump, Knowledge(History), Knowledge(Religion), Listen, Move Silently, Profession, Sense Motive, Spot, Swim, Tumble, Use Rope

Class Features

Weapon and Armor Proficiency: The Fist Disciple is proficient with all simple weapons but has no armor or shield proficiency.

Ascend From Childhood: The first level gives a Fist Disciple the first abilities on the path to greatness. The Fist Disciple decides at this point what his driving force is. The Fist Disciple chooses between the three mental abilities Wisdom, Intelligence, and Charisma. He gains the modifier to his chosen Ability Score as a deflection bonus to AC when unarmored and without a shield. The Fist Disciple gains an additional +1 Bonus that stacks with the previous AC bonus at fifth level and every five levels after that(10th,15th,20th). Whatever ability score is chosen is hereby referred to as the Key Ability Score for the Fist Disciple

Unarmed Strike: The Fist Disciple also gains the unarmed damage of a Monk of equal level and any effect, class, item or feat that advances a monks unarmed progression affects this progression as well. The Fist Disciple, contrary to name, can use fist, elbow, foot, knee, or even head during an unarmed strike.

All Out Beatdown: The Fist Disciple throws out a flurry of strikes that pummel the target. As a full attack action the Fist Disciple throws out his entire full attack twice at a -2 to each strike. This does not function alongside flurry of blows or two weapon fighting.

At 8th level the penalty is reduced by 1 and further reduced by 1 at level 13.

Example, An 8th level Fist Disciple has a Base attack bonus of +6 allowing for one extra attack at a -5 on a full attack action. When using All Out Beat Down the Fist Disciple makes two full attack actions so the Fist Disciple can attack four times with the penalty for All Out Beatdown. The attack wold use bonuses equal to +5/+0/+5/+0 for the BaB and -1 Penalty on All Out Beat Down.

Speed of the Adept: The land speed of the Fist Disciple increases by 5 feet and increases by 5 feet for every 3 levels the fist disciple possesses past 3.

Evasion: As the Monk Ability of the same name.

Power of Conviction(Su): The Fist Disciple has fists that are strengthened by conviction and hardened for battle. The Fist Disciple gains a +1 Enhancement bonus to attack and damage rolls when using unarmed strikes.

This bonus increases by +1 at every fourth level beyond four(8th, 12th, 16th, 20th).

Reserves of Strength: The Fist Disciple can call on his reserves of strength in battle to temporarily ignore his wounds. Whenever a Fist Disciple takes damage he can ignore an amount of damage equal to Fist Disciple level multiplied by his chosen ability score from Ascend from Childhood. This damage returns to the Fist Disciple exactly one minute(10 rounds) after the last point of damage in the pool was received.

Endurance: A fifth level Fist Disciple gains Endurance as a bonus feat.

Master the Air(Su): The Fist Disciple has mastered the air and can leave his terrestrial trappings by walking on the air. Activating this ability is a free action and is treated as if the Fist Disciple has had an Air Walk spell cast upon him. This ability can be used once per encounter and the duration is equal to the Fist Disciples class levels multiplied by key ability score from Ascend from Childhood in rounds. If the duration expires before the Fist Disciple touches ground, the Fist Disciple gains the effect of a Feather Fall spell until he touches the ground again.

Convictions Influence: The Fist Disciple gains a +1 magic weapon ability as if enchanting a weapon. The special ability can be changed at the end of each week(Or seven day period if the standard week isn't standard).

This Ability increases by another +1 to the total special ability at every fourth level beyond sixth(10th,14th,18th)

Train the Senses: The Fist Disciple gains blindsense out to a distance equaling 5 feet per class level.

Speed of the Warrior: The Fist Disciple can spur himself into a frenzy of lightning fast attacks and enhanced speed. The Speed of the Warrior can be used once per encounter and lasts for a duration equal to class level plus the key ability score for the Fist Disciple in rounds. The effects of Speed of the Warrior give the Fist Disciple the effects of a Haste Spell with changes to the duration as mention. After the duration ends the Fist Disciple is fatigued, even if the Fist Disciple is normally immune, for a number of rounds equal to the time spent under the effect of this ability. The ability can be ended at any time as a free action.

The fatigue at the end of the frenzy no longer affects the Fist Disciple at 13th Level.

Die Hard: The Fist Disciple gains Die Hard as a bonus feat at 8th level.

Uncover the Hidden Power: The Fist Disciple gains a new mastery of his abilities that results in the uncovering of mystical ability. When under the effects of Speed of the Warrior and using the All Out Beat Down ability the Unarmed Strikes of the Fist Disciple deal an extra 1d6 damage of an element decided by the Key Ability Score of the Fist Disciple per three class levels. The element of the ability is tied to the choice of Charisma, Wisdom or Intelligence. Charisma grants fire, Wisdom grants Cold, and Intelligence grants Electricity.

Scorn the Earth: The Fist Disciple gains a fly speed equal to his normal land speed with good maneuverability. When the Fist Disciple activates the Air Walk ability while flying, the Fly speed doubles and the maneuverability increases to perfect.

Ascend from Ineptitude: The All Out Beat Down ability becomes even more useful to the Fist Disciple as his speed increases. When using the All Out Beat Down ability, the Fist Disciple gains two additional attacks, with the two attacks having a -2 penalty in addition to any other penalties associated with the attack.

Mettle: Whenever the Fist Disciple makes a Will or Fortitude Save that would have half effect on a successful save, the Fist Disciple takes no effect on a successful save instead.

Speed of the Master: The Fist Disciple can use Dimension Door as a spell like ability once per encounter per point of ability modifier in his Key Ability Score as a swift action.

Ascend from Normalcy:A Fist Disciple can make a special bull rush at the beginning of an All Out Beat Down. The first attack in an All Out Beat Down can be given up to knock back the opponent in any direction(even into the air) and the Fist Disciple has to choose to follow the target to continue the assault. The Bull Rush does not provoke attacks of opportunity and the Fist Disciple gets a +4 bonus to the bull rush.

Uncover the Secrets of Strength: The Fist Disciple gains a +6 bonus to strength when under the effect of Speed of the Warrior

Speed of the Wind: The Speed of the Master ability can be used as a free action once per round, and the number of uses doubles. In addition, if an enemy is attack directly after using speed of the master, the enemy is considered flat footed for the ensuing attacks.

Break the Cage: A 19th level Fist Disciple will not be contained. The Fist Disciple can choose to break any spell or spell-like ability that would contain his abilities in any way or change his form.(Baleful Polymorph, Antimagic Field, or Hold Person or Dominate Monster as examples.) This functions as a targeted greater dispel with the caster level equaling the Fist Disciples class levels. This ability functions within an antimagic field but has a 50% chance of failing. The ability takes a full round action to use, and can only be used once per encounter per key ability modifier.

Ascend from Mortality:The Fist Disciple becomes a Native Outsider as per the monks perfect self ability. The Fist Disciple also no longer takes aging penalties(but keeps any that he had already accrued) and will never die of old age.

The Ascend from Normalcy ability no longer gives up an attack when activated and every attack initiates the bull rush with every attack able to pick a new direction to push the target.

Batpope Scott
2013-02-10, 06:48 AM
Some critique would be nice, but since I find it necessary i'm going to post some feat choices for characters that walk into the class from another.

Feats for Multiclass Characters

Devoted Disciple
Requirements: Lay On Hands, All Out Beat Down, Charisma or Wisdom as Key Ability Score
Benefit: A Fist Disciple with levels in Paladin can add the class levels together for the effects of Lay On Hands, Power of Conviction, Convictions Influence, and Unarmed Damage.

A Paladin who has taken this feat is not restricted in multiclassing for purposes of taking Fist Disciple levels.

Wild Disciple
Requirements: Favored Enemy, Animal Companion, All Out Beat Down
Benefit: A Ranger/Fist Disciple who takes this feat can add the class levels of the two classes together for the purposes of Favored Enemy, his Animal Companion, Convictions Influence, Power of Conviction and Unarmed Damage

Ascetic Disciple
Requirements: Still Mind, Speed of the Adept
Benefit: The Fist Disciple/Monk with this feat can add the levels together for unarmed damage and Stunning Fist uses as well as Power of Conviction and Convictions Influence

Martial Disciple:
Requirements: Weapon Specialization, All Out Beatdown
Benefit: A Fighter/Fist Disciple can count the classes together for the effects of Power of Conviction, Convictions Influence, Unarmed Damage, and qualifying for fighter bonus feats.

2013-02-10, 10:28 AM
Looks like a Monk inspired class to me.

Couple of problems. AC, he is really hurting for AC. In fact your bonus is worse than a Monks as. It's deflection and won't stack with a Ring of Protection. As written high level AC will only be ~30 ish.

Hit Dice?

Also, he has god mobility but is limited to a Full Attack as his only viable track. Giving him the ability to make more attacks as a Standard or Charge would go along way to shoring up his damage output.

Some of the abilities arent worded in the clearest fashion.

That's just my initial read through.

Batpope Scott
2013-02-12, 10:44 AM
Looks like a Monk inspired class to me.

Couple of problems. AC, he is really hurting for AC. In fact your bonus is worse than a Monks as. It's deflection and won't stack with a Ring of Protection. As written high level AC will only be ~30 ish.

Hit Dice?

Also, he has god mobility but is limited to a Full Attack as his only viable track. Giving him the ability to make more attacks as a Standard or Charge would go along way to shoring up his damage output.

Some of the abilities arent worded in the clearest fashion.

That's just my initial read through.

The class is monk inspired, but far enough away to not actually be a monk.

I don't think not being able to use a ring of protection makes him really hurting for AC. I'm not too fluent in magic items, how much is he actually losing from that? EDIT: He's losing 5 AC from that at the highest levels. I think the ability to Haste all day makes up for that a little bit along with the way increased ability to throw out attacks over the monk.


He eventually gets the ability to Dimension door as a swift action in the Speed of the Master ability.

Please do say which ones and i'll try and clear them up.