Hanuman
2012-11-03, 06:11 AM
https://millionhands.files.wordpress.com/2009/07/helping-hands-750902.png
Video Introduction (https://www.youtube.com/watch?v=AQUeK7nYxBQ#t=0m45s)
Helping Hands
<Medium> <Human, Undead Augmented>
Hit Dice: 1D12
Initiative:+0
Speed: 0'(0 squares)
Armor Class: (15), 10 touch, 15 flat-footed
Base Attack/Grapple:
Attack: Slam +2 1d6
Full Attack: Slam +2 1d6
Space/Reach: Amalgam or 5' / 5' Reach
Special Attacks: Improved Grab Attack
Special Qualities: DR5/-, Amalgam, Hidden, Immovable, Improved Grab, Many Arms
Saves: Fort +0, Ref +0, Will +0
Abilities Str 14, Dex -, Con -, Int 10, Wis 10, Cha 14
Skills: +4 Racial Listen/Spot (Or Perception)
Feats: None
Environment: Dungeons
Organization: Single 1, Line 2-10, Mass 8-1000
Challenge Rating: 2
Treasure: None
Alignment: CN
Advancement: -
Level Adjustment: -
Helping hands consist of 1d4+4 hands and their bodies in turn, but only ever leave their hands and arms exposed. Helping Hands can speak common despite not having actual mouths, they instead animate their faces with hand-puppets.
Found sticking out of walls, ceilings, holes, floors, ect. They follow the first command stated to them (between the actions of dragging, holding or letting go of their commander) until it's completed before accepting new orders.
Combat
Helping hands do not prefer not to fight at all, they are created specifically as an eternal part of a dungeon and will comply with the wishes of their interactions as long as it is the choice of dragging, grapple or release of grapple, otherwise they try to resolve things socially.
SQ:
Amalgam – a contiguous line of Helping Hands are treated as a single
creature or multiple creatures, whichever is to their benefit. For
example, in order to Turn Helping Hands, a Cleric would have to
affect the total HD of all contiguous sections. On the other hand,
a Disintegrate would only affect one 5’ section.
In addition, all sections can act independently, but may
communicate telepathically with each other.
Hidden – unless a creature is adjacent to the Helping Hands, an effect
analogous to Disguise Self makes it look like a normal wall.
Immovable – Helping Hands cannot be moved, bull rushed, overrun,
tripped, Tumbled through, etc., though it may be scaled with a
Climb check vs. DC 20 (and lots of Attacks of Opportunity).
Improved Grab – if the Helping Hands hits with a Natural Attack, it
may start a Grapple Check as a Free Action without provoking an
Attack of Opportunity, this natural attack then does no damage. If successful the opponent is not pulled into the Helping Hands' square, but is instead held within the opponents original square at arms-length.
Many Arms – +4 Circumstance bonus on Grapple checks
-=-=-=-=-=-=-
Lore
Helping Hands were inventing by the Goblin King Jereth as an undead fixture in his labyrinth dungeon, purely for his own amusement.
----
Feel free to make changes, improvements and additions and I'll add em in. =]
Video Introduction (https://www.youtube.com/watch?v=AQUeK7nYxBQ#t=0m45s)
Helping Hands
<Medium> <Human, Undead Augmented>
Hit Dice: 1D12
Initiative:+0
Speed: 0'(0 squares)
Armor Class: (15), 10 touch, 15 flat-footed
Base Attack/Grapple:
Attack: Slam +2 1d6
Full Attack: Slam +2 1d6
Space/Reach: Amalgam or 5' / 5' Reach
Special Attacks: Improved Grab Attack
Special Qualities: DR5/-, Amalgam, Hidden, Immovable, Improved Grab, Many Arms
Saves: Fort +0, Ref +0, Will +0
Abilities Str 14, Dex -, Con -, Int 10, Wis 10, Cha 14
Skills: +4 Racial Listen/Spot (Or Perception)
Feats: None
Environment: Dungeons
Organization: Single 1, Line 2-10, Mass 8-1000
Challenge Rating: 2
Treasure: None
Alignment: CN
Advancement: -
Level Adjustment: -
Helping hands consist of 1d4+4 hands and their bodies in turn, but only ever leave their hands and arms exposed. Helping Hands can speak common despite not having actual mouths, they instead animate their faces with hand-puppets.
Found sticking out of walls, ceilings, holes, floors, ect. They follow the first command stated to them (between the actions of dragging, holding or letting go of their commander) until it's completed before accepting new orders.
Combat
Helping hands do not prefer not to fight at all, they are created specifically as an eternal part of a dungeon and will comply with the wishes of their interactions as long as it is the choice of dragging, grapple or release of grapple, otherwise they try to resolve things socially.
SQ:
Amalgam – a contiguous line of Helping Hands are treated as a single
creature or multiple creatures, whichever is to their benefit. For
example, in order to Turn Helping Hands, a Cleric would have to
affect the total HD of all contiguous sections. On the other hand,
a Disintegrate would only affect one 5’ section.
In addition, all sections can act independently, but may
communicate telepathically with each other.
Hidden – unless a creature is adjacent to the Helping Hands, an effect
analogous to Disguise Self makes it look like a normal wall.
Immovable – Helping Hands cannot be moved, bull rushed, overrun,
tripped, Tumbled through, etc., though it may be scaled with a
Climb check vs. DC 20 (and lots of Attacks of Opportunity).
Improved Grab – if the Helping Hands hits with a Natural Attack, it
may start a Grapple Check as a Free Action without provoking an
Attack of Opportunity, this natural attack then does no damage. If successful the opponent is not pulled into the Helping Hands' square, but is instead held within the opponents original square at arms-length.
Many Arms – +4 Circumstance bonus on Grapple checks
-=-=-=-=-=-=-
Lore
Helping Hands were inventing by the Goblin King Jereth as an undead fixture in his labyrinth dungeon, purely for his own amusement.
----
Feel free to make changes, improvements and additions and I'll add em in. =]