Sacred Fist enhancements

''Punch paladin! Burn enemies with your sacred fists.''

Sacred Fist enhancements are available for the Sacred Fist archetype (variant Paladin). Introduced in Update 56.

Cores
Core 1: Sacred Flame: Toggle: Your melee attacks while centered deal an extra 1d6 Fire damage, scaling with 200% Melee Power. Each core ability in this tree grants you +5 Healing Amplification and +5 Positive Spellpower. Core 3: +1 Saves and AC. +1 Sacred Flame dice. Your weapons while using Sacred Flame now bypass Lawful + Good DR. Core 6: +1 Saves and AC. +1 Sacred Flame dice. Gain +3 Remove Disease Charges and your Remove Disease now applies Greater Restoration to your target. Core 12: +1 Saves and AC. +1 Sacred Flame dice. You gain Immunity to Energy Drain. Core 18: +1 Saves and AC. +1 Sacred Flame dice. When you use Turn Undead, you and nearby allies gain +1 Ki on hit and +3 Ki on crit for 20 seconds. Core 20: +4 Charisma, +3 Saves, +1 Sacred Flame dice. +10 Melee Power. +1 W with Weapons. You absorb 25% of all Fire damage.

Tier 1
Sacred Strike I: +1 to hit and damage with Favored Weapons. Extra Smite: +2/4/6 bonus to Smite Evil. Disciple of the Fist: +1/2/3 Heal, Concentration, and Intimidate. Rank 3: You gain +1 Reflex saving throws. Deft Strikes: You gain +3/6/10% chance to make offhand attacks while centered. Ki Shout: Ki Activate: Intimidates nearby enemies, encouraging them to attack you. This ability uses your Concentration skill, and shares a cooldown with the Intimidate skill. (Activation Cost: 5 Ki. Cooldown: 6 seconds)

Tier 2
Sacred Strike II: +2 to hit and +1 to damage with Favored Weapons. Sacred Whirlwind: Make a sweeping attack against all nearby enemies for +3[W] damage. Shares a cooldown with the Cleave feat. Cooldown: 5 seconds. Cost: 12 Ki Critical Mastery: +1/2/3 to confirm critical hits and critical hit damage Fast Movement: You run 1% faster for each of your Paladin levels. Action Boost: Doublestrike: Activate to gain +10/20/30% Action Boost bonus to Doublestrike for 20 seconds.

Tier 3
Sacred Strike III: +1 to hit and damage with Favored Weapons. Sacred Smite: An improved smite that adds +1/2/3 to your weapon's critical damage multiplier and +1/2/3 to your weapon's critical threat range. In addition, this applies 1d2 stacks of Armor Destruction and 1d2 Stacks of Vulnerability unless the enemy makes a Fort Save (DC 10+Cha Mod+Sunder bonuses). Cost: 15 Ki (note: this is a Light ki melee attack) Light of Hope: +1 Sacred Flame dice. Your Sacred Flame toggle now allows you to strike Incorporeal enemies as if you had Ghost Touch. Instinctive Defense: You take 5/10/15% less extra damage when struck while helpless. +1 Str / Cha

Tier 4
Sacred Strike IV: +2 to hit and +1 damage with Favored Weapons. Deflect Arrows: You gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6 seconds. (Antireq Tempest + Swash Deflect Arrows) Light of Glory: +1 Sacred Flame dice. Your Sacred Flame damage is now Light instead of Fire. Iron Skin: While centered, you gain an additional 5/10/15 PRR. +1 Str / Cha

Tier 5
Sacred Strike V: +3 to hit and damage with Favored Weapons, +10 Melee power. Evasive Dance: Improves your Evasion ability so on a failed Reflex saving throw against an attack that normally deals half damage on a successful save, you only take 85/70/50% damage. Avenging Whirlwind: Make a sweeping martial arts attack against all nearby enemies for +5(W) damage. Damaged enemies gain one stack of Vulnerability. Shares its cooldown with the Great Cleave feat. Cost: 18 Ki Violence Begets Violence: While Centered, when an opponent misses you in melee, you gain +1 critical threat range for 6 seconds. This stacks up to 5 times and is reset if you critically hit. Divine Strike: You gain On Vorpal: Stun any Demons or Devils with no save for 3 seconds.