As one progresses in their faith, a brand new world of power may open up for them.
Stronger than a Cleric or Paladin, the Divine Fist is a clergymember of frightening power, living solely to smite the foes of their chosen deity. To that end they gain bonuses when facing off against the nemesis of said chosen deity.
Please discuss with GM to figure this out.
A Divine Fist is a magnificent bomb, a single stick of dynamite, a soldier and terrorist in the name of their faith, obliterating all who would stand against their chosen deity.
And that deity WILL answer in good faith, empowering the Divine Fist and driving them to further acts of gloriously violent piety.
Hit Dice: d10
Skill Points: 6 + Wis Modifier
Skills: Climb (Str), Craft (Int) (Int), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Knowledge: Planes (Int), Knowledge: Religion (Int), Listen (Wis), Sense Motive (Wis), and Spot (Wis).
Prerequisites: BaB of at least +8, 500 Faith Points, completed “Deus Vult” secret mission, established at least one church in the name of their chosen deity, -100 Faith Points to be regained before next level. Failure to do so is to have the entire Divine Fist jorb closed off to the character for the entire game and the vengeful rage of their chosen Deity.
Attack Alignment - by taking up an entire round (starting with first action), the Divine Fist can directly challenge a single target of lower or same Elan to prove their alignment. If they cannot, they immediately change alignment to the Divine Fist’s suggested one and suffer a -10 To Hit, -10 AC and takes x2 damage for the rest of combat.
Deus Vult - once per day, the Divine Fist may add their Faith Points to their HP total. This is a temporary battery of HP that disappears at the end of combat, and they take a -25% Faith Point loss at the end of combat.
Blood Bane - the blood of the Divine Fist is acidic and absolutely anathema to the Nemesis (and their followers) of their chosen deity. All attacks that draw blood from the Divine Fist will deal 1d6+ECL damage to the attacker. If smeared on a weapon or used directly against a target that meets such criteria, then the blood will enhance/damage directly for 1d4+Wis Modifier.
Beloved Smite - To destroy that which the Nemesis loves is the greatest of gifts to one’s chosen deities. All smite damage done to family members/targets of the same bloodline are doubled. Can be performed ECL+Wis Mod times per day.
Weaponized Faith - once per day, the Divine Fist can empower their chosen weapon with their Faith Points, dealing 1/2 the damage even on an unsuccessful strike. This lasts for one strike. At end of combat, the Divine Fist immediately loses 25% of their Faith Points.
Heavy Metal Thunder - 100 ep - a 360 degree aura attack that launches 2d20 lightning bolts to all targets (up to a maximum of 40) in a thirty foot radius, dealing 5d10 damage to each target. The Divine Fist gains 1 Faith Point per target struck in such a manner. If the targets are of the Nemesis faction, the Fist gains 5 Faith Points instead.
Smite Weapon - adds 1/10th of the Faith Point total in an attempt to sunder weapons used by the Nemesis of the Divine Fists’s chosen deity. Can be performed ECL+Wis Mod times per day.
Smite Faith - while using Smite on a target of the Nemesis faction, the Divine Fist drains 1d20 Faith Points from them and immediately adds it to their own pool. Can be performed ECL+Wis Mod times per day.
Smite Armor - adds 1/10th of the Faith Point total in an attempt to sunder armor used by the Nemesis of the Divine Fists’s chosen deity. Can also be used while performing Called Shots. Will only work if armor is empowered or enchanted by the Nemesis deity. Can be performed ECL+Wis Mod times per day.
Smite Magic - adds 1/10th of the Faith Point total during counterspell attempts. Allows the Divine Fist to utilize their chosen weapon in order to determine counterspell effects (rather than Spellcraft). Can be performed ECL+Wis Mod times per day.
Smite Blood - Improves Beloved Smite to x5 damage before crit. Can be performed ECL+Wis Mod times per day.
The Sacrifice - by sacrificing HP, the user can gain twice as much EP. Doing so also gives (HP sacrificed) in Faith Points back. This can only be done once per day.
Channel Faith - establishes a direct connection with the Divine Fist’s chosen deity. This communication cuts through even in places where they normally wouldn’t. Please check with GM first. Can be performed ECL+Wis Mod times per day.
Overlay - allows the Divine Fist to stack Smite effects that might be previously unstackable, depending on situation. Please check with GM first. While overlayed, the new Smite ability can now be done for an additional Cha Mod times a day.
Turn Nemesis - doubles dice rolls when using a Turn ability on a creature from the Nemesis faction.
Smite World - while sundering the environment or buildings, allows the Divine Fist to add their Faith Point total to the overall damage dealt after crit.
Smite Threat - the threat range for Smiting increases to 50 feet. Can be performed ECL+Wis Mod times per day.
Sharp Dresser - allows the Divine Fist to empower their clothes and light armors with strength from their deity. This can add DmR 10 and double AC when facing against a creature of the Nemesis faction.
Soul Food - 50 ep - upon blessing any consumable item, the food may cleanse and invigorate the consumer. This cleanses the body of all poisons, removes status effects, and immediately grants 1/5th HP and EP. Lost limbs or other parts are regenerated by the end of the day. The “Soul Food” effect lasts for 1 hour on any one item.
Cannot be done during combat, though Soul Food items can be devoured at the cost of a standard action.
Taste Alignment - upon tasting a target, the Divine Fist will know immediately their alignment. Can also tell truth and lies upon taste. This is considered a touch attack.
Synchronization Bonus - gains +2 synchronization bonus for good effects regarding their own chosen deity. Grants -2 synchronization bonus for bad effects from any magical/psionic/ki technique or ability from the Nemesis faction.
Heretics - the Divine Fist gains +1 BaB and +1 Damage with their chosen weapon for every single target they are threatened by. This increases to +2 BaB and +2 Damage if the targets are from the Nemesis faction.
Channel Deity - once per day, the Divine Fist may summon forth raw power from their chosen deity, allowing them to shrug off any and all negative status effects and gains +10 vs spells/psionics/ki effects. HP and EP are increased by Faith Point totals, and Smiting can be done as many times as they wish.
At the end of combat, the Divine Fist loses all but 100 of their Faith Point totals and -1 Divine Fist level. If they are to gain experience and level as a Divine Faith, they must increase the Faith Point total to at least 250 before they are able to access any and all Divine Fist class skills, abilities, and feats.
Secret Art: Stand By My Side - once per week calls forth their chosen deity to battle at their side. This can only be done while the Divine Fist is threatened by targets from the Nemesis faction and are at 10% HP or EP.
Each god has their own abilities, offense, defense, and operate outside of the Fist’s turn.
At the end of combat, the user is knocked out for a month and gains 100 Faith Points.