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Arcane Fist

On occasion children are left at monk training monasteries and are taken in to help them. However even rarer still is that some select few of these children are sorcerers, wielders of arcane power from the core of their being. Monks are taught to tap into their hidden energy and in these cases instead of tapping into their ki these monks begin tapping into their arcane power and infusing it into their very being. Eventually turning their physical body into pure arcane energy, these monks are typically feared and rejected from the monasteries due to their chaotic and unknown nature. This leaves them with some of the teachings of the monks but leaves their training lacking the true power and skill of the monks. They end up wondering the world attempting to enhance their powers both physically and magically to further their progression to shed their physical form and become one with the power flowing through them.

Alignment: Any

Hit Die
: d8

Class Skills

Acrobatics (Dex), Craft (Int), Fly (Dex), Knowledge (Arcana) (Int), Perception (Wis), Profession (Int) and Spellcraft (Int).

Skill Ranks Per Level: 2 + Int modifier

Level Base Attack Fort Ref Will Special Abilities
1st +0 +0 +0 +2 Spells, Eschew Materials, Improved Unarmed Strike
2nd +1 +0 +0 +3 Arcane Strike
3rd +2 +1 +1 +3 AC Bonus
4th +3 +1 +1 +4 Martial Arcane + 1
5th +3 +1 +1 +4 Arcane Sustenance
6th +4 +2 +2 +5 Arcane Sight
7th +5 +2 +2 +5 Martial Arcane + 2
8th +6/+1 +2 +2 +6 Energy Substitution
9th +6/+1 +3 +3 +6 Arcane Attunement
10th +7/+2 +3 +3 +7 Martial Arcane + 3, Arcane Body
11th +8/+3 +3 +3 +7
12th +9/+4 +4 +4 +8
13th +9/+4 +4 +4 +8 Martial Arcane + 4
14th +10/+5 +4 +4 +9 Improved Arcane Attunement
15th +11/+6/+1 +5 +5 +9 Arcane Soul
16th +12/+7/+2 +5 +5 +10 Martial Arcane + 5
17th +12/+7/+2 +5 +5 +10
18th +13/+8/+3 +6 +6 +11 Arcane Abode
19th +14/+9/+4 +6 +6 +11
20th +15/+10/+5 +6 +6 +12 Immortal Arcane

Class Features

Weapon and Armor Proficiency: An Arcane Fist is not proficient with any weapons or armor other than unarmed combat. Due to their early expulsion from their monastery they have yet to master any and all weapons that would normally be taught to them.

Spells: An Arcane Fist casts arcane spells drawn from the Arcane Fist spell list presented below. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a Arcane Fist must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Arcane Fist's spell is 10 + the spell level + the Arcane Fist's Charisma modifier.

Like other spell casters, a Arcane Fist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table below. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells in the Pathfinder RPG).

The Arcane Fist's selection of spells is extremely liited. An Arcane Fist begins play knowing four 0-level spells and two 1st-level spells of the Arcane Fist's choice. At each new Arcane Fist level, he gains one or more new spells, as indicated on Table: Arcane Fist Spells Known. (Unlike spells per day, the number of spells a Arcane Fist knows is not affected by his Charisma score. The numbers on the table below are fixed.)

Upon reaching 5th level, and at every third Arcane Fist level after that (8th, 11th, and so on), an Arcane Fist can choose to learn a new spell in place of one he already knows. In effect, the Arcane Fist “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level Arcane Fist spell the Arcane Fist can cast. An Arcane Fist may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

An Arcane Fist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Spells Per Day Spells Known
Level1st 2nd 3rd 4th 5th 6th 0 1st 2nd 3rd 4th 5th 6th
1st 1 - - - - - 4 2 - - - - -
2nd 2 - - - - - 5 3 - - - - -
3rd 3 - - - - - 6 4 - - - - -
4th 3 1 - - - - 6 4 2 - - - -
5th 4 2 - - - - 6 4 3 - - - -
6th 4 2 - - - - 6 4 4 - - - -
7th 4 3 1 - - - 6 5 4 2 - - -
8th 4 3 2 - - - 6 5 4 3 - - -
9th 5 3 2 - - - 6 5 4 4 - - -
10th 5 4 3 1 - - 6 5 5 4 2 - -
11th 5 4 3 2 - - 6 6 5 4 3 - -
12th 5 4 3 3 - - 6 6 5 4 4 - -
13th 5 4 4 3 1 - 6 6 5 5 4 2 -
14th 5 5 4 3 2 - 6 6 6 5 4 3 -
15th 5 5 4 4 3 - 6 6 6 5 4 4 -
16th 5 5 4 4 3 1 6 6 6 5 5 4 2
17th 5 5 5 4 3 2 6 6 6 6 5 4 3
18th 5 5 5 5 4 3 6 6 6 6 5 4 4
19th 5 5 5 5 5 4 6 6 6 6 5 5 4
20th 5 5 5 5 5 5 6 6 6 6 6 5 5

Eschew Materials: An Arcane Fist gains Eschew Materials as a bonus feat at 1st level the same as a sorcerer.

Unarmed Strike: The Arcane Fist gains Improved Unarmed Strike as a bonus feat at 1st level. This works exactly like the monks Unarmed Strike ability, however due to the Arcane Fists differences in channeling arcane energy instead of KI. The arcane fist does not do the same damage as a monk, instead use the Arcane Fist Unarmed damage found in Table 1:1.

Arcane Strike: At 2nd level the Arcane Fist gains the Arcane Strike feat for free. Even if he does not meet the requirements for the feat.

AC Bonus (Ex): When unarmored and unencumbered, the Arcane Fist adds his Charisma bonus (if any) to his AC. This bonus to AC applies even against touch attacks or when the Arcane fist is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Martial Arcane (Su): Starting at 4th level the Arcane Fist begins to infuse his body directly with arcane power adding arcane energy into his blood and muscles. This energy is tied into the Arcane Fists subconscious and empowers his attacks with raw power. The Arcane Fists unarmed attacks now count as magic weapons with a bonus equivalent to the current Martial Arcane bonus for their level.

Arcane Sustenance (Sp): At 5th level the Arcane Fist has started infusing his body with raw power to the extent that the power itself can sustain the body. The power supplies nutrition and lubrication removing the need for the arcane fist to eat or drink. The power also supplies oxygen and other needed gases to the lungs removing the need to breath. This ability acts like a ring of sustenance except that the Arcane Fist still requires a full 8 hours of rest to recharge his magical abilities.

Arcane Sight (Sp): The arcane fist has now infused his senses with arcane power allowing him to see magical auras and causing his own eyes to glow with power. This works like the spell of the same name as if it had been made permanent through the permanency spell, except that the Arcane Fist requires line of Sight not line of effect.

Energy Substitution (Ex): Through self discovery and his merging with arcane forces the Arcane Fist realizes that energy of all types is in reality one and the same and interchangeable. The Arcane fist may change the element type of any spell cast to any other type he chooses. For example an Arcane Fist casting a Fireball spell may substitute the Fire Element for the Cold element creating an Ice ball. This does not change the damage dealt by the spell.

Arcane Attunement: The Arcane Fist has now begun the real stages of transcending the flesh into a being of pure energy. They must however choose to attune their specific energy to one of the 2 original arcane planes.

The arcane fist must choose to attune themselves with either the Astral or Ethereal plane. Once the decision is made it cannot be changed and will provide additional benefits as the Arcane Fist improves in level. At 9th level the Arcane Fist gains the following benefits.

Astral: The Arcane fist begins attuning their body to the astral plane. In doing so they gain the ability to fly as per a permanent fly spell with a base speed of 30ft. They also receive Spell Resistance (SR) equal to 5+ Half their Arcane Fist level rounding down + their Charisma Modifier (If any). Note that this Spell Resistance stacks with the sr received from Arcane Body, Arcane Soul and Eternal Arcane.

Ethereal: The Arcane fist begins attuning their body to the ethereal plane. In doing so they gain the ability to become ethereal for a number of rounds per day equal to half their Arcane Fist level + their Charisma Modifier (If any). They also gain Damage Reduction (DR) 5/Magic.

Arcane Body (Su): The effects of the Arcane Fists Fusion with arcane energies are now becoming more pronounced. Their skin begins to glow and crackles of arcane power surge around them. It is now obvious to even the least magically inclined being that the Arcane Fist is a being of large Arcane Power. The Arcane fist now gains SR 5 + lvl (note that if the arcane fist chose to attune to the Astral plane the Arcane fist level is only applied once E.G Attunement bonus = 5, Arcane body bonus = 5 , level bonus = 10, 5+5+10 = 20 not 5+10+5+10 = 30). In addition the Arcane Fist has begun to draw power from other sources such as the sun and even directly from other planes and converting this power into arcane energy. As such they are able to recharge their magical power much more easily; the arcane Fist now need only sleep for 1 hour to gain the benefit of 8 hours of rest. However due to the nature of his power collection, the Arcane Fist now draws energy even from magical items he may be wearing. For each magical item that was not crafted by the Arcane Fist himself he gains a 10% arcane spell failure chance, in additional if the item is held or worn for 24 hours it becomes an inert master crafted item for one week.

Improved Arcane Attunement (Su): The arcane fists is now completely attuned to their chosen plane and gain the following additional benefit.

Astral: Base fly speed now increased to 60ft and spell resistance now increases to 10 (with arcane body total = 15 + lvl)

Ethereal: Can become ethereal for a number of rounds equal to their lvl + charisma bonus if any. Damage reduction now increases to 10/magic.

Arcane Soul (Su): The Arcane Fists body is now all but pure energy, he now begins to transcend his mortal senses and begin to merge his thoughts, mind and his very soul with that same energy. Spell resistance increases to 10 + lvl (If the Arcane Fist has select to attune to the astral plane this gives a total of 20 + lvl). In additional the Arcane Fist may now once per day select to make his unarmed attacks receive one of the following benefits: Flaming Burst, Shocking Burst or Icy burst. Once the Arcane Fist makes his choice for the day he may not change it for 24 hours

Arcane Abode (Sp): The transition from mortal man to pure energy has cause the creation of a small pocket dimension to form. This dimension reacts to your subconscious will to provide shelter and your needs. This ability acts as Mages Magnificent Mansion that can be used once per day.

Immortal Arcane (Su): The Arcane Fist has succeeded in converting his very being in pure arcane energy, they no longer have any connection to the mortal coil. The Arcane Fist no longer ages as per the monk ability Timeless Body with the exception that they will no longer expire due to old age. They are also immune to disease and all natural poison, although are still vulnerable to magical poisons. They are also now considered an outsider (although can be resurrected as normal) and gain SR 15 + lvl (if they selected to attune to the Astral plane this is increased to a total of 25 + lvl).

Arcane Fist Spell List

0 Level

Resistance – Personal
Acid Splash
Detect Magic
Dancing Lights
Ray of Frost
Disrupt Undead
Touch of Fatigue
Mage Hand
Message
Arcane Mark
Know Direction.

1st Level

Endure Elements – Personal
Shield
Mage Armor
Obscuring Mist
Comprehend Languages
Detect Secret Doors
True Strike
Burning Hands
Magic Missile
Shocking Grasp
Color Spray
Disguise Self
Chill Touch
Ray of Enfeeblement
Enlarge Person – Personal
Expeditious retreat
Feather Fall
Jump

2nd Level

Acid Arrow
See Invisibility
Hideous Laughter
Touch of Idiocy
Gust of Wind
Scorching Ray
Shatter
Blur
Invisibility – Personal
Mirror Image
Blindness/Deafness – Touch
False Life
Ghoul Touch
Bulls Strength
Cat's Grace
Eagles Splendor
Fox’s Cunning
Owl's Wisdom
Bear's Endurance
Darkvision
Spider Climb

3rd Level

Explosive Runes
Nondetection – Personal
Clairvoyance
Tongues
Heroism – Personal
Rage – Personal
Daylight
Fireball
Lightning Bolt
Tiny Hut
Displacement
Ray of Exhaustion
Vampiric Touch
Blink
Fly – Personal
Gaseous Form – Personal
Haste – Personal

4th Level

Remove Curse – Personal
Black Tentacles
Dimension Door
Minor Creation
Secure Shelter
Arcane Eye
Fire Shield
Shout
Greater Invisibility – Personal
Animate Dead
Bestow Curse
Contagion
Fear
Stone Shape
Enervation

5th Level

Mage's Private Sanctum
Major Creation
Secret Chest
Teleport – Personal
Contact Other Plane
Prying Eyes
Telepathic Bond
Feeblemind – Touch
Mind Fog – Touch
Cone of Cold
Wall of Force
Blight
Symbol of Pain
Waves of Fatigue
Fabricate
Passwall
Telekinesis
Permanency

6th Level

Repulsion
Analyze Dweomer
Legend Lore
True Seeing
Greater Heroism – Personal
Symbol of Persuasion
Chain Lightning
Mislead
Shadow Walk
Symbol of Fear
Undeath to Death
Disintegrate
Flesh to Stone
Form of the Dragon I
Transformation

Author's Note: I have some concerns about the power of this class, however i have tried to keep it mostly inline with other abilities available. I tried to balance the class by limiting the spells to bard progression. A Special Limited spell list, reducing the unarmed combat damaged compared to a monk, removing armor proficiancys and making it more difficult to use magic items at higher levels. I will be doing some play testing in house but wanted to get some public feeling on the class as well.

Additional Ratings
Balance:
( 13 Votes )
Utility:
( 12 Votes )
Clarity:
( 13 Votes )


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