Skade
Explorer
Here is anothe PrC that I would like some opinions on. The recent debates over Prc class power levels and Paladin codes of honor made me think about posting this class. It has not been played in awhile. This is one of several variants of the Hand of Ertu. There is a total of seven, each serving a different aspect of the god.
The Hands of Ertu (Word of Law)
There was an age when the lands of Dolmani were united in faith and law; when the royal family of Corrin ruled with a just even hand, tempered by the wisdom and strength of the Temple. This age in great part was crafted by the work of a holy order of warriors and teachers known as the Hands of Ertu. In their beginnings the Hands were warriors, protecting the faithful from the predations of dark powers, and bringing the word of god to the fringes of the burgeoning empire. As the Empire was formalized the Hands became the one political and military force not under the purview of the Temple or the Crown. This golden age lasted for several generations, and in their uniquely powerful position led to their slow downfall. Where once the Hands had been singularly faithful men, sworn with all their heart to serve their god, the faithful, and the innocent, now the Hands were also comprised of second sons of noble houses, using their position to advance their families position, and zealots whose fervor for evangelism led to pogroms and worse.
Foremost among the Hands, their Sati, or spiritual teacher, was a man of great faith and knowledge, the Lord Guttot Rosehelm. It was from this man that the end of the Hands would come. The details are shrouded in myth, but what remains constant in the stories is that Guttot forged a pact with the dark god Khazareth. Over the course of seven years he hunted down and killed those Hands he deemed unworthy of the honor, challenged and killed them. A few lived to old age, but they remained in seclusion, shamed by the fate that befell their great order. Some whispered that the Fall of Guttot had been Ertu’s way of challenging the Hands to become the force they had been once. Though they failed the faithful remained certain there would be a time for them once again.
That time has come.
Each Hand is charged with the protection of one aspect of God’s will, and are charged to live by an exacting code that is the Lord’s Word.
Dungeon Masters Note: This prestige class is not without its difficulties, and is quite easily able to unbalance a game. This class is more applicable to powerful NPCs or games whose players are prepared for epic difficulties whose conclusion is not always at the end of a sword. Playing a Hand should not be power without cost, more than even playing a Paladin; the player should feel the weight of his position.
Hit Dice: d10-
Requirements
To qualify as a Hand a character must fulfill all of the following criteria.
Alignment: Any non chaotic non evil
Base attack +5
Will Save +5
Skills: Knowledge Religion 5
Knowledge Law 5
Spells: Must be able to cast either Bless, or Protection from Evil
Special: The character must have made peaceful contact with one of the Hosts of Heaven, or been marked in some way by God to be one of his chosen. Additionally the potential Hand must complete a quest including the following elements: a journey of no less than 500 miles and thirty days, three tests of the knights wisdom, two test of the knights compassion, and a test of the knights generosity, the restoration of something that was lost, and the defeat of an evil opponent in single combat who is at least of equal level to the character. The candidate must be victorious in the combat while exemplifying the ideals o honor and courage, though it is not necessary to kill the opponent. The supplicant may enlist the aid of anyone he wishes to complete the quest so long he maintains the ideals of the Hands.
Class Skills
The Hand’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion, Arcanum, history, nobility) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Speak Languages.
Skill Points at each level: 4+Int Modifier
Class features
All of the following are class features of the Hand prestige class.
Weapon and Armor Proficiency: Hands are proficient with all simple and martial weapons, and proficient with all light, medium and heavy armors. Usual restrictions for skills such as tumbling and balance still apply.
Holy Blessing: Hands may add either their Wisdom or Charisma modifier as a bonus to all saving throws, whichever is higher.
Spells: when noted the Hand gains spells as per his previous spell casting class.
Detect Evil/Chaos: Hands at first level gain the ability to detect evil or chaos as the spell thy may do this once per day for every two levels. In addition the Hand has a 10% chance per level to see through a masked alignment. In such a case the Hand is aware that the alignment was masked.
Lay on Hands: Each day the hand may cure a number of hit points equal to his Charisma or Wisdom bonus times her level. Additionally this may be applied as damage to undead and demonic entities. This attack functions just as a touch spell.
Divine Health: A Hand is immune to all diseases, including magical ones such as mummy rot and lycanthropy.
Base Attack as Fighter
good Will save
poor Reflex and Fortitude Save
1 Detect Evil/Chaos, divine grace, divine health, Hear Man’s Law +1 spellcaster level
2 Aura of Light, Smite Chaos, Rebuke Demon
+ 1 spellcaster level
3 Summon Mount, Heavenly Dictum
4 +1 spellcaster level
5 Sense of Truth
6 +1 spellcaster level
7 Song of Law
8 +1 spellcaster level
9 Choir of judgment
10 +1 spellcaster level
Heavenly Dictum: The Hand reaches a point where his word, his belief on a matter can become an absolute. He may end a discussion or an argument with a short final statement. This simply ends the conversation, those opposed to him may not necessarily agree, but it will often end the debate, and in the case of a vote may sway the vote of those of similar alignment to the Hand. This may be done a number of times equal to h
Sense of Truth: The Hand may sense whether a being is speaking the truth. Should the hand make a sense motive roll the Hand may determine more specifics.
10 Senses the nature of the lie, and degree of falsehood.
15 Know why the speaker chose to lie, and what he believes the truth to be.
20 Know the nature of the truth and how much the speaker knows of the truth.
Summon Mount: Hands, in times of need, may summon a mount to aid him in his quests and duties. Should the Hand also be a paladin this is supplemental to the mount which he normally receives. In any case the mount is a good aligned creature generally capable of flight. Asperii, Ki-Rin, Dragons and Pegasi are the most common. This mount is allied the Hand and will aid at need, though he is not bound to do so.
Song of Law: Causes subject to confess all sins, or breaches of law. Detects a law broken within 10 yards per level.
Choir of Judgment: Can summon a tribunal of angels to serve as jury in a crime no less than murder. These will arrive within 1 hour of summoning, and will fight only to defend themselves. They will not otherwise interfere with what situation they find.
Hear Man’s Law: Is aware of all the laws and regulations held within a human, or demihuman culture.
The Hands of Ertu (Word of Law)
There was an age when the lands of Dolmani were united in faith and law; when the royal family of Corrin ruled with a just even hand, tempered by the wisdom and strength of the Temple. This age in great part was crafted by the work of a holy order of warriors and teachers known as the Hands of Ertu. In their beginnings the Hands were warriors, protecting the faithful from the predations of dark powers, and bringing the word of god to the fringes of the burgeoning empire. As the Empire was formalized the Hands became the one political and military force not under the purview of the Temple or the Crown. This golden age lasted for several generations, and in their uniquely powerful position led to their slow downfall. Where once the Hands had been singularly faithful men, sworn with all their heart to serve their god, the faithful, and the innocent, now the Hands were also comprised of second sons of noble houses, using their position to advance their families position, and zealots whose fervor for evangelism led to pogroms and worse.
Foremost among the Hands, their Sati, or spiritual teacher, was a man of great faith and knowledge, the Lord Guttot Rosehelm. It was from this man that the end of the Hands would come. The details are shrouded in myth, but what remains constant in the stories is that Guttot forged a pact with the dark god Khazareth. Over the course of seven years he hunted down and killed those Hands he deemed unworthy of the honor, challenged and killed them. A few lived to old age, but they remained in seclusion, shamed by the fate that befell their great order. Some whispered that the Fall of Guttot had been Ertu’s way of challenging the Hands to become the force they had been once. Though they failed the faithful remained certain there would be a time for them once again.
That time has come.
Each Hand is charged with the protection of one aspect of God’s will, and are charged to live by an exacting code that is the Lord’s Word.
Dungeon Masters Note: This prestige class is not without its difficulties, and is quite easily able to unbalance a game. This class is more applicable to powerful NPCs or games whose players are prepared for epic difficulties whose conclusion is not always at the end of a sword. Playing a Hand should not be power without cost, more than even playing a Paladin; the player should feel the weight of his position.
Hit Dice: d10-
Requirements
To qualify as a Hand a character must fulfill all of the following criteria.
Alignment: Any non chaotic non evil
Base attack +5
Will Save +5
Skills: Knowledge Religion 5
Knowledge Law 5
Spells: Must be able to cast either Bless, or Protection from Evil
Special: The character must have made peaceful contact with one of the Hosts of Heaven, or been marked in some way by God to be one of his chosen. Additionally the potential Hand must complete a quest including the following elements: a journey of no less than 500 miles and thirty days, three tests of the knights wisdom, two test of the knights compassion, and a test of the knights generosity, the restoration of something that was lost, and the defeat of an evil opponent in single combat who is at least of equal level to the character. The candidate must be victorious in the combat while exemplifying the ideals o honor and courage, though it is not necessary to kill the opponent. The supplicant may enlist the aid of anyone he wishes to complete the quest so long he maintains the ideals of the Hands.
Class Skills
The Hand’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion, Arcanum, history, nobility) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Speak Languages.
Skill Points at each level: 4+Int Modifier
Class features
All of the following are class features of the Hand prestige class.
Weapon and Armor Proficiency: Hands are proficient with all simple and martial weapons, and proficient with all light, medium and heavy armors. Usual restrictions for skills such as tumbling and balance still apply.
Holy Blessing: Hands may add either their Wisdom or Charisma modifier as a bonus to all saving throws, whichever is higher.
Spells: when noted the Hand gains spells as per his previous spell casting class.
Detect Evil/Chaos: Hands at first level gain the ability to detect evil or chaos as the spell thy may do this once per day for every two levels. In addition the Hand has a 10% chance per level to see through a masked alignment. In such a case the Hand is aware that the alignment was masked.
Lay on Hands: Each day the hand may cure a number of hit points equal to his Charisma or Wisdom bonus times her level. Additionally this may be applied as damage to undead and demonic entities. This attack functions just as a touch spell.
Divine Health: A Hand is immune to all diseases, including magical ones such as mummy rot and lycanthropy.
Base Attack as Fighter
good Will save
poor Reflex and Fortitude Save
1 Detect Evil/Chaos, divine grace, divine health, Hear Man’s Law +1 spellcaster level
2 Aura of Light, Smite Chaos, Rebuke Demon
+ 1 spellcaster level
3 Summon Mount, Heavenly Dictum
4 +1 spellcaster level
5 Sense of Truth
6 +1 spellcaster level
7 Song of Law
8 +1 spellcaster level
9 Choir of judgment
10 +1 spellcaster level
Heavenly Dictum: The Hand reaches a point where his word, his belief on a matter can become an absolute. He may end a discussion or an argument with a short final statement. This simply ends the conversation, those opposed to him may not necessarily agree, but it will often end the debate, and in the case of a vote may sway the vote of those of similar alignment to the Hand. This may be done a number of times equal to h
Sense of Truth: The Hand may sense whether a being is speaking the truth. Should the hand make a sense motive roll the Hand may determine more specifics.
10 Senses the nature of the lie, and degree of falsehood.
15 Know why the speaker chose to lie, and what he believes the truth to be.
20 Know the nature of the truth and how much the speaker knows of the truth.
Summon Mount: Hands, in times of need, may summon a mount to aid him in his quests and duties. Should the Hand also be a paladin this is supplemental to the mount which he normally receives. In any case the mount is a good aligned creature generally capable of flight. Asperii, Ki-Rin, Dragons and Pegasi are the most common. This mount is allied the Hand and will aid at need, though he is not bound to do so.
Song of Law: Causes subject to confess all sins, or breaches of law. Detects a law broken within 10 yards per level.
Choir of Judgment: Can summon a tribunal of angels to serve as jury in a crime no less than murder. These will arrive within 1 hour of summoning, and will fight only to defend themselves. They will not otherwise interfere with what situation they find.
Hear Man’s Law: Is aware of all the laws and regulations held within a human, or demihuman culture.
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