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Sacred Fist enhancements

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

Overview[edit]

This tree is based on a few defensive enhancements and several offensive enhancements, including 2 Whirlwind Actives and a set of bonuses to hit and damage with Favored Weapons.

Punch paladin! Burn enemies with your sacred fists.

Sacred Fist enhancements tree
Sacred Fist enhancements tree

Cores[edit]

Sacred Flame: Imbue 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 Spell Power.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Paladin Level 1
Strike Evil: +1 Saves and AC. +1 bonus Imbue dice. Your weapons while using Sacred Flame now bypass Lawful + Good DR.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Sacred Flame, Paladin Level 3
Soothe the Suffering: +1 Saves and AC. +1 bonus Imbue dice. Gain +3 Remove Disease Charges and your Remove Disease now applies Greater Restoration to your target.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Strike Evil, Paladin Level 6
Defend Against Darkness: +1 Saves and AC. +1 bonus Imbue dice. You gain Immunity to Energy Drain.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Soothe the Suffering, Paladin Level 12
Rising Hope: +1 Saves and AC. +1 bonus Imbue dice. When you use Turn Undead, you and nearby allies gain +1 Ki on hit and +3 Ki on crit for 20 seconds.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Defend Against Darkness, Paladin Level 18
Ultimate Flame: +4 Charisma, +3 Saves, +1 bonus Imbue dice. +10 Melee Power. +1 W with Weapons. You absorb 25% of all Fire damage.
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Rising Hope, Paladin Level 20

Tier One[edit]

Requires Sacred Flame, Paladin level 1

Sacred Strike I: +1 to hit and damage with Favored Weapons.
AP Cost: 2 Ranks: 1 Progression: 1
Extra Smite: You gain +[2/4/6] additional uses of Smite Evil per rest.
AP Cost: 1 Ranks: 3 Progression: 1
Disciple of the Fist: +[1/2/3] to Heal, Concentration, and Intimidate. Rank 3: +1 Reflex saving throws.
AP Cost: 1 Ranks: 3 Progression: 1
Deft Strikes: While centered, you gain +[3/6/10]% Offhand Strike Chance.
AP Cost: 1 Ranks: 3 Progression: 1
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)
AP Cost: 2 Ranks: 1 Progression: 1

Tier Two[edit]

Requires Paladin Level 2, 5 APs spent on tree

Sacred Strike II: +2 to hit and +1 to damage with Favored Weapons.
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Sacred Strike I
Exalted Whirlwind: Make a sweeping martial arts attack against all nearby enemies for +10% damage. This attack strikes twice. Shares its cooldown with the Cleave feat. Cost: 12 Ki Cooldown: 5 seconds.
AP Cost: 2 Ranks: 1 Progression: 5
Critical Mastery: +[1/2/3] to confirm critical hits and critical hit damage (before weapon multipliers)
AP Cost: 1 Ranks: 3 Progression: 5
Fast Movement: You run 1% faster for each of your Paladin levels.
AP Cost: 2 Ranks: 1 Progression: 5
Action Boost: Doublestrike: You gain a +[10/20/30]% Action Boost bonus to Doublestrike for 20 seconds. Usable 5 times per rest.
AP Cost: 1 Ranks: 3 Progression: 5

Tier Three[edit]

Requires Paladin Level 3, 10 APs spent on tree

Sacred Strike III: +1 to hit and damage with Favored Weapons.
Bug: Provides +1 to hit and +2 damage with Favored Weapons.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Sacred Strike II
Exalted Smite: Active: An improved Smite Evil that adds

+[0/1/2] to your melee weapon's critical threat range +[1/1/2] to your melee weapon's critical damage multiplier Cooldown: [5/4/3] seconds

Smite Evil: Using this attack, you call on the Paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, and a damage bonus based on your Paladin level. Smites return at a rate of one every 90 seconds. In addition, your Smite Evil and Exalted Smite abilities increase Melee and Ranged Power by 5 for 10 seconds.
AP Cost: 2 Ranks: 3 Progression: 10
Light of Hope: +1 bonus Imbue dice. Your Sacred Flame toggle now allows you to strike Incorporeal enemies as if you had Ghost Touch.
AP Cost: 2 Ranks: 1 Progression: 10
Instinctive Defense: You take [5/10/15]% less extra damage when struck while helpless.
AP Cost: 1 Ranks: 3 Progression: 10
Strength or Charisma: Choose one:
  • +1 Strength
  • +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 10

Tier Four[edit]

Requires Paladin Level 4, 20 APs spent on tree

Sacred Strike IV: +2 to hit and +1 damage with Favored Weapons.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Sacred Strike III
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)
AP Cost: 2 Ranks: 1 Progression: 20
Light of Glory: +1 bonus Imbue dice. Your Sacred Flame damage is now Light instead of Fire, and your Ki Spells now deal Light damage in addition to their Force and Fire, scaling with 300% Melee Power.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Light of Hope
Iron Skin: While centered, you gain +[5/10/15] Physical Resistance Rating.
AP Cost: 1 Ranks: 3 Progression: 20
Strength or Charisma: Choose one:
  • +1 Strength
  • +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Strength or Charisma (Tier 3)

Tier Five[edit]

Requires Paladin Level 5, Character Level 12, 30 APs spent in tree

Sacred Strike V: +3 to hit and damage with Favored Weapons, +10 Melee power.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Sacred Strike IV
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.
AP Cost: 1 Ranks: 3 Progression: 30
Divine Striker: You gain On Vorpal: Stun any Demons or Devils with no save for 3 seconds. +25% Competence bonus to maximum hit points.
AP Cost: 2 Ranks: 1 Progression: 30
Avenging Whirlwind: Make a sweeping martial arts attack against all nearby enemies for +20% damage. This attack strikes twice, and damaged enemies gain one stack of Vulnerability for each hit. Shares its cooldown with the Whirlwind Attack feat.

Vulnerability: You take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.

Cost: 18 Ki Cooldown: 5 seconds.
AP Cost: 2 Ranks: 1 Progression: 30
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.
AP Cost: 2 Ranks: 1 Progression: 30