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Spellfist
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Alignment: Any

Hit Die: d8

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The spellfist's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Swim (Str), Use Magic Device (Cha)

Skill Ranks per Level: 4 + Int modifier.

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+0

+2

Prescience, spell burn

2nd

+1

+3

+0

+3

Spellstrike

3rd

+2

+3

+1

+3

4th

+3

+4

+1

+4

Technique

5th

+3

+4

+1

+4

6th

+4

+5

+2

+5

Technique

7th

+5

+5

+2

+5

8th

+6/+1

+6

+2

+6

Technique

9th

+6/+1

+6

+3

+6

10th

+7/+2

+7

+3

+7

Technique

11th

+8/+3

+7

+3

+7

12th

+9/+4

+8

+4

+8

Technique

13th

+9/+4

+8

+4

+8

14th

+10/+5

+9

+4

+9

Technique

15th

+11/+6/+1

+9

+5

+9

16th

+12/+7/+2

+10

+5

+10

Technique

17th

+12/+7/+2

+10

+5

+10

18th

+13/+8/+3

+11

+6

+11

Technique

19th

+14/+9/+4

+11

+6

+11

20th

+15/+10/+5

+12

+6

+12

Technique


The following are class features of the Spellfist.

Weapon and Armor Proficiency

Spellfists are proficient with the dagger, gauntlet, sling, and spiked gauntlet. They are not proficient with any type of armor or shield. Armor interferes with a spellfist’s gestures, which can cause his spells with somatic components to fail.

Spells

A spellfist casts arcane spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time.


To learn or cast a spell, a spellfist must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spellfist’s spell is 10 + the spell level + the spellfist’s Charisma modifier.

A spellfist may only cast 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 enough Charisma score (See Table 1-3 of the Pathfinder RPG Core Rulebook).

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

Upon reaching 5th level, and at every third spellfist level after that (8th, 11th, and so on), a spellfist can choose to learn a new spell in place of one he already knows. In effect, the spellfist “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 spellfist spell the spellfist can cast. A spellfist 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.

A spellfist 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.

Prescience (Su)
While the spellfist is not wearing armor, he adds his Charisma bonus (if any) as an insight bonus to his AC and his CMD. This bonus to AC applies even against touch attacks or when the spellfist is flat-footed. He loses these bonuses when he is unconscious, wearing armor, or carrying a shield.

Spell Burn (Su)

As a standard action, a spellfist can sacrifice a spell slot of 1st level or higher to enhance his weapons and improve his defenses for one minute. For each spell level of the spell slot sacrificed in this way, the spellfist’s prescience AC bonus increases by 1 and he gains +1d6 energy damage on any melee weapons he is wielding. This damage is acid, cold, electricity, or fire damage, chosen when the spell slot is sacrificed. The spellfist may only sacrifice spell slots of a spell level that he is able to cast. This ability does not stack with other elemental energy effects, such as a weapon’s flaming property, nor does it stack with itself. When the spellfist uses this ability, the effects of any previous use of this ability immediately end.

Spellstrike (Su)

At 2nd level, whenever a spellfist casts a spell with a range of “touch” from the spellfist spell list, he can deliver the spell through any melee weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a spellfist can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. This attack uses the weapon’s critical range (20, 19-20, 18-20 and modified by the keen weapon property or similar effects), but the spell effect only deals x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Techniques

As a spellfist advances in magic and martial training, he learns a number of techniques to further blend his arcane and mundane fighting styles. Starting at 4th level, a spellfist gains one technique. He gains an additional technique for every 2 spellfist levels beyond 4th. Unless otherwise noted, a spellfist cannot select an individual technique more than once.

Block (Ex):
The spellfist gains two-weapon defense as a bonus feat. He does not need to meet the prerequisites. A spellfist must have the two-hand fighter technique to select this technique.

Combat Adept (Ex):
The spellfist gains a bonus combat feat. He must meet the prerequisites for this feat. A spellfist can select this technique more than once.

Fighter Style (Ex):
The spellfist counts his spellfist level -3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack).

Hard Hitter (Ex):
The spellfist gains vital strike as a bonus feat. He does not need to meet the prerequisites. A spellfist must be at least 6th level to select this technique.

Hard Hitter, Greater (Ex):
The spellfist gains
 greater vital strike as a bonus feat. He does not need to meet the prerequisites. A spellfist must have the improved hard hitter technique to select this technique. A spellfist must be at least 16th level to select this technique.

Hard Hitter, Improved (Ex):
The spellfist gains
 improved vital strike as a bonus feat. He does not need to meet the prerequisites. A spellfist must have the hard hitter technique to select this technique. A spellfist must be at least 12th level to select this technique.

Momentary Aura (Su):
The spellfist may end his spell burn as a free action in order to shroud himself in energy for one round. Adjacent creatures that attack the spellfist in melee take 1d6 damage for every die of spell burn bonus damage after the first. This damage is of the same energy type as the spell burn bonus damage.


Momentary Blast (Su):
The spellfist may end his spell burn as a free action in order to deal 1d6 damage to every creature within 20 feet for every die of spell burn bonus damage after the first. This damage is of the same energy type as the spell burn bonus damage.

Momentary Focus (Su):
The spellfist may end his spell burn as a free action in order to gain a bonus to concentration checks for one round equal to +2 for every die of spell burn bonus damage after the first.

Momentary Might (Su):
The spellfist may end his spell burn as a free action in order to gain an enhancement bonus to strength for one round equal to +2 for every die of spell burn bonus damage after the first.

Momentary Mastery (Su):
The spellfist may end his spell burn as a free action in order to gain a 10ft enhancement bonus to base land speed and a +2 competence bonus to all Dexterity- and Strength-based skill checks for every die of spell burn bonus damage for one round.

Momentary Radiance (Su):
The spellfist may end his spell burn as a free action in order to shed bright light (as the spell
daylight) for one round for every die of spell burn bonus damage after the first.

Momentary Reflexes (Su):
The spellfist may end his spell burn as a free action in order to gain a dodge bonus to AC and Reflex saves for one round equal to +2 for every die of spell burn bonus damage after the first.

Momentary Swiftness (Su):
The spellfist may end his spell burn as a free action in order to gain the benefits of the
haste spell for one round for every die of spell burn bonus damage after the first.

Momentary Surge (Su):
The spellfist may end his spell burn as a free action in order to gain bonus energy damage on all melee attacks for one round equal to +2d6 for every die of spell burn bonus damage. This damage is of the same energy type as the spell burn bonus damage.

Momentary Toughness (Su):
The spellfist may end his spell burn as a free action in order to gain DR/-- for one round equal to +2 for every die of spell burn bonus damage after the first.

Momentary Vitality (Su):
The spellfist may end his spell burn as a free action in order to gain temporary hit points for one round equal to +1d8 for every die of spell burn bonus damage after the first.

Monk Style (Ex):
The spellfist is treated as having improved unarmed strike for the purpose of qualifying for feats. He may use gauntlets or spiked gauntlets in place of unarmed strikes for any feat with improved unarmed strike as a prerequisite.

Spell Adept (Ex):
The spellfist gains a bonus metamagic feat. He must meet the prerequisites for this feat. A spellfist can select this technique more than once.

Shove (Ex):
When the spellfist makes a successful melee attack while spell burning, he may attempt a bull rush combat maneuver as a move action. The spellfist does not move with the target if successful. This does not provoke an
 attack of opportunity.

Throw Element (Su):
While spell burning, the spellfist may form an elemental dart in his hand as a free action. Treat this as a thrown weapon with a range increment of 10 feet that deals spell burn bonus damage on a successful hit. This is a ranged touch attack. Since the dart is immaterial, the spellfist’s strength modifier does not apply to damage.

Two-Hand Fighter (Ex):
The spellfist gains
 two-weapon fighting as a bonus feat. He does not need to meet the prerequisites.

Two-Hand Fighter, Greater (Ex):
The spellfist gains
 greater two-weapon fighting as a bonus feat. He does not need to meet the prerequisites. A spellfist must have the improved two-hand fighter technique to select this technique. A spellfist must be at least 12th level to select this technique.

Two-Hand Fighter, Improved (Ex):
The spellfist gains
 improved two-weapon fighting as a bonus feat. He does not need to meet the prerequisites. A spellfist must have the two-hand fighter technique to select this technique. A spellfist must be at least 6th level to select this technique.

Unbalance (Ex):
When the spellfist makes a successful melee attack while spell burning, he may attempt a trip combat maneuver as a move action. This does not provoke an
 attack of opportunity.


Table: Spellfist Spells per Day

Lvl

1st

2nd

3rd

4th

5th

6th

1st

1

2nd

2

3rd

3

4th

3

1

5th

4

2

6th

4

3

7th

4

3

1

8th

4

4

2

9th

5

4

3

10th

5

4

3

1

11th

5

4

4

2

12th

5

5

4

3

13th

5

5

4

3

1

14th

5

5

4

4

2

15th

5

5

5

4

3

16th

5

5

5

4

3

1

17th

5

5

5

4

4

2

18th

5

5

5

5

4

3

19th

5

5

5

5

5

4

20th

5

5

5

5

5

5

Table: Spellfist Spells Known

Lvl

0th

1st

2nd

3rd

4th

5th

6th

1st

4

2

2nd

5

3

3rd

6

4

4th

6

4

2

5th

6

4

3

6th

6

4

4

7th

6

5

4

2

8th

6

5

4

3

9th

6

5

4

4

10th

6

5

5

4

2

11th

6

6

5

4

3

12th

6

6

5

4

4

13th

6

6

5

5

4

2

14th

6

6

6

5

4

3

15th

6

6

6

5

4

4

16th

6

6

6

5

5

4

2

17th

6

6

6

6

5

4

3

18th

6

6

6

6

5

4

4

19th

6

6

6

6

5

5

4

20th

6

6

6

6

6

5

5