Fist of the Righteous (3.5e Class)

Summary::A powerful ally for the forces of good and righteousness. Length::20 [[Minimum Level::0 [[Base Attack Bonus Progression::Good [[Fortitude Save Progression::Good [[Reflex Save Progression::Good [[Will Save Progression::Good [[Class Ability::Martial Maneuvers Class Ability Progression::Other Allowed Alignments::Neutral Good

Fist of the Righteous
A fist of the righteous is a melee expert who uses his abilities to protect the weak from those who would oppress them.

Making a Fist of the Righteous
Abilities: Wisdom is the single most important ability of this class.

Races: Any race may be a member of this class.

Alignment: Neutral Good.

Starting Gold: 1d6&times;10 gp (35 gp).

Starting Age: Complex.

Class Features
All of the following are class features of the fist of the righteous.

Weapon and Armor Proficiency:

Fists of the righteous are proficient simple weapons but not with any armor or shield. When willingly wearing armor, using a shield, or carrying a medium or heavy load, a fist of the righteous loses his righteous spirit ability, as well as his access to maneuvers.



A fist of the righteous starts with knowledge of 5 martial maneuvers. The disciplines available to him are Desert Wind, Devoted Spirit, Diamond Mind, Iron Heart, Tiger Claw, and White Raven.

Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by fists of the righteous is considered an extraordinary ability unless otherwise noted in the description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.

The fist of the righteous learns additional maneuvers at higher levels, as shown on the table above. He must meet a maneuver's prerequisite to learn it.

Upon reaching 4th level, and at every even-numbered fist of the righteous level after that, a fist of the righteous can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes the restriction on the highest-level maneuver he can know; he need not replace the old maneuver with a maneuver of the same level. He can only swap a single maneuver at any given level.



A fist of the righteous can ready 3 of the 5 maneuvers he knows at 1st level, but as he advances in levels he gains the ability to ready more. He readies his maneuvers by meditating for 5 minutes. The chosen maneuvers remain readied until he meditates again to change them. A fist of the righteous does not need to sleep or rest to ready maneuvers; he only needs to spend 5 minutes meditating to change readied maneuvers.

A fist of the righteous begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since he chose them. When he initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (until he recovers them, as described below).

A fist of the righteous can recover all expended maneuvers with a full-round action to quickly refresh his mind and spirit. He cannot initiate a maneuver or change stance in the same round he recovers his maneuvers, but he can remain in a stance he is already using.



A fist of the righteous begins play with knowledge of one 1st-level stance from any discipline open to him. At 2nd, 4th, 7th, 11th, and 16th level, he can choose additional stances. Unlike maneuvers, stances are not expended, and he does not have to ready them. All the stances he knows are available to him at all times, amd he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, a fist of the righteous cannot learn a new stance at higher levels in place of one he already knows.

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A fist of the righteous may add 1d6 damage to all natural weapon attacks he makes and is treated as armed with natural weapons if he is not already. This bonus increases by 1d6 at 10th level and every 10 levels thereafter.

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A fist of the righteous has such pure spiritual essence that he derives tangible benefits from it.

At 1st level, a fist of the righteous may add his Wisdom modifier to his armor class and initiative as a sacred bonus.

At 3rd level, a fist of the righteous may add his wisdom modifier on all saving throws as a sacred bonus.

At 5th level, a fist of the righteous may add his wisdom modifier on all melee attack and damage rolls as a sacred bonus.

At 7th level, a fist of the righteous may add his wisdom modifier on all skill checks for key skills from a martial discipline he has at least one maneuver in as a sacred bonus.

At 9th level, a fist of the righteous may choose to substitute his wisdom modifier in place of his constitution modifier when determining bonus hit points.

At 11th level, a fist of the righteous gains spell resistance equal to his class level + 10.

At 13th level, a fist of the righteous gains the ability to completely resist attacks of all kinds on a successful save. If a fist of the righteous would be subject to a partial effect on a successful save he instead suffers no effect.

At 15th level, a fist of the righteous gains a +2 bonus to his armor class, initiative, and saving throws.

At 17th level, a fist of the righteous gains a +2 bonus to all melee attack and damage rolls.

At 19th level, a fist of the righteous gains a +2 bonus to all skill checks for key skills from a martial discipline he has at least one maneuvers in and may take a result of 10 on such skill checks in place of making a check.

The sacred bonuses from this ability do not stack with any other ability that would derive it's bonus from wisdom score of the fist of the righteous.

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At 20th level, a fist of the righteous gains a pair of translucent spiritual wings that grant him a fly speed of twice his current land speed with perfect maneuverability. He may even ignore wind effects while flying. Though these wings are not mundane they are treated as an extraordinary ability as they come from the unquenchable spirit of a fist of the righteous.



A fist of the righteous must be of neutral good alignment and loses all class abilities if he ever willingly commits an evil act.

Additionally, the code for a fist of the righteous requires that she show kindness and mercy when practical, not abuse the weak, help those in need (provided they do not use the help for evil ends), and defend the weak against those who would oppress them when possible.

Ex-Fist of the Righteous
A fist of the righteous who ceases to be neutral good, who willfully commits an evil act, or who grossly violates the code of conduct loses all fist of the righteous abilities (except weapon, armor, and shield proficiencies). He may not progress any farther in levels as a fist of the righteous. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell description), as appropriate.

Epic Fist of the Righteous
Hands of the Righteous: Increase damage bonus by +1d6 every 10 levels after 20th

Righteous Spirit: Derives bonuses from wisdom as normal.



Epic Fist of the Righteous Bonus Feat List: Great Wisdom.