Flamefist (3.5e Optimized Character Build)

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This build utilizes the abilities of the Enlightened fist and the sacred fist to enchant your unarmed strikes with all manner of cool things.


  • complete arcane(enlightened fist, shugenja)
  • complete divine (sacred fist)
  • complete warrior (tatooed monk)
  • core rules

Game Rule Components[edit]

Spells, Powers, Soulmelds, Stances, etc...[edit]

  • Enlarge Person.
  • Enlarge Weapon.
  • Mighty Wallop.
  • Combust.
  • Corrosive Grasp.


none nessescary


Starting Ability Scores (Before Racial Adjustments): in order of importance: charisma, wisdom, strength, constitution, dex, int. max out cha, keep wisdom over 16

Race (Templates): Any. I use human, but any with +0 la can suffice

Starting Racial Traits:

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Fort Ref Will
1st sorcerer 1 +0 +0 +0 +2 combat casting arcane spells
2nd shugenja 1 +0 +0 +0 +4 divine spells
3rd sorcerer 2 +1 +0 +0 +5
4th sorcerer 3 +1 +1 +1 +5 ability increase (charisma)
5th monk 1 +1 +3 +3 +7 improved unarmed strike, stunning fist
6th monk 2 +2 +4 +4 +8 combat reflexes
7th monk 3 +3 +4 +4 +8
8th monk 4 +4 +5 +5 +9 ability increase (charisma)
9th enlightened fist 1 +4 +5 +7 +11 Ascetic Mage
10th enlightened fist 2 +5 +5 +8 +12
11th enlightened fist 3 +6 +6 +8 +12
12th sacred fist 1 +7 +7 +9 +12 ability increase (charisma)
13th sacred fist 2 +8 +8 +10 +12
14th sacred fist 3 +9 +8 +10 +13
15th sacred fist 4 +10 +9 +11 +13
16th tatooed monk 1 +11 +11 +13 +15 bellflower tatoo ability increase (charisma)
17th tatooed monk 2 +12 +12 +14 +16 ability increase (charisma)"
18th tatooed monk 3 +13 +12 +14 +16 tatoo ability increase (charisma)

Other Components[edit]


you cast spells as a lvl 5 sorcerer/4 shugenja. you can invoke sacred flames for a 4+ wisdom modifier damage bonus on your unarmed attacks, but because of the bellflower tatoo you can add charisma on any ability score. if you had, say 18 cha/16 wis starting, you would end with 22 charisma, for a +6 modifier. 16+6=22, which is a +6 modifier. thats 4+6=10 bonus damage for 1 minute. you can also evoke energy 7 times per day for 1d6 extra fire/electricity damage. and you can use touch spells in your unarmed attacks.

Munchkin-Size Me[edit]

swap shugenja, tatooed monk and sacred fist levels for 4 more enlightened fist levels and take 3 spellwarp sniper (complete scoundrel) levels and a rogue level. you can cast as a 11th level sorcerer, warp area spells into rays, and imbue your unarmed attacks with rays.

Ascetic Mage. Also, add some items (such as a ring of Mighty Wallop and Monk's Belt), to increase unarmed damage. Perhaps Enlarge Person + Permanency (by another caster). Also add more useful feats (maybe rapid stunning, to use two spells per round). Force of Personality gives better will save (if cha is higher than wis). Also Superior Unarmed attack and Improve natural attack.

Side Notes[edit]



your bab isn't as good as a single classed monk. you are weak at low levels because of (at that time) very bad multiclassing

DM Counters[edit]

none needed. whlie good, this isn't powerful enough that it require the DM to counter it. but if he want, he can use spell imunnity. Or spell resistance. Any monster with high AC can also give problems.


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