Mangles
2012-12-08, 06:56 AM
A fiendish trap had been set up by some goblins. They were pouring potions together into a large heated pot set at the top of a tower and were intending on emptying it on us. We thwarted their plan but decided to trigger the trap against their reinforcements. On our way out of the tower there were pools of the liquid still bubbling away on the ground. We chopped off the hands of the goblins and threw them into the pools of potions. The others laughed with glee at the effects of the potion and took bets on what would happen. In truth, I joined in with them. Some hands exploded, others vanished, a few got up and crawled away. I am, we are, sorry for what we have created. Had we known we never would have been so careless. - Confession from a knight regarding the creation of the idle hands
Idle hands are magically created from the hands of a person or beast. Though they lack a brain, heart and many other critical pieces of anatomy they seem to thrive on the magic that created them and survive without need for sustenance. Still they say idle hands to the devils work and it is true. The idle hands are indiscriminate killers.
Sample Idle hand
This example uses a Hobgoblin as the base creature. To gain the potion powers the creature in the example rolled a 12, 28 and 16 in that order.
Diminutive Undead (Goblinoid)
Hit Dice: 1d12 (6 hp)
Initiative: +3
Speed: 10 ft. (2 squares)
Armor Class: +20 ( +4 size, +3 Dex, +1 Leather glove, +2 Barkskin), +17 touch , +17 flat-footed
Base Attack/Grapple: +0/-15
Attack: Claw +7 melee (1d4-3 plus Eldritch Touch)
Full Attack: Claw +7 melee (1d4-3 plus Eldritch Touch)
Space/Reach: 0 ft./0 ft.
Special Attacks: Eldritch Touch
Special Qualities: Undead Traits (http://www.d20srd.org/srd/typesSubtypes.htm#undeadType), Potion Powers, Oozing sores
Saves: Fort +0, Ref +3, Will +3
Abilities Str 5, Dex 17, Con -, Int 5, Wis 14, Cha 12
Skills: Climb +9, Hide + 17
Feats: Weapon Finesse
Environment: Warm hills
Organization: Solitary, Pair, Bunch (3-6), Grasp 20-300 (see swarm for details)
Challenge Rating: 1
Treasure: None
Alignment: Neutral Evil
Advancement: 2-5 HD (see advancement bellow)
Level Adjustment: -
Combat
Idle hands try to seek out solitary victims with hands. They will hunt with their opposite hand, or by themselves if it has been destroyed. Idle hands climb their victims and go for any exposed skin. They will do as much damage as possible, utilizing whatever potion powers they may have. Once a victim is dead, they take their hands back to their peers to create more of their kind.
The only life an Idle hand values is that of its opposite. Should its opposite be threatened, captured, or harmed in any way, an Idle hand will stop at nothing to remedy the situation.
Eldritch Touch (Su): Idle hands have been exposed to too much magic. As a consequence, touching or being touched by an idle hand causes pain. An idle hand does an additional 1 point of damage to any creature it strikes with an attack. Anyone striking an idle with a natural weapon or unarmed attack also takes 1 point of damage. There is no save. Creatures that cannot feel pain such as Constructs and Mindless Undead are unaffected by an idle hand's eldritch touch.
Potion Powers(Sp): Idle hands are created through the mixture of many potions. Their creation is less a science and more a gamble of misfortune. When creating an idle hand roll 3 sets of 1d100. Each set grants a minor potion effect. The list of potions can be found here (http://www.d20srd.org/srd/magicItems/potionsAndOils.htm). Re-reoll any duplicate effects and change any cure wounds effect to an inflict wounds. Any potion power with a duration that is not instantaneous has its duration changed to permanent. An Idle Hand cannot suppress these effects. Any effect that is instantaneous instead can be activated as a free action once a minute. Any effect that is suppressed or negated returns to the Idle hand after one minute.
12: Endure Elements (http://www.d20srd.org/srd/spells/endureElements.htm)
28: Darkness (http://www.d20srd.org/srd/spells/darkness.htm)
16: Barkskin (http://www.d20srd.org/srd/spells/barkskin.htm)
Oozing sores(Sp): Idle hands are covered with large pustules. As a standard action, they may produce the effects of any Potion Power they have and deliver it to another creature through the liquid their sores secrete. They can do this once every minute for each potion power. The effects of the potion power last as long as the potions they replicate. A successful Reflex save (DC is 10 + the level of the spell the Potion Power resembles or duplicates + the idle hand’s Cha modifier) avoids the pustules.
Skills: An idle hand has a +4 racial bonus to Climb checks and uses its Dexterity modifier instead of its Strength modifier when making Climb or Jump checks.
Advancement: For every increase in Hit Die an idle hand gains, it also gains one or two special abilities. A 2 Hit Dice idle hand gains Smite Fallen and Scurry. A 3 Hit Dice idle hand gains Improved Trip and Minor Potion Power. A 4 Hit Dice idle hand gains Tripping Grasp. Finally, a 5 Hit Dice idle hand gains Medium Power Potion.
Smite Fallen (Ex): Idle hands learn to kill prey faster once it has fallen. They cause double damage with their natural attacks to any opponent who is prone.
Scurry (Ex): Idle Hands are faster than they first appear. Their base movement speed increases by 10 feet.
Improved Trip (Ex): As idle hands utilize their tactics more often, they become more proficient. They gain Improved Trip (http://www.d20srd.org/srd/feats.htm#improvedTrip) as a bonus feat.
Minor Potion Power (Su): Having shared potions with many other hands as part of a grasp, the idle hand's power increases. You may roll a 1d100 and gain another potion power from the minor list. If this is the same as a potion power you already know, you may re-roll. If you roll a stronger version of a minor potion power you already have, you may keep the stronger power and re-roll the minor potion power it replaced.
Tripping Grasp (Ex): Despite their size, idle hands are scrappy. They may now choose to add their Dexterity modifier to trip attempts. This is in addition to any bonus or penalty they receive from their Strength modifier.
Medium Potion Power (Su): Reaching the pinnacle of power within their grasp, idle hands now gain a much larger power. You may roll a 1d100 and gain a single potion power from either the minor or medium list. You may make this choice after seeing the result of the roll. If this is the same as a potion power you already know. you may re-roll. If you roll a stronger version of a minor power you already have, you may keep the stronger power and re-roll the minor potion power it replaced.
Lore
{TABLE=head]DC|Lore
5| Idle hands are created by the infusion of large amounts of uncontrolled magic. This infusion lasts their entire lifespan and they can use it to damage those who fight against it.
10| The potions an idle hand are subjected to cause them to exhibit unique powers. Allowing them to mimic many different magical effects.
15| The Idle hands can secrete the potions powers they are infused with. Large groups of Idle hands often form a weave around a victims hands and secrete their powers in order to create new idle hands.
[/table]
Plot Hook
- A recent series of bizarre murders keep occurring in the major city. The guard blame necromancers, but the necromancers whose bodies have been recovered bodies bear the same calling card as the victims. A complete lack of hands.
Creating an Idle Hand
Idle Hand is an acquired template that can be added to any creature small or larger with hands that can both do both fine manipulation and are strong enough to wield a weapon.
Size and Type: The creature’s type changes to undead, it keeps any subtypes it may have. The Idle hand is 3 size categories bellow the base creatures size.
Hit Dice: Changes to 1d12 regardless of base creatures hit dice.
Speed: Reduced to 10 foot for medium sized base creature. Add 5 foot to the land speed for every size category over medium the base creature is. Remove 5 feet for every size category under medium the base creature is.
AC: Retain any natural armour the base creature has. Retain proficiency with any armour the base creature is proficient with.
Attacks: Gains a single claw attack if the base creature didn't have one already.
Damage: The base damage for an Idle hands claw attack varies with its size depending on the base creatures size as follows: Small 1d6, Medium-size 1d8, Large 2d6, Huge 2d8, Gargantuan 4d6, Colossal 4d8. If the base creature already has a claw attack, the use the better base damage.
Special Attacks:
An Idle hand has the following special attack
Eldritch Touch (Su): Idle hands have been exposed to too much magic. As a consequence, touching or being touched by an idle hand causes pain. An idle hand does an additional 1 point of damage to any creature it strikes with an attack. Anyone striking an idle with a natural weapon or unarmed attack also takes 1 point of damage. There is no save. Creatures that cannot feel pain such as Constructs and Mindless Undead are unaffected by an idle hand's eldritch touch.
Special Qualities:
An Idle hand gains the following special qualities
Potion Powers(Sp): Idle hands are created through the mixture of many potions. Their creation is less a science and more a gamble of misfortune. When creating an idle hand roll 3 sets of 1d100. Each set grants a minor potion effect. The list of potions can be found here (http://www.d20srd.org/srd/magicItems/potionsAndOils.htm). Re-reoll any duplicate effects and change any cure wounds effect to an inflict wounds. Any potion power with a duration that is not instantaneous has its duration changed to permanent. An Idle Hand cannot suppress these effects. Any effect that is instantaneous instead can be activated as a free action once a minute. Any effect that is suppressed or negated returns to the Idle hand after one minute.
Oozing sores(Sp): Idle hands are covered with large pustules. As a standard action, they may produce the effects of any Potion Power they have and deliver it to another creature through the liquid their sores secrete. They can do this once every minute for each potion power. The effects of the potion power last as long as the potions they replicate. A successful Reflex save (DC is 10 + the level of the spell the Potion Power resembles or duplicates + the idle hand’s Cha modifier) avoids the pustules.
Abilities:
An idle hand has the following base ability scores. These are modified by any racial ability bonuses or negatives from the base creature.
Str 5, Dex 15, Con -, Int 2, Wis 14, Cha 12
Skills: An idle hand has a +4 racial bonus to Climb checks and uses its Dexterity modifier instead of its Strength modifier when making Climb checks.
Climate/Terrain: Same as base creature
Organization: Solitary, Pair, Team, 3-6, Weave 20-50
Challenge Rating: 1 or 2 if the base creature has natural armour and a natural claw attack.
Treasure: Occasionally gloves or rings. Depends on base creatures treasure.
Level Adjustment: -
Items:
Idle hands have a limited set of items they are capable of using. Should the creature they were cut from have armour proficiencies than the Idle hands retain this and are able to wear a glove in a similar fashion. The table bellow details the gloves they can wear.
{table=head]Armour|Armour Type|Armour/Shield Bonus|Maximum Dex Bonus|Armour Check Penalty|Arcane Spell Failure Chance|Speed 10ft|Weight
Leather glove|Light|+1|+6|0|10%|10ft|1/2lb
Chain glove|Medium|+2|+3|-2|20%|10ft|2lb
Gauntlet|Heavy|+3|+1|-4|30%|5ft|5lb
[/table]
In addition to the armour, an Idle hand may also wear and gain the powers from a single ring.
Idle Hand Familiar:
An Idle hand can be taken as a familiar by a spellcaster with the improved familiar feat, a caster level of at least 5 and an alignment of neutral or evil on the Good/Evil axis.
To take an Idle hand as a familiar a spellcaster must first remove one of their own hands. This inflicts 1 constitution drain. Should the hand be regenerated the caster will have the constitution return, but will loose control of the Idle hand they created. The hand is then placed in a pot or cauldron along with at least 500gp worth of various potions. A minimum of 5 different potions is required. After a few minutes an Idle hand will emerge and be loyal to the spellcaster it came from. Should the spellcaster loose their other hand the Idle hand will turn against its master and seek to destroy them, no matter the cost.
Due to the ritual actually using the spellcasters own body parts. The spellcaster may cast any spell and have the Idle hand complete the somatic component of the spell as long as the Idle hand is within 5 feet of the spellcaster. Completing the somatic component of a spell takes a standard action by the Idle hand.
Swarm of Idle Hands
Few horrors have been underestimated as much as a Swarm of Idle Hands, also known as a Grasp. The writhing masses of hands climb over one another to kill a victim and bring two more into their fold.
Diminutive Undead (Swarm)
Hit Dice: 6d12 (36 hp)
Initiative: +7
Speed: 10 ft. (2 squares)
Armor Class: +17 (+4 size, +3 Dex), +17 touch , +14 flat-footed
Base Attack/Grapple: +3/-12
Attack: Swarm (2d6 plus Eldritch Touch)
Full Attack: Swarm (2d6 plus Eldritch Touch)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, Eldritch Touch
Special Qualities: Undead Traits (http://www.d20srd.org/srd/typesSubtypes.htm#undeadType), Swarm Traits (http://www.d20srd.org/srd/typesSubtypes.htm#swarmSubtype), Potion Powers, Oozing sores
Saves: Fort +0, Ref +3, Will +3
Abilities Str 5, Dex 16, Con -, Int 5, Wis 14, Cha 12
Skills: Climb +12, Hide + 19
Feats: Improved Initiative, Ability Focus (Oozing sores)
Environment: Varying
Organization: Grasp (1 swarm)
Challenge Rating: 4
Treasure: None
Alignment: Neutral Evil
Advancement: -
Level Adjustment: -
Combat: A swarm of idle hands seeks to surround and attack any living prey it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.
Distraction: (Ex)Any living creature that begins its turn with a swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round.
Eldritch Touch (Su): Idle hands have been exposed to too much magic. As a consequence, touching or being touched by an idle hand causes pain. An idle hand does an additional 1 point of damage to any creature it strikes with an attack. Anyone striking an idle with a natural weapon or unarmed attack also takes 1 point of damage. There is no save. Creatures that cannot feel pain such as Constructs and Mindless Undead are unaffected by an Idle hand's eldritch touch.
Potion Powers(Sp): Idle hands are created through the mixture of many potions. Their creation is less a science and more a gamble of misfortune. A Swarm of Idle hands can have active any 3 minor potion effects drawn from the list found here (http://www.d20srd.org/srd/magicItems/potionsAndOils.htm). Change any cure wounds effect to an inflict wounds. An Idle Hand cannot suppress these effects, but may change the active effects as a full round action as if consuming the new three potions. Instantaneous effects and potion effects that are negated or suppressed still count towards the active potion powers.
Oozing sores(Sp): Idle hands are covered with large pustules. As a standard action, they may produce the effects of any Potion Power they have and deliver it to another creature through the liquid their sores secrete. The effects of the potion power last as long as the potions they replicate. A successful Reflex save (DC is 13 + the level of the spell the Potion Power resembles or duplicates) avoids the pustules. In addition the Swarm of Idle Hands can use this ability to create new Idle Hands from any valid corpse. The new Idle hands join the swarm and it heals 3hp for each new hand.
Skills: An idle hand has a +4 racial bonus to Climb checks and uses its Dexterity modifier instead of its Strength modifier when making Climb or Jump checks.
Idle hands are magically created from the hands of a person or beast. Though they lack a brain, heart and many other critical pieces of anatomy they seem to thrive on the magic that created them and survive without need for sustenance. Still they say idle hands to the devils work and it is true. The idle hands are indiscriminate killers.
Sample Idle hand
This example uses a Hobgoblin as the base creature. To gain the potion powers the creature in the example rolled a 12, 28 and 16 in that order.
Diminutive Undead (Goblinoid)
Hit Dice: 1d12 (6 hp)
Initiative: +3
Speed: 10 ft. (2 squares)
Armor Class: +20 ( +4 size, +3 Dex, +1 Leather glove, +2 Barkskin), +17 touch , +17 flat-footed
Base Attack/Grapple: +0/-15
Attack: Claw +7 melee (1d4-3 plus Eldritch Touch)
Full Attack: Claw +7 melee (1d4-3 plus Eldritch Touch)
Space/Reach: 0 ft./0 ft.
Special Attacks: Eldritch Touch
Special Qualities: Undead Traits (http://www.d20srd.org/srd/typesSubtypes.htm#undeadType), Potion Powers, Oozing sores
Saves: Fort +0, Ref +3, Will +3
Abilities Str 5, Dex 17, Con -, Int 5, Wis 14, Cha 12
Skills: Climb +9, Hide + 17
Feats: Weapon Finesse
Environment: Warm hills
Organization: Solitary, Pair, Bunch (3-6), Grasp 20-300 (see swarm for details)
Challenge Rating: 1
Treasure: None
Alignment: Neutral Evil
Advancement: 2-5 HD (see advancement bellow)
Level Adjustment: -
Combat
Idle hands try to seek out solitary victims with hands. They will hunt with their opposite hand, or by themselves if it has been destroyed. Idle hands climb their victims and go for any exposed skin. They will do as much damage as possible, utilizing whatever potion powers they may have. Once a victim is dead, they take their hands back to their peers to create more of their kind.
The only life an Idle hand values is that of its opposite. Should its opposite be threatened, captured, or harmed in any way, an Idle hand will stop at nothing to remedy the situation.
Eldritch Touch (Su): Idle hands have been exposed to too much magic. As a consequence, touching or being touched by an idle hand causes pain. An idle hand does an additional 1 point of damage to any creature it strikes with an attack. Anyone striking an idle with a natural weapon or unarmed attack also takes 1 point of damage. There is no save. Creatures that cannot feel pain such as Constructs and Mindless Undead are unaffected by an idle hand's eldritch touch.
Potion Powers(Sp): Idle hands are created through the mixture of many potions. Their creation is less a science and more a gamble of misfortune. When creating an idle hand roll 3 sets of 1d100. Each set grants a minor potion effect. The list of potions can be found here (http://www.d20srd.org/srd/magicItems/potionsAndOils.htm). Re-reoll any duplicate effects and change any cure wounds effect to an inflict wounds. Any potion power with a duration that is not instantaneous has its duration changed to permanent. An Idle Hand cannot suppress these effects. Any effect that is instantaneous instead can be activated as a free action once a minute. Any effect that is suppressed or negated returns to the Idle hand after one minute.
12: Endure Elements (http://www.d20srd.org/srd/spells/endureElements.htm)
28: Darkness (http://www.d20srd.org/srd/spells/darkness.htm)
16: Barkskin (http://www.d20srd.org/srd/spells/barkskin.htm)
Oozing sores(Sp): Idle hands are covered with large pustules. As a standard action, they may produce the effects of any Potion Power they have and deliver it to another creature through the liquid their sores secrete. They can do this once every minute for each potion power. The effects of the potion power last as long as the potions they replicate. A successful Reflex save (DC is 10 + the level of the spell the Potion Power resembles or duplicates + the idle hand’s Cha modifier) avoids the pustules.
Skills: An idle hand has a +4 racial bonus to Climb checks and uses its Dexterity modifier instead of its Strength modifier when making Climb or Jump checks.
Advancement: For every increase in Hit Die an idle hand gains, it also gains one or two special abilities. A 2 Hit Dice idle hand gains Smite Fallen and Scurry. A 3 Hit Dice idle hand gains Improved Trip and Minor Potion Power. A 4 Hit Dice idle hand gains Tripping Grasp. Finally, a 5 Hit Dice idle hand gains Medium Power Potion.
Smite Fallen (Ex): Idle hands learn to kill prey faster once it has fallen. They cause double damage with their natural attacks to any opponent who is prone.
Scurry (Ex): Idle Hands are faster than they first appear. Their base movement speed increases by 10 feet.
Improved Trip (Ex): As idle hands utilize their tactics more often, they become more proficient. They gain Improved Trip (http://www.d20srd.org/srd/feats.htm#improvedTrip) as a bonus feat.
Minor Potion Power (Su): Having shared potions with many other hands as part of a grasp, the idle hand's power increases. You may roll a 1d100 and gain another potion power from the minor list. If this is the same as a potion power you already know, you may re-roll. If you roll a stronger version of a minor potion power you already have, you may keep the stronger power and re-roll the minor potion power it replaced.
Tripping Grasp (Ex): Despite their size, idle hands are scrappy. They may now choose to add their Dexterity modifier to trip attempts. This is in addition to any bonus or penalty they receive from their Strength modifier.
Medium Potion Power (Su): Reaching the pinnacle of power within their grasp, idle hands now gain a much larger power. You may roll a 1d100 and gain a single potion power from either the minor or medium list. You may make this choice after seeing the result of the roll. If this is the same as a potion power you already know. you may re-roll. If you roll a stronger version of a minor power you already have, you may keep the stronger power and re-roll the minor potion power it replaced.
Lore
{TABLE=head]DC|Lore
5| Idle hands are created by the infusion of large amounts of uncontrolled magic. This infusion lasts their entire lifespan and they can use it to damage those who fight against it.
10| The potions an idle hand are subjected to cause them to exhibit unique powers. Allowing them to mimic many different magical effects.
15| The Idle hands can secrete the potions powers they are infused with. Large groups of Idle hands often form a weave around a victims hands and secrete their powers in order to create new idle hands.
[/table]
Plot Hook
- A recent series of bizarre murders keep occurring in the major city. The guard blame necromancers, but the necromancers whose bodies have been recovered bodies bear the same calling card as the victims. A complete lack of hands.
Creating an Idle Hand
Idle Hand is an acquired template that can be added to any creature small or larger with hands that can both do both fine manipulation and are strong enough to wield a weapon.
Size and Type: The creature’s type changes to undead, it keeps any subtypes it may have. The Idle hand is 3 size categories bellow the base creatures size.
Hit Dice: Changes to 1d12 regardless of base creatures hit dice.
Speed: Reduced to 10 foot for medium sized base creature. Add 5 foot to the land speed for every size category over medium the base creature is. Remove 5 feet for every size category under medium the base creature is.
AC: Retain any natural armour the base creature has. Retain proficiency with any armour the base creature is proficient with.
Attacks: Gains a single claw attack if the base creature didn't have one already.
Damage: The base damage for an Idle hands claw attack varies with its size depending on the base creatures size as follows: Small 1d6, Medium-size 1d8, Large 2d6, Huge 2d8, Gargantuan 4d6, Colossal 4d8. If the base creature already has a claw attack, the use the better base damage.
Special Attacks:
An Idle hand has the following special attack
Eldritch Touch (Su): Idle hands have been exposed to too much magic. As a consequence, touching or being touched by an idle hand causes pain. An idle hand does an additional 1 point of damage to any creature it strikes with an attack. Anyone striking an idle with a natural weapon or unarmed attack also takes 1 point of damage. There is no save. Creatures that cannot feel pain such as Constructs and Mindless Undead are unaffected by an idle hand's eldritch touch.
Special Qualities:
An Idle hand gains the following special qualities
Potion Powers(Sp): Idle hands are created through the mixture of many potions. Their creation is less a science and more a gamble of misfortune. When creating an idle hand roll 3 sets of 1d100. Each set grants a minor potion effect. The list of potions can be found here (http://www.d20srd.org/srd/magicItems/potionsAndOils.htm). Re-reoll any duplicate effects and change any cure wounds effect to an inflict wounds. Any potion power with a duration that is not instantaneous has its duration changed to permanent. An Idle Hand cannot suppress these effects. Any effect that is instantaneous instead can be activated as a free action once a minute. Any effect that is suppressed or negated returns to the Idle hand after one minute.
Oozing sores(Sp): Idle hands are covered with large pustules. As a standard action, they may produce the effects of any Potion Power they have and deliver it to another creature through the liquid their sores secrete. They can do this once every minute for each potion power. The effects of the potion power last as long as the potions they replicate. A successful Reflex save (DC is 10 + the level of the spell the Potion Power resembles or duplicates + the idle hand’s Cha modifier) avoids the pustules.
Abilities:
An idle hand has the following base ability scores. These are modified by any racial ability bonuses or negatives from the base creature.
Str 5, Dex 15, Con -, Int 2, Wis 14, Cha 12
Skills: An idle hand has a +4 racial bonus to Climb checks and uses its Dexterity modifier instead of its Strength modifier when making Climb checks.
Climate/Terrain: Same as base creature
Organization: Solitary, Pair, Team, 3-6, Weave 20-50
Challenge Rating: 1 or 2 if the base creature has natural armour and a natural claw attack.
Treasure: Occasionally gloves or rings. Depends on base creatures treasure.
Level Adjustment: -
Items:
Idle hands have a limited set of items they are capable of using. Should the creature they were cut from have armour proficiencies than the Idle hands retain this and are able to wear a glove in a similar fashion. The table bellow details the gloves they can wear.
{table=head]Armour|Armour Type|Armour/Shield Bonus|Maximum Dex Bonus|Armour Check Penalty|Arcane Spell Failure Chance|Speed 10ft|Weight
Leather glove|Light|+1|+6|0|10%|10ft|1/2lb
Chain glove|Medium|+2|+3|-2|20%|10ft|2lb
Gauntlet|Heavy|+3|+1|-4|30%|5ft|5lb
[/table]
In addition to the armour, an Idle hand may also wear and gain the powers from a single ring.
Idle Hand Familiar:
An Idle hand can be taken as a familiar by a spellcaster with the improved familiar feat, a caster level of at least 5 and an alignment of neutral or evil on the Good/Evil axis.
To take an Idle hand as a familiar a spellcaster must first remove one of their own hands. This inflicts 1 constitution drain. Should the hand be regenerated the caster will have the constitution return, but will loose control of the Idle hand they created. The hand is then placed in a pot or cauldron along with at least 500gp worth of various potions. A minimum of 5 different potions is required. After a few minutes an Idle hand will emerge and be loyal to the spellcaster it came from. Should the spellcaster loose their other hand the Idle hand will turn against its master and seek to destroy them, no matter the cost.
Due to the ritual actually using the spellcasters own body parts. The spellcaster may cast any spell and have the Idle hand complete the somatic component of the spell as long as the Idle hand is within 5 feet of the spellcaster. Completing the somatic component of a spell takes a standard action by the Idle hand.
Swarm of Idle Hands
Few horrors have been underestimated as much as a Swarm of Idle Hands, also known as a Grasp. The writhing masses of hands climb over one another to kill a victim and bring two more into their fold.
Diminutive Undead (Swarm)
Hit Dice: 6d12 (36 hp)
Initiative: +7
Speed: 10 ft. (2 squares)
Armor Class: +17 (+4 size, +3 Dex), +17 touch , +14 flat-footed
Base Attack/Grapple: +3/-12
Attack: Swarm (2d6 plus Eldritch Touch)
Full Attack: Swarm (2d6 plus Eldritch Touch)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, Eldritch Touch
Special Qualities: Undead Traits (http://www.d20srd.org/srd/typesSubtypes.htm#undeadType), Swarm Traits (http://www.d20srd.org/srd/typesSubtypes.htm#swarmSubtype), Potion Powers, Oozing sores
Saves: Fort +0, Ref +3, Will +3
Abilities Str 5, Dex 16, Con -, Int 5, Wis 14, Cha 12
Skills: Climb +12, Hide + 19
Feats: Improved Initiative, Ability Focus (Oozing sores)
Environment: Varying
Organization: Grasp (1 swarm)
Challenge Rating: 4
Treasure: None
Alignment: Neutral Evil
Advancement: -
Level Adjustment: -
Combat: A swarm of idle hands seeks to surround and attack any living prey it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.
Distraction: (Ex)Any living creature that begins its turn with a swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round.
Eldritch Touch (Su): Idle hands have been exposed to too much magic. As a consequence, touching or being touched by an idle hand causes pain. An idle hand does an additional 1 point of damage to any creature it strikes with an attack. Anyone striking an idle with a natural weapon or unarmed attack also takes 1 point of damage. There is no save. Creatures that cannot feel pain such as Constructs and Mindless Undead are unaffected by an Idle hand's eldritch touch.
Potion Powers(Sp): Idle hands are created through the mixture of many potions. Their creation is less a science and more a gamble of misfortune. A Swarm of Idle hands can have active any 3 minor potion effects drawn from the list found here (http://www.d20srd.org/srd/magicItems/potionsAndOils.htm). Change any cure wounds effect to an inflict wounds. An Idle Hand cannot suppress these effects, but may change the active effects as a full round action as if consuming the new three potions. Instantaneous effects and potion effects that are negated or suppressed still count towards the active potion powers.
Oozing sores(Sp): Idle hands are covered with large pustules. As a standard action, they may produce the effects of any Potion Power they have and deliver it to another creature through the liquid their sores secrete. The effects of the potion power last as long as the potions they replicate. A successful Reflex save (DC is 13 + the level of the spell the Potion Power resembles or duplicates) avoids the pustules. In addition the Swarm of Idle Hands can use this ability to create new Idle Hands from any valid corpse. The new Idle hands join the swarm and it heals 3hp for each new hand.
Skills: An idle hand has a +4 racial bonus to Climb checks and uses its Dexterity modifier instead of its Strength modifier when making Climb or Jump checks.