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Eternal Fist

Eternal Fist is a discipline of pure unarmed. This discipline was made by what many call the small ones. This was the halfing, goblins and gnomes. They trained there body to be deadlier then any sword. Over the years it ha be learned by other to be just as deadly as the small ones were. Favored weapons of the Eternal Fist are unarmed strike, gauntlet, tonfa, clubs and punch dagger. Associated skill is Jump.

1ST
Leaping Stance Stance: stance- +10 to Acrobatics checks and cannot be considered flat footed unless prone or unconscious
Downward Elbow: strike- melee attack +2d6 damage
Shin Stomp: strike- melee attack +1d4 damage, if the attack hits the targets move speed is reduced to 10 feet for one round.
*Striking the Fist: Strike- You strike the enemies hand by attempting a disarm check with a +2 bonus to your CMB. This attempt does not provoke an Attack of Opportunity.
*Sundering Punch: Strike- Make a successful melee attack that grants you a free sunder attempt on your foes armor. This attempt does not provoke an Attack of Opportunity.
*Sweep the Legs: Strike- Make a successful melee attack and gain a free Trip attempt that doesn't provoke an Attack of Opportunity.
2ND 
Jumping Knee: strike- Make a DC 15 Acrobatic check of 10ft, if successful you may leap over a medium size creature or smaller, +3d6 damage
Stone Fist: boost- for one round add +1d8 damage to unarmed strikes
Double Kick: strike- Make a DC 15 Acrobatic check of 10ft, if successful do +2d6 damage to two adjacent foes
*Dust Cloud: Counter- Upon being hit by an enemy, you stomp the ground to make a large cloud of dust that grants you 20% concealment for one round.
3RD 
Knuckle Up: stance add +1d6 damage to unarmed strikes and always you to make an addition attack at you Base Attack Bonus with a -1 (see furry of blows).
Winding Punch: strike- +4d6 damage, foe must make a successful fort save or be fatigued for one round
Taking the Hit: counter- You take half damage from a melee attack , then counter attack with an additional +3d6 damage to attacker.+
*Pin Point Pressure: Strike- You strike the enemies hand by attempting a disarm check with a +5 bonus to your CMB. This attempt does not provoke an Attack of Opportunity.
4TH 
Slowing Strike: strike- +6d8 damage, target loses their move action for one round
Head Butt: strike- +6d6 damage to enemy, chance to dazes enemy for 1d4 rounds.
Flying Double Knee: strike- Make a Acrobatic check DC equal or more them enemies AC, if successful +8d6 damage, the target also get a reflex save to not fall prone+
*Twisting Leg Strike: Strike- Make a successful melee attack and gain a free Trip attempt on two enemies that are adjacent to you. This attempt doesn't provoke an Attack of Opportunity.
5TH 
Iron Fist: boost- for one round add +3d8 extra damage to unarmed strikes
Stopping Motion: counter- counter attack, take a 5t step though target and attempt and opposing attack roll with +10 to hit, if successful target takes +4d6 damage and targets can't take their standard action.
Thousand Fists: stance- while in this stance you gain an additional unarmed strike on a full round attack for every five initiator levels. (Max 4)
*Blending Steel: Strike- Make a sunder attempt on your foes armor using your normal attack roll in place of your CMB roll. If this roll is successful the foes armor gains the broken condition. This attempt does not provoke an Attack of Opportunity.
6TH 
Crippling Strike: strike- +10d8 damage, target loses their standard action
Ruining Punch: strike-+12d6 damage, target must make a fort save or be exhausted
Stone Body: counter- DR 15/- for till your next turn.
*Pressure Point Flurry: Boost- For one round anytime you successfully hit an enemy with your unarmed strike, there is a 5% change to paralyze that enemy for one round. 
7TH 
Even Handed Stance: stance- while in this stance you can make a free disarm attempt whenever you make an unarmed strike
Arm Breaking Lock: strike- make a grapple check, if successful target must make a fort save or have their arm broke. See description
Gut Punch: strike- +6d10 damage, target must make a fort save or become nauseated
8TH 
Bone Breaking Focus: boost- your attacks this round gain a 11-20 crit chance and increase their critical modifier to x4
Changing the Tides: counter- make and opposing attack roll against and attacking for foe with a + 15 to hit, if equal or greater the attack is negated, your attack hits instead
Break Leg Lock: attempt a grapple check, if successful target must make a fort save or have their leg broken. See description
9TH 
Knockout Blow: Strike-target makes a fort save, if they are successful they take +80 damage, if they fail target is reduced to -1 ht points

Eternal Fist
1st Level

Leaping Stance
Eternal Fist (Stance)
Level:1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You mimic the skill and grace of of the panther. While in this stance you get +10 to Acrobatics(for jump rolls) checks and cannot be considered flat footed unless prone or unconscious.

Downward Elbow
Eternal Fist (Strike)
Level:1
Initiation Action: 1 standard action
Range: melee
Target: one creature
Duration: Instant

You strike your foe in the head with you elbow. Melee attack +1d6 damage

Shin Stomp
Eternal Fist (Strike)
Level:1
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: Instant

With downward force you stomp your for shin. Melee attack +1d4 damage, if the attack hits the targets move speed is reduced to 10 feet for one round.

Striking the Fist
Eternal Fist (Strike)
Level:1
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: Instant

You strike the enemies hand by attempting a disarm check with a +2 bonus to your CMB. This attempt does not provoke an Attack of Opportunity.

Sundering Punch
Eternal Fist (Strike)
Level:1
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: Instant

Make a successful melee attack that grants you a free sunder attempt on your foes armor. This attempt does not provoke an Attack of Opportunity.

Sweep the Legs
Eternal Fist (Strike)
Level:1
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: Instant

Make a successful melee attack and gain a free Trip attempt that doesn't provoke an Attack of Opportunity.

2ND Level

Jumping Knee
Eternal Fist (Strike)
Level:2
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: Instant

You jump into the air and knee your foe in the head. Make a DC 15 Acrobatics check of 10ft, if successful you may leap over a medium size creature or smaller, +2d6 damage

Stone Fist
Eternal Fist (Boost)
Level:2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: one round

Your train has made your fist as hard as stone. For one round add +1d8 damage to unarmed strikes.

Double Kick
Eternal Fist (Strike)
Level:2
Initiation Action: 1 standard action
Range: melee attack
Target: one or two adjacent creature
Duration: Instant

You jump into the air at you enemies at kick two of them. Make a DC 15 Acrobatics check of 10ft, if successful do +2d6 damage to two adjacent foes

Dust Cloud
Eternal Fist (Counter)
Level:2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: instant

Upon being hit by an enemy, you stomp the ground to make a large cloud of dust that grants you 20% concealment for one round.

3RD Level

Knuckle Up
Eternal Fist (Stance)
Level:3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You adopt a stance that does maximum damage. While in this stance add +1d6 damage to unarmed strikes and always you to make an addition attack at your highest Base Attack Bonus with a -1 (see furry of blows)

Winding Punch
Eternal Fist (Strike)
Level:3
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: instant

You punch your foe hard enough to knock the air out of him. Add +4d6 damage to a melee attack, foe must make a successful fort save (DC 10 + maneuver level+ relevant stat )or be fatigued for one round.

Taking the Hit
Eternal Fist (Counter)
Level:3
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: instant

Damage is just a part of battle. You take half damage from a melee attack , do +2d6 damage to attacker

Pin Point Pressure
Eternal Fist (Strike)
Level:3
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: instant

You strike the enemies hand by attempting a disarm check with a +5 bonus to your CMB. This attempt does not provoke an Attack of Opportunity.

4TH Level

Slowing Leg
Eternal Fist (Strike)
Level:4
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: instant

You kick your foe so hard in the leg that he has trouble walking. Melee attack +6d8 damage, target loses their move action for one round.

Head Butt
Eternal Fist (Strike)
Level:4
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: instant

You smash your head into your face causing +6d6 damage to enemy, dazes enemy for 1d4

Flying Double Knee
Eternal Fist (Strike)
Level:4
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: instant

You leap into the air and land on your foe with your knee. Make a Acrobatics check DC equal or more them enemies AC, if successful +8d6 damage, the target also get a reflex save( DC 10 + maneuver level+ relevant stat) to not fall prone

Twisting Leg Strike
Eternal Fist (Strike)
Level:4
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: instant

Make a successful melee attack and gain a free Trip attempt on two enemies that are adjacent to you. This attempt doesn't provoke an Attack of Opportunity.

5TH Level

Iron Fist
Eternal Fist (Boost)
Level:5
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: one round

Your fist have been trained to become as solid as iron. For one round add +3d8 extra damage to unarmed strikes,

Stopping Motion
Eternal Fist (Counter)
Level:5
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: instant

You see the attack as it is coming make a counter attack, take a 5t step though target and attempt and opposing attack roll with +10 to hit, if successful target takes +4d6 damage and targets can't take their standard action.


Thousand Fists
Eternal Fist (Stance)
Level:5
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

.You have trained yourself to attack as many times a humanly possible. While in this stance you gain an additional unarmed strike on a full round attack for every five initiator levels. (Max 4)

Blending Steel
Eternal Fist (Strike)
Level:5
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: instant

Make a sunder attempt on your foes armor using your normal attack roll in place of your CMB roll. If this roll is successful the foes armor gains the broken condition. This attempt does not provoke an Attack of Opportunity.

6TH Level

Crippling Strike
Eternal Fist (Strike)
Level:6
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: instant

You strike your foe so hard that he can't even act. Melee attack +10d8 damage and target loses their standard action.

Ruining Punch
Eternal Fist (Strike)
Level:6
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: instant

Your punch destroys your foe ability to do anything. Melee attack +12d6 damage, target must make a fort save (DC 10 + maneuver level+ relevant stat )or be exhausted

Stone Body
Eternal Fist (Counter)
Level:6
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: instant

You have trained your body to be as hard as stone. You gain DR 15/- for till your next turn.


Pressure Point Flurry
Eternal Fist (Boost)
Level:6
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: one round

For one round anytime you successfully hit an enemy with your unarmed strike, there is a 5% change to paralyze that enemy for one round.

7TH Level

Even Handed Stance
Eternal Fist (Stance)
Level:7
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

A true warrior fights with no weapons and neither should your enemies. While in this stance you can make a free disarm attempt whenever you make an unarmed strike.

Arm Breaking Lock
Eternal Fist (Strike)
Level:7
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: until magically healed

You grab your foe and break their arm. You make a grapple check, if successful target must make a fort save (DC 10 + maneuver level+ relevant stat )or have their arm broken. If your arm is broken you can not wield in that hand taking a – 25 to hit with that arm. In addition You can,t wield a two handed weapon or a shield in that arm.

Gut Punch
Eternal Fist (Strike)
Level:7
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: instant

You punch your foe hard enough to make them vomit. Melee attack +6d10 damage, target must make a fort save (DC 10 + maneuver level+ relevant stat )or become nauseated

8TH Level

Bone breaking Focus
Eternal Fist (Boost)
Level:8
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: one round

You enter into a state of pure fury. Your attacks this round gain a double threat critical chance and increase their critical modifier be 1

Changing the Tides
Eternal Fist (Counter)
Level:8
Initiation Action: 1 immediate action
Range: Personal
Target: one attacking creature
Duration: instant

You see your foe moving to attack an act before he does. You make an opposing attack roll against and attacking for foe with a + 15 to hit, if equal or greater the attack is negated and your attack hits instead.

Leg Breaking Lock
Eternal Fist (Strike)
Level:8
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: until magically healed

You attempt to break your foes leg. You attempt a grapple check, if successful target must make a fort save (DC 10 + maneuver level+ relevant stat ) or have their leg broken. When your leg is broken your move speed is reduced by half and you take a – 20 to Acrobatics checks.

9TH Level

Knockout Blow
Eternal Fist (Strike)
Level:9
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: instant

You knock your foe out. Melee attack if successful target makes a fort save (DC 10 + maneuver level+ relevant stat), if they are successful they take +80 damage, if they fail target is reduced to -1 ht points.
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