Sacred Fist Archetype
This archetype was designed by Darthmaru on the official Paizo forums and can be found here. It is possible and even likely that tweaks will be made as the game progresses and we get a better feel for balance.
Sacred Fists are clerics who are also martial artists, found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony. Sacred Fists have forsworn the use of weapons and armor. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. They are strong in faith, will and body.
Alignment: Any Lawful.
Weapon and Armor Proficiency: Sacred fists are proficient with brass knuckles, cestus, club, dagger, quarterstaff and sling. They are not proficient with any armor or shields.
Class Skills: The Sacred Fist’s class skills are Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex) and Swim (Str).
Skill Ranks per level: 4 + Int modifier.
Diminished Spellcaster: A Sacred Fists chooses only one domain from his deity’s list of domains, and his number of non-domain spells per day for each spell level is one less than normal (for example, a 4th level Sacred Fist has three orisons, two 1st level spells, one 1st level domain spell, one 2nd level spell, and one 2nd level domain spell). If this reduces the number of spells per day for that level to 0, he gains only the bonus spells he would be entitled to, based on his Wisdom score for that level, plus his domain spell for that level.
Channel Energy (Su): A sacred fist’s channel energy is less potent than the standard cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every three sacred fist levels beyond 1st, to a maximum of 7d6 at the 19th level. Beyond that, this ability functions exactly like the cleric ability.
Unarmed Strike: At 1st level, a Sacred Fist gains Improved Unarmed Strike as a bonus feat. This ability follows the rules presented in the monk’s class features. A Sacred Fist deals more damage with his unarmed strikes than a normal person would. At 1st level, a medium size Sacred Fist deals 1d4 points of damage. At 4th level, and every five levels thereafter, his unarmed strike increases by one step, to a maximum of 1d12 at 19th level.
As long as he has at least 1 channel energy daily use unspent, he can make a ki strike. At 4th level, a Sacred Fist’s unarmed attacks are treated as magic weapons for the purpose of overcoming damage reduction. At 9th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 14th level, his unarmed attacks are treated as evil or good weapons (depending of the Sacred Fist’s alignment) for the purpose of overcoming damage reduction.
AC Bonus (Ex): A Sacred Fist’s is highly trained at dodging blows, and he has a sixth sense that allows him to avoid even unanticipated attacks. When unarmored and unencumbered, the sacred fist adds his Wisdom bonus (if any) to his AC and his CMD. In addition, sacred fists gain +1 bonus to AC and CMD at 5th level. This bonus increases to +2 at 11th level and to +3 at 17th level. These bonuses to AC apply even against touch attacks or when the Sacred Fists are flat-footed. He loses the bonus 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 Discovery: Throughout his extensive training in martial arts a Sacred Fist improves his mind, body and spirit. He develops techniques that allow him to learn special abilities. Most of those are normal feats, but some of them are monk abilities that only a Sacred Fist can learn.
A Sacred Fist gains a martial discovery at 2nd level and every four levels thereafter (to a maximum of five at 18th level). These martial discoveries must be chosen from the following list: Combat Casting, Combat Reflexes, Deflect Arrows, Dodge, Endurance, Improved Grapple and Lightning Reflexes. At 6th level, a Sacred Fist may also choose from the following discoveries: High Jump*, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Lightning Reflexes, Improved Trip, Maneuver Training and Mobility. At 10th level, the following are added to the list: Diamond Body, Improved Critical, Purity of Body, Snatch Arrow and Spring Attack. At 14th level he adds Timeless Body and at 18th level he adds Tongue of the Sun and Moon. A Sacred Fist need not have any of the prerequisites normally required for these feats to select them.
- High Jump’s additional effect can be activated by spending 1 channel energy daily use.
Channel Bolt: At 8th level, a sacred fist can channel energy in the form of a bolt allowing him to strike a single target at a greater distance. As a standard action, he can use his channel energy ability as a ranged touch attack with a 100 ft. max range.
In all other respects the bolt functions as a daily use of channel energy ability, but it can only be used to harm, regardless of what type of energy the Cleric normally Channels or if the target is Living or Undead.
Code of Conduct: A member of a sacred fist order refuses to use any weapon that is not on the sacred fist weapon proficiency list. A sacred fist that knowingly uses a weapon that is not on that list loses all class spells and features and advances no further as a sacred fist until he atones for his action (see atonement spell, page 245 of the Pathfinder Core Rulebook).