This is not the mystical martial arts. This is not a bunch of wizards leaping about like ninja.
This is Mahouken, the way of the Magical Fist.
Taught by a secret society outlawed by the House of Belvedere (who also created the Daggerspell, Swordspell, and tons of other crap too…but they're so stuck-up no one cares unless it's pointed out with an Elfish around), the Mahouken is one of the most powerful combinations of magic spellcasting and martial artistry.
Hit Dice: d8 + Int Score
Skill points: 10 + Int Score
Class basic abilities: Martial weapons proficiency. Simple Weapons proficiency.
Requirements:
1. First, the character must learn about Spellfists to begin with, then complete "Odin's Quest," and must be able to already cast elemental or arcane spells up to level 5.
2. Combat Casting
3. Advanced Combat Mastery/Advanced Defense Mastery of at least rank 3
4. Unarmed Attack/Defense rank of at least 10
5. You must have already declared which of the elements your character is closest to.
6. Base Attack Bonus: +10
7. Lastly, you're gonna have to FIND a master/mistress who can actually acquiesce to teach a non-Elfish their ways.
Note: If you're already Elven, you'll find yourself having an easier time of learning this.
Blazing Fist - The very first attack learned by those who follow the Spellfist is the "Blazing Fist." Even if you are of an opposing elemental force, you MUST learn the ability to imbue your fist with flame. All that lives, and most that does not, have a spark of life within them, and the Blazing Fist is a special attack that draws that spark out and conjures it forth as a glorious punch of fire. Does 1d10 damage, crit x2, adds Spellcraft to the attack roll, and the area of effect is the same amount as your Spellcraft in feet. On the other hand, the Blazing Fist is one of the few flame-type attacks that can harm other Flame-based creatures (Fire Elementals, for instance, or Mephits) and completely ignores Flame immunity. Completely ignores AC.
Note: if the user is of an opposing element or an element that does not work with Fire, then you must make a Will Save of DC20…on the other hand, the damage output will be doubled.
Note: if a person is of the Fire element, then they may "Take 20" anytime they wish with no crit.
Blazing Glory - The upgrade to Blazing Fist is the Blazing Glory. This not only wreathes the user in gloriously powerful flames, but also allows them to discharge it either in a line (one at a time, once per standard action) in any direction, but also to simply let it explode outward. Note: with the Line attack, they must punch or kick outward. With the Explosion, they have to physically tighten up their muscles, lean back and roar a ki shout.
Line: 2d20 to all within the line, up to 50 feet, no crit.
Explosion: Stuns all who hear the "Ki Shout" unless they pass a Will save of 15. Does 1d20 damage to all within an area of 50 feet around the user, crit x2.
Hand of God - A hyper-excited state of reality that doubles the output of the Spellfist and grants them access to stronger techniques to use in battle. Lasts for 1d4 rounds, takes up half of your standard actions to activate, EP Total x2, AC+Spellcraft. Any and all extra EP gained this way remains as a temporary battery until end of day.
Elemental Fist - The upgrade to Blazing Fist is the ability to harness and control one's Ki energy, psychic energies, and spiritual energies to change the Flame based Element of Blazing Fist into a completely different Element. This has all the stats of Blazing Fist, and benefits as well.
Note: if a person is of an opposing element or an element that does not work with Fire at the time they took Blazing Fist (say, Ice or Water), and they switch Elemental Fist to an Element that is of their chosen start (so from Blazing Fist's Fire to Elemental Fist's Ice or Water), then damage output will be diluted (damage output halved). The nature of Spellfist isn't to become one with your element, but all elements…this is not a way of harmony, but of the clashing nature of elements to begin with.
Elemental Fury - The upgrade to Elemental Fist is the Elemental Fury. Has the same stats as Blazing Glory, but (much like Elemental Fist) allows it to be the Element of your choice and training.
Note: Same note as Elemental Fist.
Kicks Too - at 5th level, the Spellfist begins to learn how to add kicks on at the end of their full-melee combat rolls (at lowest base attack bonus).
Mind - add your Int Modifier to your unarmed damage
Mind and Body - add your Int Modifier to your unarmed damage and attack roll
Mind, Body, and Soul - add your Int modifier and Spellcraft score to your unarmed damage and attack roll
Switcheroo - allows the spellcaster to switch, at any place with any special ability or spell, the "Int Modifier," "Wis Modifier," or "Cha Modifier" for one or the other.
Note: If an opponent does not figure this out, then they suffer -5 to their saving throws and defense rolls against said special ability or spell.
Massive Damage (Spell) - Allows you to add a +2 at the end of any damage-dealing spell successfully landed on a target. +4 if it's a spell from your chosen school/expertise/element.
Massive Damage (Spellfist) - Allows you to add a +2 at the end of any Blazing Fist/Blazing Glory, Elemental Fist/Elemental Fury, or straight-up Mahouken attack you perform. +4 if it's of an element that is opposite your chosen element.
Spellfist/Mahouken - The ability to add any spell you know to your fist…and put it directly through the opponent. This supreme attack allows the user to cast a spell THROUGH their unarmed melee attack, counting as a single action. The spell costs as much energy as if it were a normally cast spell, and can be delivered multiple times. The target must make either only one of the following: a save versus the spell or the attempt to defend the punch, but can-NOT stop both.
For example, Aloicius Dempsey is a Spellfist 5/Martial Artist 10/Dynamic Sorcerer 10. He goes for his special attack, Dempsey Roll, which allows him to land 1d20 hits on a single target. He rolls 13, and decides to cast Burning Hands with each hit (using the Spellfist ability/attack). SO he launches his attack, landing it…and begins to do the normal damage of his Dempsey Roll but also, with each unarmed hit connecting, slams a Burning Hands Spell into his opponent. You do the math. <3 13 x 9 energy points = 117 energy points lost, but he's done a TON of damage. Even more so against a ice-based character.
Further notation: he doesn't HAVE to use Burning Hands spell with each connecting hit, but for example sake I used that. In essence he could do 6 Cone of Frosts, 3 Burning Hands, and 4 Hypnosis spells. Whatever you want, just make sure to declare it and decide before hand.
Final ultimate notation is (considering that you're a martial artist/melee character with full feats and such): 1d6 + Str Mod + Spell per strike. For now: I'm requesting any of the co-GM's to correct this as they see fit, but remember that + Spell at the end of it.
Spell Attacks - Special Attacks that incorporate a spell into it. Chosen from the appropriate table on the Martial Arts page. Unlike normal special attacks, Spell Attacks add Spellcraft to the damage, cost the same energy points as the spell it's connected to, and falls under the "Full Spell Round" rule (found under Keywords). GM has final say as to which spell + special attack can be made. Remember: a practitioner can have a special attack and a Spell Attack…the Spell Attack simply casts a spell at the same time as performing the attack, while the special attack is simply the special attack alone. Can only be done while Hand of God is activated.
Mega Spell Attacks - Special Attacks that incorporate two spells into it. Chosen from the appropriate table on the Martial Arts page. Follows the same rules as Spell Attacks.
Secret Spell Attacks - Special Attacks that incorporate three whole spells into it. Chosen from the appropriate table on the Martial Arts page. Follows the same rules as Spell Attacks.
Kick Spells - allows you to "kick" a spell at an opponent, lobbing the spell as a timed/detonating thrown weapon as well as a spell. Add thrown weapon skill to the attack roll, add spellcraft to the damage roll. If used as a counter, the user must pass a WILL save versus the target’s spellcraft DC.
Secret Art: Transference - once per day, the Spellfist may transfer a portion of their HP and EP to any amount of targets within their threat range. Upon doing so, they may also take an equal amount of HP and EP. This is a standard action, and if done so the user will be knocked out for a week after combat is officially over.