Energized Fist (3.5e Class)

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Energized Fist
Rating: Not rated
(Rate this class)
Status: In progress, please do not edit
Editing: Constructive edits welcome

Energized Fist[edit]

<-general description->.

Making an Energized Fist[edit]

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: Constitution is the most vital ability of an energized fist, as it allows him/her more uses of every class feature. Intelligence or wisdom can be added as well, though not as much. Either strength or dexterity are also essential for the Energized Fist, as they are a melee-focused class,.>.

Races: Most energized fists are human as they are amongst the races most open to other perceptions and possibilities. However, only non-biological beings, i.e. warforged, cannot take this class..

Alignment: Cannot be chaotic or lawful.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.

Table: The Energized Fist

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st + + + +2 Energy Strike (Lesser), Improved Unarmed Strike, Satori
2nd + + + +3 Combat Reflexes, Evasion, Disciplined Satori
3rd + + + +3
4th + + + +4
5th + + + +4 Energy Strike (Standard)
6th + + + +5
7th + + + +5
8th + + + +6 Energy Body
9th + + + +6 Improved Evasion
10th + + + +7
11th + + + +7
12th + + + +8
13th + + + +8
14th + + + +9
15th + + + +9 Energy Strike (Greater)
16th + + + +10 Energy Fist (Nova)
17th + + + +10 Energy Self
18th + + + +11
19th + + + +11
20th + + + +12 Energy Transcendence, Mindlessness

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Handle Animal (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

<-fluff about class features->. All of the following are class features of the energized fist.

Weapon and Armor Proficiency: An energized fist is proficient with all simple and martial weapons, as well as with nunchaku and shuriken. S/he is proficient with light armor and light shields.

Energized Strike (Ex): Lesser An energized fist with powerful energy, allowing them to strike through virtually anything. At level 1, s/he may focus energy through his/her unarmed attacks. Focusing takes a standard action, and lasts the duration of the round. S/he may use this once per day/energized fist level+his/her constitution modifier. An energized fist is immune to this energy. An energized fist does not need to study or prepare this power, though s/he requires rest to regain his/her uses as though they were power points. There are two types of energy s/he may focus into his/her attacks; fire and electric. S/he may only envelope his/her attacks with one at a time, however. Fire and electricity have different effects.

Fire Fist When an attack is endowed with fire, his/her unarmed attacks deal 1d4 fire damage/2 levels in energized fist. Also, any flammable touched must make a fortitude save DC 10+half the fire damage the attack did or become aflame, taking 1d4 fire damage/round. This sunders through any armor or other object struck with a hardness equal to or less than the damage done for this attack.

Electric Fist When an attack is endowed with electricity, his/her unarmed attacks deal 1d4 electric damage/2 levels in energized fist. Also, anything touching any conductive material touched in this attack takes the half damage(electric only). This sunders through armor or other objects struck with a hardness equal to or less than the damage done for this attack.

Standard At level 5 an energized fist learns to maintain the energy for his/her attacks. The energy focused now lasts 1 round+concentration. Anything struck by a Fire Fist unarmed attack that has damage reduction bypassed by fire takes additional damage equal to it's damage reduction. Anything struck by a Electric Fist unarmed attack that has damage reduction bypassed by electricity takes additional damage equal to it's damage reduction. By using double the amount of uses per day, s/he can focus either the other element into his/her attacks or double the damage dealt. S/he may now focus energy into weapons. However, they take damage each round as if they had been struck with the energy ( this does not apply to unarmed strike damage).

Greater At level 15 an energized fist learns how to unleash the true power of the elements s/he deals with. The DC save to not be caught aflame is now 10+fire damage dealt by the attack. The damage dealt through conductive materials is now full. Also, weapons that have energy focused through them now take half damage.

Nova Upon attaining level 16, an energized fist learns to generate a devastating burst of energy with his/her attack. Once per week -days equal to constitution modifier (minimum one) s/he may make one attack that has Fire Fist or Electric Fist focused in it explode in energy, making the dice rolled for damage increase by two (i.e., d4 becomes a d8). In addition, if Fire Fist is used, the DC save is doubled. If Electric Fist is used, anything within 5 feet for every 10 electric damage inflicted also takes damage as if they were touching a conductive material.

Improved Unarmed Strike (Ex): An energized fist gains Improved Unarmed Strike as a bonus feast at level 1. The dice rolled for damage increases by one at level 5 and every 5 levels thereafter (i.e., a d6 is used at level 5, a d8 at level 10, etc.).

Satori (Ex): An energized fist is only able to manifest the energies s/he fights with because of his/her intense focus and awareness of the world around them, and of themselves and his/her own energies. They are disciples of the concept of satori, of having no thought and thus no mind. Because of this, they gain a bonus equal to half his/her Concentration to all Balance, Climb, Jump, Listen, Sleight of Hand, Spot, Survival, Swim, and Tumble checks while using Satori. S/he adds 1/4 of her Concentration to his/her base attack bonus while using Satori. S/he is also immune to all mind-based effects while using Satori. S/he may use Satori rounds per day equal to his/her Concentration.

Combat Reflexes (Ex):An energized fist gains Combat Reflexes as a bonus feat at level 2.

Evasion (Ex):At 2nd level or higher, if an energized fist makes a successful Reflex saving throw on an attack that deals damage on a successful save, s/he instead takes no damage. Evasion can only be used if the energized fist is wearing light or no armor.

Energy Body (Ex): At level 8, an energized fist becomes so in tune with his/her own inner energies that s/he may vibrate his/her entire body to suit his/her interest. By using 5 of his/her daily uses for Satori, s/he may become immune to one kind of damage(i.e., pierce, fire, ect.), disease, or other harmful material for one round.

Improved Evasion (Ex):' At 9th level of higher, s/he takes no damage on a successful Reflex save against attacks, but henceforth takes half damage on a failed save. A helpless energized fist does not benefit from improved evasion.

Energy Self (Ex):' At level 17, an energized fist learns to vibrate him/herself at such a frequency as to be able to pass through all objects. By sacrificing 5 uses of Satori, s/he may become ethereal for one round.

Energy Transcendence (Ex):' At level 20 an energized fist has become so aware of the energy around them that they never lose his/her strength. S/he no longer takes any penalties from aging, though those already accrued remain in effect.

Mindlessness (Ex):' There comes a certain point where satori almost becomes the norm for an energized fist. S/he is may now be treated as mindless and immune to mind-based and mind-affecting affects for 4 +1/4 Concentration hours a day.


Ex-Energized Fists[edit]

An energized fist is only able to use their energy abilities by opening themselves to whatever the universe presents itself to be. If his/her alignment ever changes to lawful or chaotic, s/he loses all energy fist abilities and turns into either a monk or a psychic warrior of equal level. S/he may return to an energized fist by meditating for two weeks in complete wilderness. This process returns them to neutral in alignment in the chaos/order section.

Epic Energized Fist[edit]

Table: The Epic Energized Fist

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic Energized Fist gains a bonus feat (selected from the list of epic Energized Fist bonus feats) every <-number of feats per level-> levels after 20th.

Epic Energized Fist Bonus Feat List: <-list of bonus epic feats->.

Human Energized Fist Starting Package[edit]

Weapons:

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing an Energized Fist[edit]

Religion: As energized fists are so skeptical of minds, divinity and all other 'delusions', they have never been known to worship.

Other Classes: Energized fists derive their own power from his/her openness to others perceptions. As such, they rarely have any enemy classes. Psionics may or may not feel a sense of kinship towards these beings, as while they derive their power from a similar source and fashion, they are such disbelievers in the idea of the mind that they actually cease to have one. Monks have a similar paradox of a relationship with these beings. While they have a similar devotion to mastering of the self and inner harmony, they have as little use for laws and nations as absolute chaos. This often leads to mixed feelings. They often fit in well with martial classes, as they have been known to lead the front right along side them. They gain enough respect from casters because of their unique powers.

Combat: Energized fists are front-line fighters. In fact, you'll most likely find them taking down the largest enemies on the field more often than the infantry, as they tear right through any large or hard object that gets in his/her way.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Energized Fists in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

Energized Fist Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

Energized Fists in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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