A blend of Thule martial discipline with arcane magics. Capable of creating formidable opponent with hardened minds. The arcane fist is a fearsome caster at a distance but if engaged in melee he is capable of using martial arts to defend himself.
To qualify to become an arcane fist, a character must fulfill the following criteria.
The arcane fist's class skills are Acrobatics (Dex), Autohypnosis (Wis), Climb (Str), Escape Artist (Dex), Fly (Dex), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Linguistics (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Swim (Str).
Skill Ranks at Each Level: 4 + Int modifier.
All of the following are features of the arcane fist prestige class.
Weapon and Armor Proficiency: Arcane Fists are proficient with kama, katana, nunchaku, sai, shuriken, and siangham.
Bonus Feat: At 1st level, an Arcane Fist may choose a bonus feat from the following list: Catch Off-Guard,Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 5th level, the following feats are added to the list: Gorgon's Fist,Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 9th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. An arcane fist need not have any of the prerequisites normally required for these feats to select them.
Evasion (Ex): At 2nd level or higher, an arcane fist can avoid damage from many area-effect attacks. If a arcane fist makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only when wearing light armor or no armor. A helpless character does not gain the benefit of evasion.
Diverse Progression: Arcane fist levels count as monk and caster for the purpose of meeting the prerequisites for feats.
Unarmed Training: An arcane fist levels count as monk levels for purpose of unarmed damage, stunning fist attacks, and flurry attacks as if arcane fist levels were monk levels.
Spells per Day: At the indicated levels, an Arcane fist gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming an Arcane fist, he must decide to which class he adds the new level for purposes of determining spells per day.
Fist of the Ancestor (Su): At 10th level, an arcane fist who critically threatens with an unarmed attack may cast a spell that round as a swift action. The spell must include the target of the attack as one of its targets or in its area of effect. Casting this spell does not provoke an attack of opportunity. The caster must still meet all of the spell's components and must roll for arcane spell failure if necessary.