Master of the Unseen Hand

Falling Icicle

Adventurer
Master of the Unseen Hand

Prerequisite: Wizard class, must know the Mage Hand cantrip

Master of the Unseen Hand Path Features

Improved Mage Hand (11th level): Your Mage Hand cantrip is treated as having a Strength score equal to your Intelligence score for determining how much weight it can lift, carry and manipulate, rather than being limited to 20 lbs. You can perform Strength-based actions through your Mage Hand, such as attempting to break or bend objects. Additionally, the range of your Mage Hand cantrip is increased to 10 squares.

Telekinetic Action (11th level): When you spend an action point to take an extra action, you gain a +4 bonus to any action taken by your Mage Hand until the start of your next turn, including attack rolls made with the Forceful Hand and Fling Upward powers.

Unseen Hand (16th level): As a free action, you can make your Mage Hand invisible to others. You can still see and direct your Mage Hand normally. The hand remains invisible for the duration of its existence, but you can dismiss the effect as a free action. While invisible, any attacks you make through the hand (including the Forceful Hand and Fling Upward powers, below) have combat advantage unless the target is capable of perceiving invisible objects.

Master of the Unseen Hand Spells

Forceful Hand – Master of the Unseen Hand Attack 11
Your Mage Hand seizes and subdues your foe.
Encounter * Arcane, Force, Implement
Standard Action – Ranged
Special
Target: One creature adjacent to or sharing a space with your Mage Hand
Attack: Intelligence vs. Fortitude
Hit: 2d4 + Intelligence modifier force damage and the target is grabbed by the Mage Hand if it is large size or smaller. The Mage Hand uses your Fortitude and Reflex defenses if the target attempts to escape. If the target is already grabbed by your Mage Hand, you can knock the target prone, restrain it or move the Mage Hand up to 5 squares as a move action and slide the target along with it.
Sustain Standard: When you sustain this power, you can repeat the attack.

Intuitive Hand – Master of the Unseen Hand Utility 12
You and your Mage Hand become as one.
Daily * Arcane
Free Action – Personal

Effect: For the remainder of the encounter or for 5 minutes, you can sustain Mage Hand without spending a minor action.

Fling Upward – Master of the Unseen Hand Attack 20
Your Mage Hand juggles your foes like a mad jester.
Daily * Arcane, Implement
Standard Action – Ranged
Special
Target: One creature adjacent to or sharing a space with your Mage Hand
Attack: Intelligence vs. Fortitude
Hit: You slide the target a number of squares straight up into the air equal to your Intelligence modifier (minimum 1). If the target’s forced movement is stopped by a solid surface, it takes 1d6 damage per 2 squares of forced movement remaining. Unless the target is capable of flying or levitating, it falls and suffers an appropriate amount of falling damage.
Sustain Minor: When you sustain this power, you can repeat the attack.
 

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Master of the Unseen Hand

Prerequisite: Wizard class, must know the Mage Hand cantrip

Master of the Unseen Hand Path Features

Improved Mage Hand (11th level): Your Mage Hand cantrip is treated as having a Strength score equal to your Intelligence score for determining how much weight it can lift, carry and manipulate, rather than being limited to 20 lbs. You can perform Strength-based actions through your Mage Hand, such as attempting to break or bend objects. Additionally, the range of your Mage Hand cantrip is increased to 10 squares.

Telekinetic Action (11th level): When you spend an action point to take an extra action, you gain a +4 bonus to any action taken by your Mage Hand until the start of your next turn, including attack rolls made with the Forceful Hand and Fling Upward powers.

Unseen Hand (16th level): As a free action, you can make your Mage Hand invisible to others. You can still see and direct your Mage Hand normally. The hand remains invisible for the duration of its existence, but you can dismiss the effect as a free action. While invisible, any attacks you make through the hand (including the Forceful Hand and Fling Upward powers, below) have combat advantage unless the target is capable of perceiving invisible objects.

Master of the Unseen Hand Spells

Forceful Hand – Master of the Unseen Hand Attack 11
Your Mage Hand seizes and subdues your foe.
Encounter * Arcane, Force, Implement
Standard Action – Ranged
Special
Target: One creature adjacent to or sharing a space with your Mage Hand
Attack: Intelligence vs. Fortitude
Hit: 2d4 + Intelligence modifier force damage and the target is grabbed by the Mage Hand if it is large size or smaller. The Mage Hand uses your Fortitude and Reflex defenses if the target attempts to escape. If the target is already grabbed by your Mage Hand, you can knock the target prone, restrain it or move the Mage Hand up to 5 squares as a move action and slide the target along with it.
Sustain Standard: When you sustain this power, you can repeat the attack.

Intuitive Hand – Master of the Unseen Hand Utility 12
You and your Mage Hand become as one.
Daily * Arcane
Free Action – Personal

Effect: For the remainder of the encounter or for 5 minutes, you can sustain Mage Hand without spending a minor action.

Fling Upward – Master of the Unseen Hand Attack 20
Your Mage Hand juggles your foes like a mad jester.
Daily * Arcane, Implement
Standard Action – Ranged
Special
Target: One creature adjacent to or sharing a space with your Mage Hand
Attack: Intelligence vs. Fortitude
Hit: You slide the target a number of squares straight up into the air equal to your Intelligence modifier (minimum 1). If the target’s forced movement is stopped by a solid surface, it takes 1d6 damage per 2 squares of forced movement remaining. Unless the target is capable of flying or levitating, it falls and suffers an appropriate amount of falling damage.
Sustain Minor: When you sustain this power, you can repeat the attack.

Looks cool, although the sustain effect on the encounter power is too strong.
I would suggest making it so that on a hit the player can choose to knock prone, push or grab the target along with a daze until end of your next go.
 

Forceful hand seems a little weak to me, comparing it to Bigby's Grasping Hands. Then again, it is significantly more versatile. I would say, increase the damage a little bit.
 

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