Radiant Fist

"My power comes from within, and I wield it in the name of the gods."

Prerequisite: Monk, trained in Religion

You studied in a monastery devoted to the gods, guiding your mastery of psionic magic with the discipline and study of your faith. You likely worship Pelor or Bahamut, but most non-evil deities have at least one monastery dedicated to the fighting arts.

Your monk abilities are touched by divine power, allowing you to channel radiant energy and tap into the astral realm. Like other monks, you move with incredible speed and hit with unmatched power. In addition, the gods provide you with the ability to quash those who follow the gods of evil.

Dwarf monks are frequently drawn to this paragon path, since their piety and endurance allow them to withstand the mental and physical demands placed on a radiant fist.

RADIANT FIST PATH FEATURES

    Channel Divinity - Radiant Fist (11th level): You gain the Channel Divinity class feature, which means you can use a single Channel Divinity power once per encounter. You also gain a divinity feat of your choice.
    Radiant Fist's Action (11th level): When you spend an action point to take an extra action, you regain 15 hit points. Until the end of your next turn, your attacks deal extra radiant damage equal to your Wisdom modifier.
    Radiant Hammer Fists (16th level): Whenever your flurry of blows power deals damage, you can make that damage radiant, instead of any other damage type. In addition, whenever you score a critical hit with a monk power or a radiant fist power, each enemy adjacent to you is blinded until the end of your next turn.

Radiant Fist Attack 11Divine Sun [Attack Technique]

Radiance surrounds you as you teleport yourself and a friend across the battlefield and sear through your enemy’s defenses.

Encounter        Divine, Full Discipline, Implement, Psionic, Radiant, Teleportation
Standard Action      Melee touch

Target: One creature

Attack: Dexterity vs. Will

Hit: 3d6 + Dexterity modifier radiant damage, and the target gains vulnerable 5 radiant until the end of your next turn.


Divine Sun [Movement Technique]

Radiance surrounds you as you teleport yourself and a friend across the battlefield and sear through your enemy’s defenses.

Encounter      Divine, Full Discipline, Psionic, Radiant, Teleportation
Move Action      Melee 1

Target: One ally

Effect: You teleport yourself and the target a number of squares equal to your speed + 2 to squares adjacent to each other.


Radiant Fist Utility 12Undimmed Sun

Just as you begin to feel the weight of your wounds, you stand defiant as the gods heal you.

Daily        Divine, Healing, Psionic
Minor Action      Personal

Requirement: You must be bloodied.

Effect: You regain hit points as if you spent a healing surge. Until the end of the encounter, you gain resistance to all damage equal to your Wisdom modifier.


Radiant Fist Attack 20Blinding Sun Technique

You utter a prayer as the psionic energy within you flows into your attacks. With each strike, the divine radiance that burns within you grows stronger.

Daily        Divine, Implement, Psionic, Radiant
Standard Action      Melee touch

Target: One creature

Attack: Dexterity vs. Reflex

Hit: 3d10 + Dexterity modifier radiant damage.

Miss: Half damage.

Effect: Until the end of the encounter, you gain a +4 power bonus to damage rolls, and you can score a critical hit with monk powers and radiant fist powers on a roll of 19–20. When you score a critical hit with such powers, the target of the critical hit is blinded (save ends).


Published in Player's Handbook 3, page(s) 79.