Faerûnian Prestige Class : Hin Fist
A hin fist is a devout member of a temple dedicated to both Yondalla and for protection of the halfling realm of Luiren. Brimming with confidence in her own abilities, a hin fist transforms that self-assurance into the power of mastery over herself and the world around her. She sees her body and mind as gifts from Yondalla that should be developed and used to the fullest - there should be no need for artificial tools such as weapons.
Clerics ,paladins, and monks make the best hin fists, while bards, fighters, and rogues sometimes narrow the focus of their life to adapt to these ways. Even druids, sorcerers, and wizards can occasionally discipline the mind and body enough to make good use of a hin fist's skills and abilities.
Hin fists usually study and improve themselves among their own kind in temples in Luiren. Otherwise they wander across the land alone or with small groups, serving as champions of Yondalla. Their strict beliefs require them to select comrades that are true of heart.
To qualify to become a Hin Fist, a character must fulfill all the following criteria:
- Race: Halfling
- Alignment: Lawful good
- Skills: Knowledge (religion) 8 ranks
- Feats: Combat Casting, Combat Reflexes, Improved Unarmed Strike, Stunning Fist.
- Base Attack Bonus: +4.
- Spells: Ability to cast 1st-level divine spells.
- Patron Deity: Yondalla
- Region: Luiren
Skill Points at Each Level: 4 + Int modifier.
All of the following are class features of the hin fist prestige class.
Weapon and Armor Proficiency: Sacred fists surrender the use of weapons and shields. They may use only light armor without breaking their religious discipline.
Code of Conduct: A member of a hin fist order refuses to use any weapon. A hin fist who knowingly carries or uses a weapon loses all class spells and features and advances no farther as a hin fist until he atones for his action (see the atonement spell description).
Spells per Day: A hin fist has the ability to cast a small number of divine spells. To cast a spell, the hin fist must have a Wisdom score of at least 10 + the spell's level, so a hin fist with a Wisdom of 10 or lower cannot cast spells. Sacred fist bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + Wisdom modifier. When the hin fist gets spells for a given level, the character cannot cast any spells of that level. When the hin fist gets 0 spells of a given level, such as 0 1st-level spells at 1st level, the hin fist gets only bonus spells. A hin fist without a bonus spell for that level cannot yet cast a spell of that level. The hin fist's spell list appears below; he has access to any spell on the list and can freely choose which to prepare. A hin fist prepares and casts spells just as a cleric does (though he cannot lose a spell to cast a cure spell in its place).
Free Domain: Upon adopting the hin fist class, the character chooses one domain from his deity's list.
Unarmed Fighting (Ex): A hin fist is highly trained in fighting unarmed, giving him considerable advantages when doing so. A hin fist's attacks may be with either fist interchangeably or even with elbows, knees, and feet. There is no such thing as an off-hand attack for a hin fist striking unarmed. He may choose to deal either subdual or normal damage with his attack. He deals more damage than normal, as summarized on the table below.
|Size of Hin Fist|
|Level||Small||Medium-size or larger|
Flurry Attack (Ex): The hin fist may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack, but this attack and each other attack made that round suffer a -2 penalty apiece. This penalty applies for 1 round, so it affects attacks of opportunity the hin fist might make before his next action. The hin fist must use the full attack action to strike with a flurry of blows.
Puissant Fists (Su): A hin fist ignores some damage resistance. At 1st level, treat his strikes as +1 weapons for the purposes of damage resistance. Starting at 3rd level, treat his strikes as +2 weapons for that purpose. Starting at 6th level, treat them as +3 weapons, and at 9th level, treat them as +4 weapons. This ability does not change the hin fist's chance to hit or the damage dealt.
Evasion (Ex): A hin fist can dodge and avoid even magical and unusual attacks with great agility. If a hin fist makes a successful Reflex saving throw against an attack that normally inflicts half damage on a successful save (such as a red dragon's fiery breath or a fireball spell), the hin fist instead suffers no damage. Evasion can only be used if the hin fist is wearing light armor or no armor.
Combat Casting (Ex): At 2nd level, a hin fist gains this feat as a bonus feat.
Uncanny Dodge (Ex): Starting at 3rd level, a hin fist gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized.)
At 5th level, the hin fist can no longer be flanked, since he can react to opponents on opposite sides of his as easily as he can react to a single attacker. This defense denies other characters the ability to use flank attacks to sneak attack him. The exception to this defense is that another character at least four levels higher than the character can flank him (and thus sneak attack him, if a rogue). Uncanny dodge can only be used if the hin fist is wearing light armor or no armor.
Blindsight (Ex): This ability, gained at 6th level, grants sensitivity to vibrations, scent, and acute hearing so that the hin fist maneuvers and fights as well as a sighted creature. His senses extend in a 30-foot radius. Invisibility and darkness are irrelevant, though he still can't discern ethereal beings. Sacred fists do not need to make Spot or Listen checks to notice creatures within range.
Sacred Flame (Sp): At 7th level, a hin fist may use a standard action to invoke sacred flames around his hands and feet. Instead of normal damage, a successful attack with these sacred flames deals damage as follows: 1d6 + Wisdom modifier if positive + hin fist class level. The attack has a maximum possible damage of 1d6+15 points. At least half the damage is fire damage, and the rest is sacred energy (and thus not subject to effects that reduce fire damage).
A sacred flame attack may be combined with a flurry attack.
No Shadow Blows (Ex): Starting at 8th level, a hin fist may add a positive Wisdom modifier to both attack and damage rolls. Also, for purposes of countering damage reduction, his unarmed blows are considered magic weapons with an enhancement bonus equal to his Wisdom bonus, and this bonus is cumulative with that of puissant fists. The hin fist's mind, body, and will are forged into one instrument.
Inner Armor (Ex): At 10th level, a hin fist's inner tranquility protects him from external threats. He may invoke a +4 concentration bonus to AC, a +4 resistance bonus on all saves, and spell resistance equal to his class level for a number of rounds equal to his Wisdom modifier. If his Wisdom modifier is +0 or negative, he cannot use this ability. He may use inner armor a number of times per day equal to his class level.
Hin Fist Spell List
Hin fists have access to spells appropriate for their alignment, provided those spells have a range of touch or personal. This list excludes spells available only as domain spells. Such spells would be available to a hin fist with access to the domain.
- 0 - cure minor wounds*, guidance, inflict minor wounds*, light, read magic, resistance, virtue.
- 1st - bless water*, burial blessing, comprehend language, cure light wounds*, curse water*, divine favor, endure elements, entropic shield, inflict light wounds*, invisibility to undead, magic stone**, magic weapon**, protection from chaos/evil/good/law*, sanctuary, shield of faith.
- 2nd - aid, augury, brambles, bull's strength, cure moderate wounds*, death knell, delay poison, endurance, gentle repose, inflict moderate wounds*, lesser restoration, resist elements, speak with animals, undetectable alignment.
- 3rd - bestow curse*, chain of eyes, contagion*, continual flame, cure serious wounds*, curse of the brute, daylight, deeper darkness, flame of faith, glyph of warding, inflict serious wounds*, invisibility purge, magic circle against chaos/evil/good/law*, magic vestment, meld into stone, negative energy protection, obscure object, protection from elements, remove curse*, remove disease*, speak with plants, spikes**, stone shape, water breathing, water walk.
- 4th - air walk, beast claws, cure critical wounds*, death ward, divination, divine power, freedom of movement, imbue with spell ability, inflict critical wounds*, neutralize poison*, poison*, restoration, status, tongues, unfailing endurance.
- 5th - atonement, blight, commune, dispel chaos/evil/good/law*, divine agility, ethereal jaunt, hallow*, mark of justice, plane shift, raise dead*, righteous might, slay living*, spell resistance, true seeing, unhallow*.
*DM decides which of these spells are appropriate for PC's organization.
**While these spells technically can be cast, a careless hin fist might break his discipline, depending on his subsequent action.
|Hin Fist||Hit Die: d8|
|CL||BAB||Fort||Ref||Will||Special||Spells per Day|
|1st||+1||+2||+2||+0||Flurry attack, free domain, puissant fists||0||-||-||-|
|2nd||+2||+3||+3||+0||Evasion, Combat Casting||1||-||-||-|
|3rd||+3||+3||+3||+1||Uncanny dodge (Dex bonus to AC)||1||0||-||-|
|5th||+5||+4||+4||+1||Uncanny dodge (can't be flanked)||1||1||0||-|
|8th||+8||+6||+6||+2||No shadow blows||2||1||1||1|
Source: Shining South