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View Full Version : The Mystic Hand - Supernatural Arcane Monk [3.5 Base Class]



Lix Lorn
2013-08-25, 08:34 PM
Mystic Hand
‘There’s more to combat than waving your fists about. At least… there is for me.’

Background: A Mystic Hand is someone who seeks to bond the discipline of magic with the skills of combat. They often form monasteries, similar to combative monk orders, but both their goals and their methods can vary wildly.
Races: Orcs are surprisingly common among members of this class, desiring a way to use magic in tandem with their natural strength. Some rare elves take this path, their love of arcane magic making them less fond of more directly martial paths.
Other Classes: Mystic Hands stand at a crossroads between the path of the Monk and the Sorcerer or Wizard. Other classes often treat them similarly, but true members of those professions vary wildly between showing respect for the Mystic’s skills, or considering them a mere dabbler.
Role: A Mystic Hand is a melee combatant, who uses their versatile Arcane Strikes to unleash magical effects via the medium of punching.
Mystic Hands in the World: A Mystic Hand is most often found serving as a form of non-religious spiritual advisor, although more aggressive examples make excellent bodyguards, arena fighters, or, on rare occasions, soldiers.
Inspiration: Hasn’t everyone wanted to punch someone with magic?

Alignment: Any, but with a tendency towards law.
Hit Die: d8
Starting Gold: As Monk
Starting Age: As Monk
Class Skills-The Mystic Hand’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Knowledge (Arcana, the Planes), Listen (Wis), Open Lock (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex) and Use Magic Device (Cha).
Skill Points at 1st level: (4 + Int Modifier) x4
Skill Points per Level: 4 + Int Modifier

Mystic Hand


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Unarmed
Speed


1st

+1

+2

+0

+2
Arcane Fist +0, Arcane Strikes
1d6
+0


2nd

+2

+3

+0

+3
Blur the World
1d6
+0


3rd

+3

+3

+1

+3
Dance With the Elements
1d6
+10


4th

+4

+4

+1

+4

1d8
+10


5th

+5

+4

+1

+4
Arcane Fist +1
1d8
+10


6th

+6/+1

+5

+2

+5
Arcane Touch
1d8
+10


7th

+7/+2

+5

+2

+5

1d8
+20


8th

+8/+3

+6

+2

+6

2d6
+20


9th

+9/+4

+6

+3

+6
Arcane Fist +2
2d6
+20


10th

+10/+5

+7

+3

+7

2d6
+20


11th

+11/+6/+1

+7

+3

+7

2d6
+30


12th

+12/+7/+2

+8

+4

+8

3d6
+30


13th

+13/+8/+3

+8

+4

+8
Arcane Fist +3
3d6
+30


14th

+14/+9/+4

+9

+4

+9

3d6
+30


15th

+15/+10/+5

+9

+5

+9
Wizard’s Blade
3d6
+40


16th

+16/+11/+6/+1

+10

+5

+10

4d6
+40


17th

+17/+12/+7/+2

+10

+5

+10
Arcane Fist +4
4d6
+40


18th

+18/+13/+8/+3

+11

+6

+11
Final Strikes
4d6
+40


19th

+19/+14/+9/+4

+11

+6

+11

4d6
+50


20th

+20/+15/+10/+5

+12

+6

+12

6d6
+50



Weapon and Armour Proficiency: A Mystic Hand is proficient with unarmed strikes and all simple weapons. They are not proficient with armour or shields, which can conflict with some of their class abilities.

Ability Score: At 1st level, a Mystic Hand chooses Intelligence, Wisdom, or Charisma as the ability governing their Mystic Hand abilities. This will be referred to as their class ability.

Arcane Fist (Ex): At 1st level, a Mystic Hand gains Improved Unarmed Strike and Weapon Finesse as bonus feats, even if she doesn't meet the prerequisites. Her attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that she may even make unarmed strikes with her hands full. She can make off-hand attacks with unarmed strikes, and suffers no special penalty or hindrance for doing so. A Mystic Hand may thus apply her full Strength bonus on damage rolls for all her unarmed strikes, or declare an unarmed strike as an off-hand weapon when fighting with two weapons (and would not take the additional -6 penalty for an off-hand attack when doing so).
Her unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. This is also true for feats and class abilities that affect manufactured and natural weapons. Thus, a Mystic Hand’s unarmed strike qualifies for use with feats such as Improved Natural Attack, Two-Weapon Fighting, and Weapon Focus.

She also deals more damage with her unarmed strikes than a normal person would, as shown on the table. The unarmed damage on the table is for Medium Mystics. A smaller or larger Mystic deals increased or decreased damage as appropriate to her Size Category.

In addition, a Mystic Hand’s strikes are imbued with magic. At first level, this allows them to treat their unarmed strike as magical for the purposes of penetrating damage reduction. At 5th level, and increasing each fourth level thereafter, they gain an enhancement bonus on their unarmed attacks equal to the number on the table.

Arcane Strikes (Su): The major skill of the Mystic Hands is their repertoire of powerful combat techniques, reflecting arcane secrets blended with mighty physical prowess.
DMs should note that these rules concentrate on the combat applications of these abilities, and they should allow for creative uses of the implied abilities in other circumstances.

They learn one Arcane Strike at each level. Unless stated otherwise, using an Arcane Strike is a standard action, and includes a physical melee attack at the Mystic’s full base attack bonus. A character may not use the same Arcane Strike repeatedly; each one has a cooldown. If the Strike does not state otherwise, it has a cooldown of 1d4 rounds. Arcane Strikes are usually susceptible to spell resistance (although most of them would still deal their physical damage, regardless of save or SR), and, if they have a saving throw, have a saving throw of DC 10+1/2 class level+class ability score modifier.

When abilities scale, a Mystic may always use a weaker version.
When an Arcane Strike has multiple modes, the Mystic may always choose which to employ.

A Mystic Hand may use feats such as Spell Focus in conjunction with Arcane Strikes.

A Mystic Hand is treated as an Arcane Spellcaster, and has a caster level equal to their class level. They do not have spells or spell slots. However, their skills have great crossover with more traditional martial paths. They have an initiator level equal to three quarters of their class level, rather than half.

Final Strikes: At 18th level, a Mystic Hand can do impossible things. Whenever he would learn a new Arcane Strike, he may instead choose a Final Strike. Final Strikes use the same mechanics as Arcane Strikes, but are usable only once per encounter. In addition, most of them require the character have a certain number of Strikes of their own school to learn.
Instead of learning a new Final Strike, a Mystic Hand may gain an additional use per encounter of one he already knows.

Blur the World (Su): A 2nd level Mystic Hand is difficult to strike. Some dodge with impossible grace, while others merely stand there and watch blows miss them. While wearing no armour, they gain their class ability modifier as a deflection bonus to AC.

Dance with the Elements (Ex): For a Mystic Hand, there is no difference between meditation and movement. At 3rd level, a Mystic Hand gains a bonus to her speed (which grants bonus to her Jump checks as normal; see the Jump skill for details), as shown on the table. She also gains the same bonus as a competence bonus to her Balance, Jump, and Tumble checks. These benefits are halved in light armor, and negated by medium or heavy armor.
stolen word for word from Jiriku's monk (http://www.giantitp.com/forums/showthread.php?t=150122).

Arcane Touch (Ex): A 6th level Mystic Hand finds it easy to adapt her magic to use others’. She may always take ten on a Use Magic Device check, even if distracted or threatened.

Wizard’s Blade (Su): A 15th level Mystic Hand can use their own powers to create powerful magic items, even if he doesn’t know the appropriate spell. (He must have the appropriate feat.) He can substitute a UMD check (DC 15+spell level for arcane spells, or 25+spell level for divine) in place of a required spell he can’t cast or doesn’t know.
If the check succeeds, the Mystic may create the item as if she had the required spell. If it fails, he may not complete the item. Neither XP or gold is expended, his progress is simply arrested. He may not retry the check until he gains a new level.

Feats
Hand of the Master
Prerequisites: Ability to use at least one Arcane Strike.
Benefits: Choose a single weapon you are proficient with. You may use Arcane Strikes with that weapon. In addition, you may use your unarmed damage instead of the weapon’s actual traits, if they’re better.
Normal: A class about punching uses fists.

Favored Strike
Prerequisites: Ability to use at least one Arcane Strike.
Benefits: Choose a single Arcane Strike you can use. Reduce its cooldown by two rounds whenever you use it, to a minimum of one round.
Normal: Variety is the spice of life.

Armored Disciple
Prerequisites: Blur the World, Light Armor Proficiency
Benefits: You can wear light armor without negating the benefit of Blur The World or Dance With The Elements.
Normal: Armor stops you dodging.

Arcane Crusader
Prerequisites: Armored Disciple
Benefits: Blur The World is no longer affected by armor, although you cannot gain a greater benefit from it than the armor's maximum dexterity bonus. Dance With The Elements still grants half its usual benefits in medium and heavier armor.
Normal: You choose massive armour OR agility.

Rapid Strike
Prerequisites: Ability to make at least one Arcane Strike
Benefits: Once per round, when you would make an attack action, you may instead use a single Arcane Strike that includes an attack and has a usage time no longer than a standard action.
Normal: You can't use Arcane Strikes while charging, or in a full attack.

Item for Unarmed
Monk's Wrap
These strips of enchanted cloth allow a skilled craftsman to apply magical weapon enhancements to them, which then apply to the unarmed attacks of any wielder who possesses Improved Unarmed Strike.

They cost 600gp for an unenchanted pair, and are enchanted as a normal masterwork weapon. They apply their enhancement bonus and abilities to the wielder's Arcane Fist attacks.

The enhancement bonus does not stack with that applied by class abilities; use the higher bonus.

Lix Lorn
2013-08-25, 08:57 PM
Arcane Strikes

Keywords
Harmless-This strike does not deal damage, or require an attack roll.
Irresistible-Spell Resistance does not apply.
Touch-You may use this Arcane Strike as a touch attack. If you do, it does not deal weapon damage.
Touchless-You may use this Arcane Strike without making an attack roll. If you do, it does not deal weapon damage, and may not have a target.
Unique-You may only have a single target under the effects of this strike at once. Using it again dispels the original immediately.


Adamant Strike
Transmutation (Irresistable)

While striking, you turn your fist into a material that shatters the foe’s defenses. You ignore points of damage reduction, energy resistance, resist or similar damage-reducing features equal to your caster level, as well as the following benefits. Spell resistance does not apply.


Caster Level
Effect


1-5
No other benefit


6+
Ignores Hardness


11+
Attack increases its critical threat range by one before other effects.


16+
Attack reduces foes defenses by the amount ignored for one round. Also deals lethal damage regardless of regeneration.


20+
Attack increases its critical damage multiplier by one.



Attraction Strike
Conjuration (Touchless)

You conjure a howling gale that pulls a foe into melee range, where you strike them. The range and maximum size of the target is dependent on level. A foe who is not pulled close is not dealt damage.


Caster Level
Effect


1-5
15ft, Medium


6-11
45ft, Large


11-15
90ft, Huge


16+
10ft/caster level, no maximum size (teleports target)


20+
You may use any single other Arcane Strike on the foe as they arrive, rather than a normal attack.



Baleful Touch
Conjuration (Touch)

Touching the foe, you teleport random parts of their body away, dealing 1d4 bonus damage per caster level. A successful will save negates this damage, and the teleport effect.


Caster Level
Effect


1-10
No other benefit


11-15
May teleport target up to 90ft instead of/as well as damage


16-19
May teleport target up to10ft/caster level instead of/as well as damage


20+
May teleport target up to one mile/caster level, or plane shift them, instead of/as well as damage.



Battle Plan
Divination (Harmless, Unique)

Examining a single target, you gain benefits against them for the rest of the encounter. These are competence bonuses, and apply only on that target.


Caster Level
Effect


1-5
+1 on attack rolls, saves and AC, +2 on damage


6-10
+2 on attack rolls, saves and AC, +4 on damage


11-15
+3 on attack rolls, saves and AC, +6 on damage


16-19
+4 on attack rolls, saves and AC, +8 on damage


20+
+5 on attack rolls, saves and AC, +10 on damage



Believe Your Eyes
Enchantment/Illusion (Touch)

Delving into the foe’s thoughts, you insert a phantasm, making them see something that isn’t there. This image is only visible to them, and lasts for a number of rounds equal to your class ability modifier. This is a mind-affecting ability, and a successful will save negates it entirely.


Caster Level
Effect


1+
Creates a Minor Image


6+
Instead creates a Major Image


11+
Instead creates a Shadow Evocation which can only harm them


16+
Instead creates a Shadow Conjuration which can only harm or be harmed by them


20+
On failed save, subject dies. This is a fear effect.



Blinking Fist
Conjuration (Touchless)

You teleport close to a foe, before striking them.


Caster Level
Effect


1+
10ft range


6+
45ft range


11+
100ft range, may take one willing ally with you


16+
10ft/caster level range, may take a number of willing creatures equal to a quarter of your caster level with you


20+
1 mile/caster level, or Plane Shift.



Blissful Obedience
Enchantment (Touch, Unique)

With a touch, you persuade a target to befriend or obey you. (Note that Charm and Suggestion will fail in most circumstances if you punch them moments before they take effect.) A successful will save negates this effect.


Caster Level
Effect


1+
Charm Person


6+
Suggestion


11+
Charm Monster


16+
Dominate Person


20+
Dominate Monster



Blood Money
Transmutation

Striking the foe, you transmute parts of them to gold. You deal 1d4 bonus damage per caster level. A successful will save halves this damage.
However, the more powerful a character gets, the more they risk flooding the market. A character treats his caster level for this ability as the lower between his actual caster level and the target's CR, although he retains the 'death on fail' benefit of CL 16 even against weaker foes. Finally, he cannot generate more gold in a day from this ability than he can by killing two foes with CR equal to his own ECL with it.


Caster Level
Effect


1+
No other benefit


6+
Materials worth 1d4gp per caster level are knocked onto the floor. Gold value is maximised if they die, and it destroys their corpse. (converting it to a statue.)


11+
Materials worth 1d10gp per caster level are knocked onto the floor.


16+
A failed save causes instant death. Materials generated are worth 2d12gp per caster level.


20+
Materials generated are worth 3d10gp per caster level.



Distant Fist
Conjuration

You strike the air, and a fist of force launches out, striking a distant foe. You may also use this strike to perform fine manipulation at a distance, with a -2 penalty.


Caster Level
Effect


1+
10ft


6+
25ft


11+
50ft, and you may use this strike to perform sunder, trip, or other special attacks that Pathfinder would call combat maneuvers.


16+
80ft


20+
5ft/caster level



Elemental Fury
Evocation

You surround your fist in a halo of energy, striking your foes for dice of damage equal to your character level.


Caster Level
Effect


1+
1d6 damage per caster level - acid, cold, electricity or fire.


6+
Increase damage by one size, or deal sonic damage


11+
You deal elemental damage in a 15ft cone behind your target. Reflex half for those within this cone.


16+
Increase damage by one more size, or deal other damage types like force, negative energy… (or sonic and one damage die increase)


20+
Increase damage by an additional size.



Enchanter’s Hand
Enchantment (Touch)

With a strike, you force an enemy with no more HD than twice your caster level to enter a deep sleep. A successful will save negates this effect.


Caster Level
Effect


1+
1d4 rounds, cannot be woken by noise or touch.


6+
1d6 minutes, cannot be woken by nonlethal damage


11+
1d6 hours, treated as unconscious


16+
1d6 days, requires Break Enchantment to wake


20+
1d6 years, requires magic on the level of Wish to break. This level is a Unique effect.



Eyes of True Analysis
Divination (Touchless, Unique)

As an immediate action, you perfectly memorise a single attack, spell, maneuver, or similar ability. At any point in the next day, you may reproduce that effect, as if you were the source - you use your own traits and attributes, but gain any additional effects that they had. The effect must be one that a character of character level equal to your caster level could produce.
Any single attack or ability may only be copied with this ability once in a day.

Fell Strike
Necromancy (Touch)

You strike a foe with vicious animating energies. If slain, they are animated as undead. Their maximum HD is equal to your caster level.


Caster Level
Effect


1+
Target becomes a zombie or skeleton. Their animation fails at the end of the encounter.


6+
Animation no longer fails at end of encounter. Remember, you can control only 4 HD worth of undead creatures per caster level.


11+
Target can become any race animated by Create Undead.


16+
Target can become any race animated by Create Greater Undead.


20+
Target can become any undead creature, but add the level adjustment of the used template to their HD when determining how many HD they use from your limit.



Flurry of Strikes
Universal

In the space of a single standard action, you strike multiple times. This strike has a 2d4 round cooldown.


Caster Level
Effect


1+
You strike twice, each with a -2 penalty.


6+
Strike twice with no penalty.


11+
Strike three times. Alternatively, you may use this strike as a full round action to make twice the attacks you would be allowed in a full attack. Both options confer a -2 penalty on all attacks made during them.


16+
Remove the penalty.


20+
Strike four times.



Glorious Impact
Evocation

As you strike your foe, you create a tremendous shockwave, launching them backwards. If they strike a creature or object, both take 1d10 damage for each 10ft not travelled. A successful fortitude save allows them to remain still.


Caster Level
Effect


1+
30ft


6+
60ft


11+
100ft


16+
10ft/caster level


20+
You may propel foes in a 15ft cone behind the target for half the distance the primary target is launched by, if they fail a fortitude save.



Guardian Strike
Abjuration (Harmless)

As a standard action, you begin guarding an ally within your threatened area. Foes who attack them immediately provoke an AoO from you under certain conditions. The effects of this strike last until you take another action besides moving.


Caster Level
Effect


1+
If they miss.


11+
The ally gains your class ability modifier as a shield bonus to AC.


16+
Whether they miss or not.


20+
You deal 2d6 bonus damage on AoOs granted by this ability.



Hatred’s Touch
Necromancy (Touch)

Striking a foe, you curse them forcefully, giving them a profane penalty equal to one, plus a quarter of your caster level. While not truly unique, a single Mystic Hand can only leave a single ‘until removed’ curse at once. Laying another causes the previous to fade away after 1d6 days. A successful will save negates this effect.


Caster Level
Effect


1+
Penalty applies to attack rolls and damage. Lasts until the end of the encounter.


6+
Now applies to AC. Lasts 1d6 hours. Remove curse can remove it from the end of the encounter.


11+
Now applies to skill checks. Lasts 1d6 days.


16+
Now applies to saves. Lasts until removed.


20+
Now applies a -2 penalty to a number of attributes equal to the penalty that would be levelled. (May not choose a single attribute a second time until each attribute has a penalty).



Judgement Strike
Evocation

You infuse your attack with the power of your alignment. A foe takes damage based on their alignment’s similarity to yours. An identical alignment suffers no bonus damage. A difference of two steps total on either axis causes 1d4 bonus damage per caster level, while a difference of four steps causes 1d8 bonus damage per caster level. A successful will save halves damage and negates bonus effects.


Caster Level
Effect


1+
No additional effect.


6+
Lawful foes suffering bonus damage are slowed for 1d6 rounds. Good foes suffering bonus damage are sickened for 1d4 rounds. Evil foes suffering bonus damage are blinded for one round. Chaotic foes suffering bonus damage are dazed for one round.


11+
The duration of these effects is doubled.


16+
On a failed save, the foe takes double damage from this strike.


20+
A foe who is slain by this attack must make a second will save. If he fails, you may leave him alive at 1hp, with his alignment changed two steps towards yours (you decide which steps.)



Lightning Jab
Universal

You strike out in an instant, throwing out an extra strike amongst your attacks. This strike is a swift action.


Caster Level
Effect


1+
You may use this strike only once/encounter.


6+
You may use this strike only twice/encounter, and it has a 3d4 round cooldown.


11+
This strike has a 3d4 round cooldown.


16+
This strike has a 2d4 round cooldown.


20+
This strike has a 1d4 round cooldown.



Megaton Strike
Transmutation

As you swing, you change your fist to stone, your size to giant – whatever you do, you strike with more force than you ought.


Caster Level
Effect


1+
Increase your damage as if by one size.


6+
Two sizes.


11+
Add *0.5 Str mod to your damage. Your attacks are treated as a two-handed weapon when this would be beneficial.


16+
Three sizes.


20+
Another *0.5 Str mod (bringing a normal unarmed attack to 2*Str mod)



Persistent Parry
Abjuration (Harmless)

You swing your hand through the air, and a visible shimmer of light remains in its wake, defending you from attacks. Gain a deflection bonus to AC equal to your class ability modifier plus a quarter of your caster level. Remember that deflection bonuses do not stack - if you have Blur the World, this ability increases your AC only by a quarter of your caster level. This ability lasts for


Caster Level
Effect


1+
Five rounds


6+
One round per caster level


11+
One minute per caster level


16+
10 minutes per caster level


20+
24 hours



Plague Hand
Necromancy (Touchless)

Sweeping your hand, you inflict a vicious plague on your targets. It deals 1d6 con damage. A successful fortitude save negates this effect.


Caster Level
Effect


1+
Single target, 30ft range


6+
Cone, 45ft range


11+
80ft range or corrupt water source


16+
10ft/caster level range or infect town. Now takes three successful saves to recover.


20+
Plague deals 1d4 damage to an ability of your choice as well as 1d6 con.




Protean Form
Transmutation (Harmless)

You change your form, becoming faster, stronger, tougher, more armoured-or simply growing bladed hands.


Caster Level
Effect


1+
+2 enhancement bonus to Str, Dex, or Con, a +1 enhancement bonus to natural armour, or grow natural weapons, increasing your unarmed damage as if by one size. Lasts five rounds.


6+
Choose two. (May not choose one option twice.) Lasts 1 round/caster level.


11+
Choose five. (May choose same option twice, but not more. Enhancement bonuses from each use of this strike stack with other bonuses from that use.) Lasts one minute per caster level.


16+
Choose eight. May use two choices to grow one size, with all normal benefits and penalties. (May choose same option three times, but not more. Natural weapons may only be chosen twice.) Lasts 10 minutes per caster level.


20+
Choose eleven. May use two more choices to grow one more size. (May choose same option four times, but not more. Natural weapons remain capped at twice.) Lasts 24 hours.



Radiant Fist
Evocation

You light your fist up with shining light, projecting bright light, and shadowy illumination in twice that area. This light lasts until you strike someone with that hand.


Caster Level
Effect


1+
Light projects 20ft clearly. No bonus damage.


6+
Light projects 10ft/caster level.


11+
Light is treated as natural daylight. Deals 1d4 damage/2 caster levels, doubled for enemies weak to light. Fortitude halves.


16+
Deals 1d4 damage/caster level. Blinds on a failed save.


20+
Damage strikes foes in a 5ft/caster level radius, as does blind. If original target is weak to light, they are destroyed on a failed save.



Sentinel Stance
Abjuration (Harmless)

You begin to guard the area. You may make additional attacks of opportunity each round equal to one plus a quarter of your caster level. The effects of this strike last until you take another action besides moving.


Caster Level
Effect


1+
No additional benefit.


6+
Additional AoOs equal to one plus half your caster level.


11+
Once a round, you may use an Arcane Strike as an attack of opportunity.


16
You may makes as many AoOs as you get opportunities to.


20+
You may use Strikes whenever you make an attack of opportunity.



Serenity in Combat
Divination (Harmless)

By spending an hour in combat or meditation, you attempt to divine the future. This strike is entirely DM adjudicated, and should be taken with permission. As a rule, you can ask one question per four caster levels. The DM should answer honestly, but may be as cryptic as she likes.

Shadow Fist
Evocation (Touchless)

You wrap light and darkness around yourself, vanishing.


Caster Level
Effect


1+
You become Invisible, as per the spell, until the start of your next round.


6+
Your invisibility lasts for 1 round per two caster levels.


11+
Your invisibility is instead Greater Invisibility.


16+
Your invisibility lasts for 1 round per caster level.


20+
Your invisibility lasts for 1 minute per caster level.



Shifting Strike
Transmutation (Touch)

Striking the foe, you transform them into a different form. This form cannot have a higher HD, CR or ECL than your character level. A successful fortitude save negates this effect.


Caster Level
Effect


1+
The target is transformed into a generic form. They lose all physical racial traits and abilities, including but not limited to breath weapons, physical ability score bonuses and penalties, and movement modes. This effect lasts for 1 round/caster level.


6+
The target is affected as per Baleful Polymorph. They may alternately be transformed into a creature of their own type. This effect lasts for 1 round/caster level.


11+
The target is affected as per Polymorph, except that they are entitled to a saving throw. This effect lasts for 1 minute/caster level.


16+
You may force a foe who fails their save to make a second save, or be killed by unnaturally twisted flesh.


20+
The duration of this transformation is permanent, or instantaneous upon a willing target.



Silence Falls
Abjuration (Touch)

Infusing your hand with defensive magic, you shatter an oncoming spell.


Caster Level
Effect


1+
A foe you deal damage to with this strike is affected as per a targeted dispel magic.


6+
You may use this strike as an immediate action, as if using Dispel Magic as a counterspell. You need only be able to punch some area of the spell.


11+
You now count as using Greater Dispel Magic.


16+
You can use this strike at range, with a range of 5ft/caster level.


20+
A foe who has at least one spell dispelled by this strike must make a will save, or be treated as if in an antimagic zone for 1 round/2 caster levels.



Sky Strike
Conjuration (Touchless)

Your strike allows you to channel energy into the sky, changing the weather in a 50ft+5ft/2 caster levels area, producing effects from the following list:
Increase wind strength by one step.
Increase or decrease rain level by one step. (scorching>sunny>cloudy>drizzle>medium rain>heavy rain>torrential rain)
Change rain to snow or hail.
Create a rainbow. (Requires Medium rain +)
Summon lighting, as per the Call Lightning spell, except that each bolt is summoned with a swift action once per round. (Requires heavy rain + ) Alternatively, as Call Lightning Storm, requiring torrential rain and counting as two changes.
Increase range. (50ft+5ft/2 caster levels>100ft+5ft/caster level>400ft+25ft/caster level>1 mile/caster level.)


Caster Level
Effect


1+
Effects last for 1 minute/caster level. Change one element.


6+
Change three elements.


11+
Change five elements. Effects last for 1 hour/caster level.


16+
Change seven elements.


20+
You may dictate weather patterns for up to 1 day/caster level.



Soul Fist
Necromancy (Touch)

You infuse your hand with dark energies.


Caster Level
Effect


1+
Deal 1d6 negative energy damage per caster level, Fort halves.


6+
Instead deal 1d3 negative levels. These negative levels last for 1 hour per two caster levels, and then go away harmlessly. A successful save negates these levels.


11+
Deal 1d3+2 negative levels.


16+
At the end of the duration, the target must pass a fort save for each level, or it becomes permanent.


20+
Deal 2d4 negative levels.



Touch of Knowledge
Divination (Touch)

This strike can give an ally a spark of knowledge, giving them a +CL bonus to a knowledge check, and allowing them to ignore retry penalties. It can also be used to impart large exposition dumps instantly.
Alternatively, it may impart an impossible secret onto a foe, shattering their mind. This is a mind-affecting ability.


Caster Level
Effect


1+
+caster level bonus to knowledge check, or 1d4 damage per caster level, will negates.


6+
May reroll next failed knowledge check.


11+
Target can make knowledge checks untrained.


16+
Retain a +2 bonus to knowledge checks for 1 hour/caster level.


20+
A failed save kills the target immediately. A passed save deals 3d4 damage.



True Strike
Divination

Using prophecy to guide you, you make a perfect attack.


Caster Level
Effect


1+
+4 insight bonus on your attack and damage roll.


6+
Critical threats are automatically confirmed.


11+
Ignore all penalties on your attack roll, and ignore all concealment, cover and miss chance.


16+
Insight bonus on damage increases to match your caster level.


20+
The attack has a critical threat range of 1-20. Insight bonuses to damage are doubled on a crit.



Tug the Heartstrings
Enchantment (Touch)

Your touch brings up deep emotions in the target, lasting for 1d6+caster level rounds or as the spell. A successful will save negates this effect.


Caster Level
Effect


1+
Target is fatigued, fascinated or shaken on a failed save.


6+
Target is affected by Hideous Laughter, Rage, Crushing Despair or Heroism on a failed save.


11+
Target is frightened, nauseated or affected by Confusion, Greater Heroism or Mind Fog on a failed save.


16+
Target is panicked or affected by Insanity on a failed save. Alternatively, they fall in love with one target for the duration.


20+
The general emotion remains for one day/caster level.



Turn Aside
Abjuration (Harmless)

You block an incoming attack perfectly, regardless of its nature. This strike is used as an immediate action, and has a 3d4 round cooldown.


Caster Level
Effect


1+
Make an attack roll. If you surpass the oncoming attack’s attack roll or, if it has no attack roll, caster level check, it does not strike you.


6+
You gain a +4 bonus to this attack roll.


11+
If you succeed, make a second attack roll (with a +4 bonus) against the AC of the originator of the attack. If it succeeds, they are struck by the attack as if the original target.


16+
You may deal your normal unarmed damage instead of their attack’s weapon damage, if any.


20+
You automatically deflect the blow without need of the first attack roll. Make a second attack roll to see if you strike the original target.



Unbearable Nightmare
Enchantment (Touch)

You infuse a horrifying image into a targets head, slaying them with pure fear. This is a mind-affecting ability, and a successful will save negates it.


Caster Level
Effect


1+
Deals 1d4 damage per caster level on a failed save.


6+
Deals 1d6 damage per caster level on a failed save.


11+
Deals half damage even on a successful save.


16+
Target dies on a failed save.


20+
The waves of horror are so intense, any foe within 5ft/2 caster levels of the original target must make a will save, or suffer 1d6 damage per two caster levels.



Venom’s Touch
Necromancy (Touch)

Your strike infects the enemy with deadly poison. Its save DC is identical to the character’s strikes.


Caster Level
Effect


1+
Poison has 1d12hp primary and secondary damage.


6+
Poison has 1d4 con damage for primary and secondary damage.


11+
You choose the ability score you affect.


16+
Now deals 1d6/2d6 ability damage.


20+
May produce poison dealing 2d6/death or 2d6/unconsciousness. A foe gains a +2 to their saving throw vs this poison.



Vicious Blow
Universal (Irresistible)

Your strikes deal horrific damage. A successful fortitude save negates the recurring per-round damage of this strike.


Caster Level
Effect


1+
Foe takes (CL) bleeding damage, and then the same amount each round, until they receive any healing or have taken damage for (CL) rounds.


6+
Foe also takes one constitution damage each time.


11+
Foe must be healed at least (CL) hp to stop the bleeding.


16+
Now takes 1d3 constitution damage each time.


20+
Each attack you make for 1d4 rounds after using this strike deals one point of constitution damage. If you use this option, this strike does not begin its 1d4 round cooldown until this effect ends.



Final Strikes
And I Must Scream
Transmutation

A character requires four other Transmutation strikes to learn this Final Strike.
The foe is transformed permanently into a harmless form. Only magic on the level of wish can end this effect. They are entitled to a fortitude save to negate this effect.

This form may be anything. Small animals, statues, or even gold are common choices. As long as their new form remains in a single, mostly unbroken piece, they are considered alive. Divinations and similar effects must succeed on a caster level check to locate them.

You may only have a single foe under the effects of this strike at once.

Annihilating Strike
Evocation

A character requires four other Evocation strikes to learn this Final Strike.
You unleash a veritable holocaust of energy. The target must make a reflex save or suffer effectively infinite damage*, dying instantly and his remains disintegrated. All foes within a 5ft/caster level cone (including the original target if he passes his save) suffer 1d12/caster level fire/acid/electricity or cold damage, or 1d10/caster level sonic damage, or 1d8/caster level force/negative energy/positive energy damage**. A successful reflex save halves this damage.

*If a Mystic Hand is foolish enough to use a Fire Annihilating Strike on a creature with Immunity to Fire, his infinite damage still does not harm them. If he targets a vulnerability, the DC has a +1 bonus.
**Other energy types should be available. Ask your DM for an appropriate damage die.

A Thousand Fists
Universal

A character must know Flurry of Strikes to learn this Final Strike.
You make a number of attacks equal to the number of damage dice you would usually roll with a single unarmed attack. (Six for a twentieth level Mystic Hand.) Each one has a base damage of 1d6+str mod.

Eternal Instant
Universal

A character must know Flurry of Strikes to learn this Final Strike.
You move so fast everyone else appears still.
This Final Strike mimics the effects of Time Stop. You are allowed to make basic melee attacks (but not Arcane or Final Strikes) against foes, even though Time Stop normally disallows this, but may make no more than one attack against each foe.

*You may make any number of attacks during the time stop, as your actions permit. Each foe may only be struck once, and strikes will not cause their bonus effects on striking them, although strikes that make you better/stronger such as Protean Form or Flurry of Strikes work as normal.

Gemini Strike
Conjuration

You summon a being who is identical to you. He has all your abilities, but may not use any abilities which can be used less often than per encounter, nor may he use Final Strikes. He persists until killed or dismissed. This Final Strike may not be reactivated while a previous clone lingers.

Knowledge Breeds Perfection
Divination

This Final Strike is used as a free action. Until the beginning of your next turn, treat every dice you would roll as a twenty. This grants critical hits and automatic successes as normal.

Master’s Hand
Universal

Choose two Arcane Strikes (Definitely not Final Strikes) and combine their effects. For most strikes, this means making a single attack with both their effects applying to the target. For Flurry of Strikes, this allows you to make a flurry, with the first strike having a bonus effect. Some strikes, such as Serenity in Combat, are largely unsuitable for this Final Strike’s effects.

Serve Me In Death
Necromancy

You strike a foe with no more HD than your caster level with overwhelming necromantic energy. They must make a fortitude save or die, and be transformed into an undead.
As an undead, they replace non-class HD with undead HD, and have no constitution score. They use their charisma modifier for abilities and effects based on constitution. They are bound to obey you for a year and a day, and do not count towards your limit of controlled undead. After this time period, they are free to act as they like – and are likely to try and kill you. You may only have one bound undead from this ability at a time. You may not command an undead bound by this ability to kill itself, and doing so immediately frees them from service.

Spell Shattering Blow
Abjuration

As an immediate action, you utterly shatter an oncoming attack, spell, or ability. It does not harm or affect anyone you do not wish it to, and you may cause 1d6 damage/caster level to the originator of the effect.

You Belong With Me
Enchantment

By touching a target with no more HD than your caster level, you twist their mind, wrapping it around your own. If they fail a will save, they become perfectly obedient to your wishes. The context is yours to decide, whether as a sibling, lover, subordinate, or whatever you desire. This effect lasts for a year and a day, after which they are immune to your use of this strike for a month. Generally, they will seek to harm you for your treatment, and only the most unique of circumstances can cause someone to remain in love after this strike wears off. You may only have one companion from this ability at a time.

Amnoriath
2013-08-25, 09:49 PM
You have a typo, Arcane Strikes +4.
You had also better be careful with allowing blood money the way it is. Almost right away chickens become a gold mine.

Lix Lorn
2013-08-25, 10:09 PM
Fixed the typo. Edited Blood Money a little, but I'm not sure if it's possible to entirely negate that possibility.

Fredaintdead
2013-08-27, 08:50 AM
This is really cool. No idea on where it stands on balance, but good job! :smallsmile:

Morcleon
2013-08-31, 07:55 PM
Arcane strike review will be done later...



Races: Orcs are surprisingly common among members of this class, desiring a way to use magic in tandem with their natural strength.

Needs more data about races other than Orcs. :smalltongue:



Role: A Mystic Hand is a melee combatant.

So is a fighter, a barbarian, and a variety of other classes. What does the Mystic Hand do better?



Skill Points at 1st level: (4+ Int Modifier) x4
Skill Points per Level: 4+ Int Modifier

Even out the spacing. Either make it "4+Int" or "4 + Int".


Arcane Fist (Ex):
Thus, a Mystic Hand’s unarmed strike qualifies for use with feats like Improved Natural Attack, Two-Weapon Fighting, and Weapon Focus.

Should be "feats such as...". Otherwise, only feats that increase damage, allow TWF, and increase attack bonus work. :smallwink:


In addition, a Mystic Hand’s strikes are imbued with magic. At first level, this allows them to deal magical damage, penetrating DR/Magic. At 5th level, and increasing each fourth level thereafter, they gain an enhancement bonus on their unarmed attacks equal to the number on the table.

Dealing magical damage implies that their unarmed strikes now do effectively untyped damage. If this wasn't the intent, make it "At first level, this allows them to treat their unarmed strike as magical for the purposes of penetrating damage reduction.".


Dance with the Elements (Ex): For a Mystic Hand, there is no difference between meditation and movement. At 3rd level, a Mystic Hand gains a bonus to her speed (which grants bonus to her Jump checks as normal; see the Jump skill for details), as shown on the table. She also gains the same bonus as a competence bonus to her Balance, Jump, and Tumble checks.

That's a lot of Balance, Jump and Tumble...


Arcane Touch (Ex): A 6th level Mystic Hand finds it easy to adapt her magic to use others’. She may always take ten on a Use Magic Device test, even if distracted or threatened.

"take 10" and "Use Magic Device check". :smalltongue:


Wizard’s Blade (Su): ...He may not retry the test until he gains a new level.

Should be check, not test.

Lix Lorn
2013-08-31, 08:56 PM
Arcane strike review will be done later...
And you call this finished? I'm docking your pay. :P


Needs more data about races other than Orcs. :smalltongue:

So is a fighter, a barbarian, and a variety of other classes. What does the Mystic Hand do better?
You're critiquing the fluff now? xD


Even out the spacing. Either make it "4+Int" or "4 + Int".
Fiiine.


Should be "feats such as...". Otherwise, only feats that increase damage, allow TWF, and increase attack bonus work. :smallwink:
This is a new low of nitpicking, sweetie. :smalltongue:


Dealing magical damage implies that their unarmed strikes now do effectively untyped damage. If this wasn't the intent, make it "At first level, this allows them to treat their unarmed strike as magical for the purposes of penetrating damage reduction.".
But... magical isn't a damage type!


That's a lot of Balance, Jump and Tumble...
Yes. Yes it is. It's also strictly inferior to flight, which they don't get.


"take 10" and "Use Magic Device check". :smalltongue:
I changed to check, but numbers look ugly in text!


Should be check, not test.
(Siiigh) <3

Morcleon
2013-09-03, 12:54 AM
And you call this finished? I'm docking your pay. :P

Hawaa... here you go. Please don't dock my pay... :smallredface:


[QUOTE=Lix Lorn;15894764]Keywords
Fort-A successful fort save halves damage from this strike and negates bonus effects.
Harmless-This strike does not deal damage, or require an attack roll.
Irresistable-Spell Resistance does not apply.
Touch-You may use this Arcane Strike as a touch attack. If you do, it does not deal weapon damage.
Touchless-You may use this Arcane Strike without making an attack roll. If you do, it does not deal weapon damage, and may not have a target.
Unique-You may only have a single target under the effects of this strike at once. Using it again dispels the original immediately.
Will-A successful will save halves damage from this strike and negates bonus effects.

Don't do this. Just put in Fort negates or Will Half or something like that on each strike. It's so much clearer.

Arcane Strikes

Adamant Strike
Transmutation (Irresistable)

While striking, you turn your fist into a material that shatters the foe’s defences. You ignore points of damage reduction, energy resistance, resist or similar features equal to your caster level, as well as the following benefits. Spell resistance does not apply.
{table=head]Caster Level|Effect
1-5| No other benefit
6+| Ignores Hardness
11+| Attack increases its critical threat range by one before other effects.
16+|Attack reduces foes defences by the amount ignored for one round.
20+|Attack increases its critical damage multiplier by one.[/table]

Should be "Irresistible" and "defenses". Needs clarification of said defenses (list DR, hardness and energy resistance).


Attraction Strike
Conjuration (Fort, Touchless)

You conjure a howling gale that pulls a foe into melee range, where you strike them. The range and maximum size of the target is dependent on level. A foe who is not pulled close is not dealt damage.
{table=head]Caster Level|Effect
1-5|15ft, Medium
6-11|45ft, Large
11-15|90ft, Huge
16+|10ft/caster level, no maximum size (teleports target)
20+|You may use any single other Arcane Strike on the foe as they arrive, rather than a normal attack.[/table]

See, this is why you need to specify which exact part of this is getting halved by the Fort save...


Baleful Touch
Conjuration (Touch, Will)

Touching the foe, you teleport random parts of their body away, dealing 1d4 bonus damage per caster level.
{table=head]Caster Level|Effect
1-10|No other benefit
11-15|May teleport target 90ft instead of/as well as damage
16-19|May teleport target 10ft/caster level instead of/as well as damage
20+|May teleport target one mile/caster level, or plane shift them, instead of/as well as damage.[/table]

How is the instead of/as well as determined? You should be able to decide whether you want to teleport away your enemy, as well as in which direction. Also, make it "up to x ft".


Battle Plan
Divination (Harmless, Unique)

Examining a single target, you gain benefits for the rest of the encounter for battling them. These are competence bonuses.
{table=head]Caster Level|Effect
1-5|+1 on attack rolls, saves and AC against them, +2 on damage against them
6-10|+2 on attack rolls, saves and AC against them, +4 on damage against them
11-15|+3 on attack rolls, saves and AC against them, +6 on damage against them
16-19|+4 on attack rolls, saves and AC against them, +8 on damage against them
20+|+5 on attack rolls, saves and AC against them, +10 on damage against them [/table]

The "against them" in the table is redundant and unnecessary. And the first sentence should be, "Examining a single target, you gain benefits against them for the rest of the encounter."


Believe Your Eyes
Enchantment/Illusion (Touch, Will)

Delving into the foe’s thoughts, you insert a phantasm, making them see something that isn’t there. This image is only visible to them, and lasts for a number of rounds equal to your class ability modifier.
{table=head]Caster Level|Effect
1+|Creates a Minor Image
6+|Instead creates a Major Image
11+|Instead creates a Shadow Evocation which can only harm them
16+|Instead creates a Shadow Conjuration which can only harm or be harmed by them
20+|On failed save, subject dies. This is a fear effect.[/table]

The "instead" entries are unnecessary. Should make this Mind-Affecting.


Blinking Fist
Conjuration (Touchless)

You teleport close to a foe, before striking them.
{table=head]Caster Level|Effect
1+|10ft range
6+|45ft range
11+|100ft range, may take one willing ally with you
16+|10ft/caster level range, may take a number of willing creatures equal to a quarter of your caster level with you
20+|1 mile/caster level[/table]

Comma is unneeded. Also, this is basically short range at-will teleport, since you could simply designate the ground as your foe.


Blissful Obedience
Enchantment (Touch, Unique, Will)

With a touch, you persuade a target to befriend you. (Note that Charm and Suggestion will fail in most circumstances if you punch them moments before they take effect.)
{table=head]Caster Level|Effect
1+|Charm Person
6+|Suggestion
11+|Charm Monster
16+|Dominate Person
20+|Dominate Monster[/table]

Change to "to befriend or obey you". :smalltongue:


Blood Money
Transmutation (Will)

Striking the foe, you transmute parts of them to gold. You deal 1d4 bonus damage per caster level.
However, the more powerful a character gets, the more they risk flooding the market. A character treats his caster level for this ability as the lower between his actual caster level and the target's CR, although he retains the 'death on fail' benefit of CL 16 even against weaker foes. Finally, he cannot generate more gold in a day from this ability than he can by killing two foes of his own CR with it.
{table=head]Caster Level|Effect
1+|No other benefit
6+|Materials worth 1d4gp per caster level are knocked onto the floor. Gold value is maximised if they die, and it destroys their corpse. (converting it to a statue.)
11+|Materials worth 1d10gp per caster level are knocked onto the floor.
16+|A failed save causes instant death. Materials generated are worth 2d12gp per caster level.
20+|Materials generated are worth 3d10gp per caster level.[/table]

Mm... should read "two foes of a CR equal to his ECL".


Distant Fist
Conjuration

You strike the air, and a fist of force launches out, striking a distant foe. You may also use this strike to perform fine manipulation at a distance, with a -2 penalty.
{table=head]Caster Level|Effect
1+|10ft
6+|25ft
11+|50ft
16+|80ft
20+|5ft/caster level[/table]

What's the penalty to just do telekinesis stuff? Can you use this to disarm/trip/sunder?


Elemental Fury
Evocation

You surround your fist in a halo of energy, striking your foes for dice of damage equal to your character level.
{table=head]Caster Level|Effect
1+|1d6 damage per caster level, fire, acid, electricity, or sonic.
6+|Increase damage by one size, or sonic damage
11+|You deal elemental damage in a 15ft cone behind your target. Reflex halves for those within this cone.
16+|Increase damage by one more size, or other damage types like force, negative energy… (or sonic and one damage die increase)
20+|Increase damage by one final size.[/table]

...fire, acid, electricity and sonic? Shouldn't it be fire, cold, electricity and acid?

Make it "or deal sonic damage".

"Reflex half".

Why "one final size"?


Enchanter’s Hand
Enchantment (Touch, Will)

With a strike, you force an enemy with no more HD than twice your caster level to enter a deep sleep.
{table=head]Caster Level|Effect
1+|1d4 rounds, cannot be woken by noise
6+|1d6 minutes, cannot be woken by nonlethal damage
11+|1d6 hours, treated as unconscious
16+|1d6 days, requires Break Enchantment to wake
20+|1d6 years, requires magic on the level of Wish to break. This level is a Unique effect.[/table]

Amusingly, the first two can still be awoken by shaking them. :smalltongue:


Eyes of True Analysis
Divination (Touchless, Unique)

As an immediate action, you perfectly memorise a single attack, spell, maneuver, or similar ability. At any point in the next day, you may reproduce that effect, as if you were the source. The effect must be one that a character of character level equal to your caster level could produce.

"Memorize". Also, you should not be able to use this for the same ability more than once per day, and should specify that material components and XP costs should be required. And don't list "attack". Otherwise, you could just duplicate, say, the attack of an epic level character with an attack bonus of +Yes and damage of You Die. :smalltongue:


Fell Strike
Necromancy (Touch)

You strike a foe with vicious animating energies. If slain, they are animated as undead. Their maximum HD is equal to your caster level.
{table=head]Caster Level|Effect
1+|Target becomes a zombie or skeleton. Their animation fails at the end of the encounter.
6+|Animation no longer fails at end of encounter. Remember, you can control only 4 HD worth of undead creatures per caster level.
11+|Target can become any race animated by Create Undead.
16+|Target can become any race animated by Create Greater Undead.
20+|Target can become any undead creature, but add the level adjustment of the used template to their HD when determining how many HD they use from your limit. [/table]

There still needs to be a time limit for stuff over CL 6+. Maybe have it be 1 hour/CL?


Flurry of Strikes
Universal

In the space of a single standard action, you strike multiple times. This strike has a 2d4 round cooldown.
{table=head]Caster Level|Effect
1+|You strike twice, each with a -2 penalty.
6+|Strike twice with no penalty.
11+|Strike three times. Alternatively, you may use this strike as a full round action to make twice the attacks you would be allowed in a full attack. Both options confer a -2 penalty on all attacks made during them.
16+|Remove the penalty.
20+|Strike four times.[/table]

Can you use the four strikes one to strike four times on a full attack?


Glorious Impact
Evocation (Fort)

As you strike your foe, you create a tremendous shockwave, launching them backwards. If they strike a creature or object, both take 1d10 damage for each 10ft not travelled.
{table=head]Caster Level|Effect
1+|30ft
6+|60ft
11+|100ft
16+|10ft/caster level
20+|You may propel foes in a 15ft cone behind the target for half the distance the primary target is launched by, if they fail a fortitude save.[/table]

Mm... couldn't you just jump above them, then slam them into the ground for massive damage?


Guardian Strike
Abjuration (Harmless)

As a standard action, you begin guarding an ally within your threatened area. Foes who attack them immediately provoke an AoO from you under certain conditions. The effects of this strike last until you take another action besides moving.
{table=head]Caster Level|Effect
1+|If they miss.
11+| The ally gains your class ability modifier as a shield bonus to AC.
16+|Whether they miss or not.
20+|You deal 2d6 bonus damage on AoOs granted by this ability..[/table]

Um... 2d6 is incredibly underwhelming for a level 20 ability.


Hatred’s Touch
Necromancy (Touch)

Striking a foe, you curse them forcefully, giving them a profane penalty equal to one, plus a quarter of your caster level. While not truly unique, a single Mystic Hand can only leave a single ‘until removed’ curse at once. Laying another causes the previous to fade away after 1d6 days.
{table=head]Caster Level|Effect
1+|Penalty applies to attack rolls and damage. Lasts until the end of the encounter.
6+|Now applies to AC. Lasts 1d6 hours. Remove curse can remove it from the end of the encounter.
11+| Now applies to skill checks. Lasts 1d6 days.
16+| Now applies to saves. Lasts until removed.
20+| Now applies a -2 penalty to that many attributes. (May not choose a single attribute a second time until each attribute has a penalty). [/table]

Are these "now applies to" cumulative or do they replace each other.

What does "that many attributes" mean? How many?


Judgement Strike
Evocation (Will)

You infuse your attack with the power of your alignment. A foe takes damage based on their alignment’s similarity to yours. An identical alignment suffers no bonus damage. A difference of two steps total on either axis causes 1d4 bonus damage per caster level, while a difference of four steps causes 1d8 bonus damage per caster level.
{table=head]Caster Level|Effect
1+|No additional effect.
6+| Lawful foes suffering bonus damage are slowed for 1d6 rounds. Good foes suffering bonus damage are sickened for 1d4 rounds. Evil foes suffering bonus damage are blinded for one round. Chaotic foes suffering bonus damage are dazed for one round.
11+| The duration of these effects is doubled.
16+|On a failed save, the foe takes double damage from this strike.
20+|A foe who is slain by this attack must make a second will save. If he fails, you may leave him alive at 1hp, with his alignment changed two steps towards yours (you decide which steps.)[/table]

Why does slow get 1d6 while sickened only get 1d4? Slow is significantly more powerful than sickened.

Also, alignment change is a very powerful thing to be waving around...


Lightning Jab
Universal

You lash out at terrific speed. This strike is used as a swift action, and includes an attack as normal.
{table=head]Caster Level|Effect
1+|You may use this strike only once/encounter.
6+|You may use this strike only twice/encounter.
11+|This strike has a 3d4 round cooldown.
16+|This strike has a 2d4 round cooldown.
20+|This strike has a 1d4 round cooldown.[/table]

...generally, combat isn't going to last 3d4 rounds. Or even 2d4 at times. :smalltongue:


Megaton Strike
Transmutation

As you swing, you change your fist to stone, your size to giant – whatever you do, you strike with more force than you ought.
{table=head]Caster Level|Effect
1+| Increase your damage as if by one size.
6+|Two sizes.
11+|Add 0.5 Str mod to your damage.
16+|Three sizes.
20+|Another 0.5 Str mod (bringing a normal unarmed attack to 2Str mod)[/table]

Needs * between the 0.5/2 and "Str".


Persistent Parry
Abjuration (Harmless)

You swing your hand through the air, and a visible shimmer of light remains in its wake, defending you from attacks. Gain a deflection bonus to AC equal to your class ability modifier plus a quarter of your caster level, lasting for
{table=head]Caster Level|Effect
1+| Five rounds
6+|One round per caster level
11+|One minute per caster level
16+|10 minutes per caster level
20+|24 hours[/table]

Once you hit level 11, this ability is effectively constantly on. You'll generally have a spare standard action once every ten minutes...


Plague Hand
Necromancy (Touchless, Fort)

Sweeping your hand, you inflict a vicious plague on your targets. It deals 1d6 con damage.
{table=head]Caster Level|Effect
1+| Single target, 30ft range
6+|Cone, 45ft range
11+|80ft range or corrupt well
16+|10ft/caster level range or infect town. Now takes three successful saves to recover.
20+|Plague deals 1d4 damage to an ability of your choice as well as 1d6 con.|[/table]

Does it have to be a well? What about another water source?


Protean Form
Transmutation (Harmless)

You change your form, becoming faster, stronger, tougher, more armoured-or simply growing bladed hands.
{table=head]Caster Level|Effect
1+|+2 enhancement bonus to Str, Dex, or Con, a +1 enhancement bonus to natural armour, or grow natural weapons, increasing your unarmed damage as if by one size. Lasts five rounds.
6+|Choose two. (May not choose one option twice.) Lasts 1 round/caster level.
11+|Choose five. (May choose same option twice, but not more.) Lasts one minute per caster level.
16+| Choose eight. May use two choices to grow one size, with all normal benefits and penalties. (May choose same option three times, but not more. Natural weapons may only be chosen twice.) Lasts 10 minutes per caster level.
20+|Choose eleven. May use two more choices to grow one more size. (May choose same option four times, but not more. Natural weapons remain capped at twice.) Lasts 24 hours.[/table]

Should specify that choosing the enhancement bonuses stack with each other...


Radiant Fist
Evocation

You light your fist up with shining light, projecting bright light.
{table=head]Caster Level|Effect
1+|Light projects 20ft. No bonus damage.
6+|Light projects 10ft/caster level.
11+|Light is treated as natural daylight. Deals 1d4 damage/2 caster levels, doubled for enemies weak to light. Fortitude halves.
16+|Deals 1d4 damage/caster level. Blinds on a failed save.
20+|Damage strikes foes in a 5ft/caster level radius, as does blind. If original target is weak to light, they are destroyed on a failed save.[/table]

Needs radius of shadowy illumination.

Does the level 20 effect damage you as well?


Sentinel Stance
Abjuration (Harmless)

You begin to guard the area. You may make additional attacks of opportunity each round equal to one plus a quarter of your character level.
{table=head]Caster Level|Effect
1+|No additional benefit.
11+|Once a round, you may use an Arcane Strike as an attack of opportunity.
20+|You may use Strikes whenever you make an attack of opportunity.[/table]

Mm... level 6 upgrades it to 1+0.5*CL, and 11 upgrades it to no limit?


Serenity in Combat
Divination (Harmless)

By spending an hour in combat or meditation, you attempt to divine the future. This strike is entirely DM adjudicated, and should be taken with permission. As a rule, you can ask one question per four caster levels.

Any type of question/requirements of the DM to answer correctly?


Shadow Fist
Evocation (Touchless)

You wrap darkness around yourself, vanishing.
{table=head]Caster Level|Effect
1+|You become Invisible, as per the spell, until the start of your next round.
6+|Your invisibility lasts for 1 round per two caster levels.
11+|Your invisibility is instead Greater Invisibility.
16+|Your invisibility lasts for 1 round per caster level.
20+|Your invisibility lasts for 1 minute per caster level.[/table]

Not darkness... that would imply that you are now a blot of darkness. Make it "warp light" or something. :smallwink:


Shifting Strike
Transmutation (Touch, Fort)

Striking the foe, you transform them into a different form. This form cannot have a higher HD, CR or ECL than your character level. This form cannot have a higher HD, CR or ECL than your character level.
{table=head]Caster Level|Effect
1+|The target is transformed into a generic form. They lose all physical racial traits and abilities, including but not limited to breath weapons, physical ability score bonuses and penalties, and movement modes. This effect lasts for 1 round/caster level.
6+|The target is affected as per Baleful Polymorph. They may alternately be transformed into a creature of their own type. This effect lasts for 1 round/caster level.
11+|The target is affected as per Polymorph, except that they are entitled to a saving throw. This effect lasts for 1 round/caster level.
16+|You may force a foe who fails their save to make a second save, or be killed by unnaturally twisted flesh.
20+|The duration of this transformation is permanent, or instantaneous upon a willing target.[/table]

The level 20 option seem inherently abusable. Just on general principle.


Silence Falls
Abjuration (Touch)

Infusing your hand with defensive magic, you shatter an oncoming spell.
{table=head]Caster Level|Effect
1+|A foe you deal damage to with this strike is affected as per a targetted dispel magic.
6+|You may use this strike as an immediate action, as if using Dispel Magic as a counterspell. You need only be able to punch some area of the spell.
11+|You now count as using Greater Dispel Magic.
16+|You can use this strike at range, with a range of 5ft/caster level.
20+|A foe who has at least one spell dispelled by this strike must make a will save, or be treated as if in an antimagic zone for 1 round/2 caster levels.[/table]

Hm... dispel magic at first level? :smalltongue:

Does the level 20 ability mean that the target's gear is in an AMF as well?


Sky Strike
Conjuration (Touchless)

Your strike allows you to channel energy into the sky, changing the weather in a 50ft+5ft/2 caster levels area, producing effects from the following list:
Increase wind strength.
Increase or decrease rain level. (scorching>sunny>cloudy>drizzle>medium rain>heavy rain>torrential rain)
Change rain to snow or hail.
Create a rainbow. (Requires Medium rain +)
Summon lighting, as per the Call Lightning spell, except that each bolt is summoned with a swift action once per round. (Requires heavy rain + ) Alternatively, as Call Lightning Storm, requiring torrential rain and counting as two changes.
Increase range. (50ft+5ft/2 caster levels>100ft+5ft/caster level>400ft+25ft/caster level>1 mile/caster level.)
{table=head]Caster Level|Effect
1+|Effects last for 1 minute/caster level. Change one element.
6+|Change three elements.
11+|Change five elements. Effects last for 1 hour/caster level.
16+|Change seven elements.
20+|You may dictate weather patterns for up to 1 day/caster level.[/table]

Interesting... does each step change in element count as one "element", or can you change each element entirely?


Soul Fist
Necromancy (Touch, Will)

You infuse your hand with dark energies.
{table=head]Caster Level|Effect
1+|Deal 1d6 negative energy damage per caster level, will halves.
6+|Instead deal 1d3 negative levels. These negative levels last for 1 hour per two caster levels, and then go away harmlessly. A successful save negates these levels.
11+|Deal 1d3+2 negative levels.
16+|At the end of the duration, the target must pass a will save for each level, or it becomes permanent.
20+|Dea2d4 negative levels.[/table]

Generally, negative level stuff is fort save. And that last entry should be "Deal 2d4".


Touch of Knowledge
Divination (Touch, Will)

This strike can give an ally a spark of knowledge, giving them a +caster level bonus to a knowledge check, and allowing them to ignore retry penalties. It can also be used to impart large exposition dumps instantly.
Alternatively, it may impart an impossible secret onto a foe, shattering their mind.
{table=head]Caster Level|Effect
1+|+caster level bonus to knowledge check, or 1d4 damage per caster level, will negates.
11+|Target can make knowledge checks untrained.
16+| Retain a +2 bonus to knowledge checks for 1 hour/caster level.
20+| A failed save kills the target immediately. A passed save deals 3d4 damage. [/table]

Please make it "+CL". :smallwink: And give a level 6 ability. Maybe something like "Can reroll one failed check" or something...


True Strike
Divination

Using prophecy to guide you, you make a perfect attack.
{table=head]Caster Level|Effect
1+|+4 insight bonus on your attack and damage roll.
6+|Critical threats are automatically confirmed.
11+|Ignore all penalties on your attack roll, and ignore all concealment, cover and miss chance.
16+|Insight bonus on damage increases to match your caster level.
20+|The attack has a critical threat range of 1-20. Insight bonuses to damage are doubled on a crit.[/table]

...so basically an auto-crit at level 20? Could be very useful with Prismatic and Cursespewing...


Tug the Heartstrings
Enchantment (Touch, Will)

Your touch brings up deep emotions in the target, lasting for 1d6+caster level rounds or as the spell.
{table=head]Caster Level|Effect
1+|Target is fatigued, fascinated or shaken on a failed save.
6+|Target is affected by Hideous Laughter, Rage, Crushing Despair or Heroism on a failed save.
11+|Target is frightened, nauseated or affected by Confusion, Greater Heroism or Mind Fog on a failed save.
16+|Target is panicked or affected by Insanity on a failed save. Alternatively, they fall in love with one target for the duration.
20+|The general emotion remains for one day/caster level.[/table]

Needs something allowing the caster to pick the emotion.


Turn Aside
Abjuration (Harmless)

You block an incoming attack perfectly, regardless of its nature. This strike is used as an immediate action, and has a 3d4 round cooldown.
{table=head]Caster Level|Effect
1+|Make an attack roll. If you surpass the oncoming attack’s attack roll or, if it has no attack roll, caster level check, it does not strike you.
6+|You gain a +4 bonus to this attack roll.
11+|If you succeed, make a second attack roll (with a +4 bonus) against the AC of the originator of the attack. If it succeeds, they are struck by the attack as if the original target.
16+|You may deal your normal unarmed damage instead of their attack’s weapon damage, if any.
20+|You automatically deflect the blow without need of the first attack roll. Make a second attack roll to see if you strike the original target.[/table]

What if their damage is higher than yours? Can you choose to, at level 20, automatically deflect, but then use their damage, not yours?


Unbearable Nightmare
Enchantment (Touch, Will))

You infuse a horrifying image into a targets head, slaying them with pure fear.
{table=head]Caster Level|Effect
1+|Deals 1d4 damage per caster level on a failed save.
6+|Deals 1d6 damage per caster level on a failed save.
11+|Deals half damage even on a successful save.
16+|Target dies on a failed save.
20+|The waves of horror are so intense, any foe within 5ft/2 caster levels of the original target must make a will save, or suffer 1d6 damage per two caster levels.[/table]

Needs to specify that this is fear/mind-affecting.


Venom’s Touch
Necromancy (Touch)

Your strike infects the enemy with deadly poison. Its save DC is identical to the character’s strikes.
{table=head]Caster Level|Effect
1+|Poison has 1d12hp primary and secondary damage.
6+|Poison has 1d4 con damage for primary and secondary damage.
11+|You choose the ability score you affect.
16+|Now deals 1d6/2d6 ability damage.
20+|May produce poison dealing 2d6/death or 2d6/unconsciousness. A foe gains a +2 to their saving throw vs this poison.[/table]

Can this poison be extracted? Do you basically get free poison?


Vicious Blow
Universal

Your strikes deal horrific damage.
{table=head]Caster Level|Effect
1+|Foe takes (CL) bleeding damage, and then the same amount each round, until they receive any healing or have taken damage for (CL) rounds.
6+|Foe also takes one constitution damage each time.
11+|Foe must be healed at least (CL)x2 hp to stop the bleeding.
16+|Now takes 1d3 constitution damage each time.
20+|Each attack you make for 1d4 rounds after using this strike deals one point of constitution damage. If you use this option, this strike does not begin its 1d4 round cooldown until this effect ends.[/table]

This is incredibly powerful against those not immune to Con damage. It deals CL^2 damage, as well as CLd3 Con damage. You could just hit them once, then run away and watch them die.


Final Strikes: At 18th level, a Mystic Hand can do impossible things. Whenever he would learn a new Arcane Strike, he may instead choose a Final Strike. Final Strikes use the same mechanics as Arcane Strikes, but are usable only once per encounter. In addition, most of them require the character have a certain number of Strikes of their own school to learn.
Instead of learning a new Final Strike, a Mystic Hand may gain an additional use per encounter of one he already knows.

Why level 18? Why not 17, like when pretty much everyone else gets capstone abilities?


Final Strikes
And I Must Scream
Transmutation

A character requires four other Transmutation strikes to learn this Final Strike.
The foe is transformed permanently into a harmless form. Only magic on the level of wish can end this effect. They are entitled to a fortitude save to negate this effect.

This form may be anything. Small animals, statues, or even gold are common choices. As long as their new form remains in a single unbroken piece, they are considered alive. Divinations and similar effects must succeed on a caster level check to locate them.

You may only have a single foe under the effects of this strike at once.

You could transform your enemy into a block of diamond, then use him for a True Resurrection. What happens to the "Only one foe at a time" clause then?


Annihilating Strike
Evocation

A character requires four other Evocation strikes to learn this Final Strike.
You unleash a veritable holocaust of energy. The target must make a reflex save or suffer effectively infinite damage*, dying instantly and his remains disintegrated. All foes within a 5ft/caster level cone (including the original target if he passes his save) suffer 1d12/caster level fire/acid/electricity or cold damage, or 1d10/caster level sonic damage, or 1d8/caster level force/negative energy/positive energy damage**. A successful reflex save halves this damage.

*If a Mystic Hand is foolish enough to use a Fire Annihilating Strike on a creature with Immunity to Fire, his infinite damage still does not harm them. If he targets a vulnerability, the DC has a +1 bonus.
**Other energy types should be available. Ask your DM for an appropriate damage die.

Should note that +/- energy does or does not heal.


A Thousand Fists
Universal

A character must know Flurry of Strikes to learn this Final Strike.
You make a number of attacks equal to the number of damage dice you would usually roll with a single unarmed attack. (Six for a twentieth level Mystic Hand.) Each one does 1d6+str mod damage.

What about weapon properties? Are these not applied? I'd change it to, "your base damage die for these attacks is 1d6".


Eternal Instant
Universal

A character must know Flurry of Strikes to learn this Final Strike.
You move so fast everyone else appears still.
This Final Strike mimics the effects of Time Stop. However, you may make up to one* standard (Not Strike) melee attack on any given target during the duration, even though the spell normally prohibits attacks.

*You may make any number of attacks during the time stop, as your actions permit. Each foe may only be struck once, and strikes will not cause their bonus effects on striking them, although strikes that make you better/stronger such as Protean Form or Flurry of Strikes work as normal.

Does this proc on-hit effects from, say, weapon properties?


Gemini Strike
Conjuration

You summon a being who is identical to you. He has all your abilities, but may not use any abilities which can be used less often than per encounter, nor may be use Final Strikes. He persists until killed or dismissed. This Final Strike may not be reactivated while a previous clone lingers.

Should be "nor may he use Final Strikes". Also, does a cooldown of 3d4 count as greater or less than an encounter? Because an encounter has a highly variable time.


Knowledge Breeds Perfection
Divination

This Final Strike is used as a free action. Until the beginning of your next round, treat every dice you would roll as a twenty. This grants critical hits and automatic successes as normal.

Should be "your next turn". Rounds don't belong to anyone. So basically, you get to crit everything...


Master’s Hand
Universal

Choose two Arcane Strikes and combine their effects. For most strikes, this means making a single attack with both their effects applying to the target. For Flurry of Strikes, this allows you to make a flurry, with the first strike having a bonus effect. Some strikes, such as Serenity in Combat, are largely unsuitable for this Final Strike’s effects.

Can you combine Final Strikes?


Serve Me In Death
Necromancy

You strike a foe with no more HD than your caster level with overwhelming necromantic energy. They must make a fortitude save or die, and be transformed into an undead.
As an undead, they replace non-class HD with undead HD, and have no constitution score. They use their charisma modifier for abilities and effects based on constitution. They are bound to obey you for a year and a day, and do not count towards your limit of controlled undead. After this time period, they are free to act as they like – and are likely to try and kill you. You may only have one bound undead from this ability at a time.

The issue of having them kill you is pointless. You'd just order them to commit suicide right before they would get freedom.


Spell Shattering Blow
Abjuration

As an immediate action, you utterly shatter an oncoming attack. It does not harm or affect anyone you do not wish it to, and you may cause 1d6 damage/caster level to the originator of the effect.

Due to wording, you can break normal attacks with this, but can't do anything to most spells. Should be "an oncoming spell".


You Belong With Me
Enchantment

By touching a target with no more HD than your caster level, you twist their mind, wrapping it around your own. If they fail a will save, they become perfectly obedient to your wishes. The context is yours to decide, whether as a sibling, lover, subordinate, or whatever you desire. This effect lasts for a year and a day, after which they are immune to your use of this strike for a month. Generally, they will seek to harm you for your treatment, and only the most unique of circumstances can cause someone to remain in love after this strike wears off. You may only have one companion from this ability at a time.

This could be incredibly useful. Convince someone that they have always loved you. Thus, they stay that way even after the strike's duration.



You're critiquing the fluff now? xD

Well, you can't just be lazy with your fluff. You need to make the package look good as well as working. :smallsmile:


This is a new low of nitpicking, sweetie. :smalltongue:

I prefer to think of it as expanding my horizons, dear. :smallwink:


But... magical isn't a damage type!

Warlock would beg to differ. :3


Yes. Yes it is. It's also strictly inferior to flight, which they don't get.

True, true... although with enough balance, flight is unnecessary. :3


I changed to check, but numbers look ugly in text!

It always says "take 10" in the text.


(Siiigh) <3

*pats* ^^

zhdarkstar
2013-09-03, 10:21 AM
The class looks great. I always like the idea of a magical puncher. My only possible concern is regarding being able to choose the class ability score. 99% of the time, INT will be the best choice of the three for the extra skill points. The class' good Will saves makes WIS not as much of a must-pick stat. I don't see any reason to pick CHA, period.

Morcleon
2013-09-03, 12:40 PM
The class looks great. I always like the idea of a magical puncher. My only possible concern is regarding being able to choose the class ability score. 99% of the time, INT will be the best choice of the three for the extra skill points. The class' good Will saves makes WIS not as much of a must-pick stat. I don't see any reason to pick CHA, period.

Wis and Cha could be useful for a gestalt build. Or Cha if you want a face character.

Lix Lorn
2013-09-03, 06:20 PM
Hawaa... here you go. Please don't dock my pay... :smallredface:
Let's see how you do...


Don't do this. Just put in Fort negates or Will Half or something like that on each strike. It's so much clearer.
But... why?


Should be "Irresistible" and "defenses". Needs clarification of said defenses (list DR, hardness and energy resistance).
It lists the defenses immediately after that...


See, this is why you need to specify which exact part of this is getting halved by the Fort save...
It says that in the fort bit! 'halves bonus damage, negates bonus effects'


How is the instead of/as well as determined? You should be able to decide whether you want to teleport away your enemy, as well as in which direction. Also, make it "up to x ft".
You choose. You always choose.


The "against them" in the table is redundant and unnecessary. And the first sentence should be, "Examining a single target, you gain benefits against them for the rest of the encounter."
Gotcha.


The "instead" entries are unnecessary. Should make this Mind-Affecting.
Thought it was obvious.


Comma is unneeded. Also, this is basically short range at-will teleport, since you could simply designate the ground as your foe.
...that's entirely intended. Did you not read Touchless?


Change to "to befriend or obey you". :smalltongue:
fiiine


Mm... should read "two foes of a CR equal to his ECL".
Blech


What's the penalty to just do telekinesis stuff? Can you use this to disarm/trip/sunder?
I don't know what you mean by telekinesis stuff.
Yes.


...fire, acid, electricity and sonic? Shouldn't it be fire, cold, electricity and acid?

Make it "or deal sonic damage".

"Reflex half".
Bleh


Why "one final size"?
...because it's the last one?


"Memorize". Also, you should not be able to use this for the same ability more than once per day, and should specify that material components and XP costs should be required. And don't list "attack". Otherwise, you could just duplicate, say, the attack of an epic level character with an attack bonus of +Yes and damage of You Die. :smalltongue:
Memorise in england.
Fair, but attack should be listed. You can't mimic that because it's an attack of higher than your own level.


There still needs to be a time limit for stuff over CL 6+. Maybe have it be 1 hour/CL?
Why?


Can you use the four strikes one to strike four times on a full attack?
...what? It's used as a standard action.


Mm... couldn't you just jump above them, then slam them into the ground for massive damage?
Sure, why not.


Um... 2d6 is incredibly underwhelming for a level 20 ability.
2d6 on top of AoO whenever the enemy attacks seems pretty good to me.


Are these "now applies to" cumulative or do they replace each other.

What does "that many attributes" mean? How many?
Cumulative and as many as the penalty to the other traits is.


Why does slow get 1d6 while sickened only get 1d4? Slow is significantly more powerful than sickened.

Also, alignment change is a very powerful thing to be waving around...
Because that's what the Chaos Hammer group said.
And yeah, that's the point.


...generally, combat isn't going to last 3d4 rounds. Or even 2d4 at times. :smalltongue:
Intentional.


Needs * between the 0.5/2 and "Str".
sure.


Once you hit level 11, this ability is effectively constantly on. You'll generally have a spare standard action once every ten minutes...
Yup.


Does it have to be a well? What about another water source?

Should specify that choosing the enhancement bonuses stack with each other...

Needs radius of shadowy illumination.
bleh.


Does the level 20 effect damage you as well?
Since it says 'foes', only if you have major self-esteem issues.

M
m... level 6 upgrades it to 1+0.5*CL, and 11 upgrades it to no limit?
Sure.


Any type of question/requirements of the DM to answer correctly?
Honestly.


The level 20 option seem inherently abusable. Just on general principle.
There's not really a way to have polymorph that isn't.


Hm... dispel magic at first level? :smalltongue:
Yes, requiring a melee attack roll AND succeeding on the caster level check.


Does the level 20 ability mean that the target's gear is in an AMF as well?
Yes.


Interesting... does each step change in element count as one "element", or can you change each element entirely?
Each step is one element.


Generally, negative level stuff is fort save. And that last entry should be "Deal 2d4".
Typo.


Please make it "+CL". :smallwink: And give a level 6 ability. Maybe something like "Can reroll one failed check" or something...
Sure.


...so basically an auto-crit at level 20? Could be very useful with Prismatic and Cursespewing...
Yup.


Needs something allowing the caster to pick the emotion.
Thought that was obvious...


What if their damage is higher than yours? Can you choose to, at level 20, automatically deflect, but then use their damage, not yours?
It says may...


Needs to specify that this is fear/mind-affecting.
Thought that was obvious.


Can this poison be extracted? Do you basically get free poison?
No.


This is incredibly powerful against those not immune to Con damage. It deals CL^2 damage, as well as CLd3 Con damage. You could just hit them once, then run away and watch them die.
It's also defeated by a level 0 spell, until level 11. Put a save on it.


Why level 18? Why not 17, like when pretty much everyone else gets capstone abilities?
18 is the first level which means you took no PrCs.


You could transform your enemy into a block of diamond, then use him for a True Resurrection. What happens to the "Only one foe at a time" clause then?
He's no longer in one piece.


Should note that +/- energy does or does not heal.
If you want to use your infinite damage doom-strike to heal, I won't stop you.


What about weapon properties? Are these not applied? I'd change it to, "your base damage die for these attacks is 1d6".

Does this proc on-hit effects from, say, weapon properties?
Why wouldn't they?


Should be "nor may he use Final Strikes". Also, does a cooldown of 3d4 count as greater or less than an encounter? Because an encounter has a highly variable time.
Typo.
'Per encounter' is a specific time length. If it's measured in rounds, it's usable.


Should be "your next turn". Rounds don't belong to anyone. So basically, you get to crit everything...
Right.


Can you combine Final Strikes?
God no.


The issue of having them kill you is pointless. You'd just order them to commit suicide right before they would get freedom.
Ugh.


Due to wording, you can break normal attacks with this, but can't do anything to most spells. Should be "an oncoming spell".
Bleh.


This could be incredibly useful. Convince someone that they have always loved you. Thus, they stay that way even after the strike's duration.
Yup.


Well, you can't just be lazy with your fluff. You need to make the package look good as well as working. :smallsmile:

I prefer to think of it as expanding my horizons, dear. :smallwink:
:smallmad:


Warlock would beg to differ. :3
Well they suck.


True, true... although with enough balance, flight is unnecessary. :3
That's why they get such a boost to it. :P


It always says "take 10" in the text.
Well they're dumn.


*pats* ^^
(Growls)


The class looks great. I always like the idea of a magical puncher. My only possible concern is regarding being able to choose the class ability score. 99% of the time, INT will be the best choice of the three for the extra skill points. The class' good Will saves makes WIS not as much of a must-pick stat. I don't see any reason to pick CHA, period.
Cha is best because Int and Wis are jerks

Morcleon
2013-09-04, 08:48 PM
But... why?

Because it's more versatile than having to put qualifiers on half the strikes. If you have these, then you have to have them, and then put on qualifiers.


It lists the defenses immediately after that...

Specific defenses.


It says that in the fort bit! 'halves bonus damage, negates bonus effects'

Oh...


Thought it was obvious.

Nope. If it's not listed, it's not mind-affecting.


...that's entirely intended. Did you not read Touchless?

'kay... just making sure. :smalltongue:


I don't know what you mean by telekinesis stuff.
Yes.

Like things that don't require rolls. Lifting objects, poking people, stuff like that.


...because it's the last one?

It also implies that no other effects can increase the size.


Memorise in england.
Fair, but attack should be listed. You can't mimic that because it's an attack of higher than your own level.

Ah..
Or you could mimic the attack of a Half-Dragon Fighter (Your ECL - 3) who put all of their points into Str, and all of their WBL into Str boosters. :smalltongue:


Why?

Otherwise you have an undead army better than that of a caster using spells. Because Greater/Create Undead don't give you control over them and this does.


...what? It's used as a standard action.

Alright.


2d6 on top of AoO whenever the enemy attacks seems pretty good to me.

No, I meant that it's just a small bit of damage, and nothing else.


Because that's what the Chaos Hammer group said.
And yeah, that's the point.

...I was probably loopy when I typed that bit... Sorry. >.>


Intentional.

So the ability doesn't really improve at 11+? Unless it's an extremely long encounter, the 6+ ability is clearly superior.


Thought that was obvious...

If it's not listed...


Thought that was obvious.

See above.


18 is the first level which means you took no PrCs.

...explain. That sentence confuses me.


Typo.
'Per encounter' is a specific time length. If it's measured in rounds, it's usable.

Ah...



:smallmad:

*pats* Want me to write fluff? :smalltongue:


Well they suck.

No they don't. *pouts*


That's why they get such a boost to it. :P

Hehe... true.


Well they're dumn.

Nah... having numbers in the text breaks up the monotony of the text block, as well as adding a certain mathematically based aesthetic to the words. :smallwink:


(Growls)

*feeds food* :3


Cha is best because Int and Wis are jerks

...I thought you loved me. :smallfrown:

Lix Lorn
2013-09-05, 12:46 AM
Because it's more versatile than having to put qualifiers on half the strikes. If you have these, then you have to have them, and then put on qualifiers.
(pout)


Specific defenses.
Yes! it lists the exact ones you said it should list! xD


Nope. If it's not listed, it's not mind-affecting.
Grr. xD


Like things that don't require rolls. Lifting objects, poking people, stuff like that.
Then it works fine.


It also implies that no other effects can increase the size.
...


Ah..
Or you could mimic the attack of a Half-Dragon Fighter (Your ECL - 3) who put all of their points into Str, and all of their WBL into Str boosters. :smalltongue:
Uses your own traits. :P


Otherwise you have an undead army better than that of a caster using spells. Because Greater/Create Undead don't give you control over them and this does.
So... go find another corpse, use it again. Big deal.


No, I meant that it's just a small bit of damage, and nothing else.
Well, yeah. It's a small bonus on every attack.


So the ability doesn't really improve at 11+? Unless it's an extremely long encounter, the 6+ ability is clearly superior.
...ah.


...explain. That sentence confuses me.
The shortest prestige class in the game is three levels long. Therefore, if you take level 18 of Mystic Hand, it guarantees you have no prestige class.


*pats* Want me to write fluff? :smalltongue:
My fluff is fine! (pout!)


No they don't. *pouts*
They're arguing with me thus they do :P


Nah... having numbers in the text breaks up the monotony of the text block, as well as adding a certain mathematically based aesthetic to the words. :smallwink:
It bugs me. A lot.


*feeds food* :3
(nom) ^^


...I thought you loved me. :smallfrown:
What does Int and Wis being jerks have to do with that? (snuggle)

Morcleon
2013-09-10, 12:06 AM
(pout)

Please do this. It's really annoying to have to scroll back up and back down to figure out what a keyword means.


Yes! it lists the exact ones you said it should list! xD

But "resist and similar abilities" is extremely vague. Is SR affected? What about miss chance?


Uses your own traits. :P

Needs to be listed as such. :smallwink:


So... go find another corpse, use it again. Big deal.

Also, this strike never actually says that you have control over the undead, so I guess that's a balancing factor...

Yeah, but a duration prevents the animator to simply spamming the world with them. They could just mass produce powerful undead and throw it at cities.


Well, yeah. It's a small bonus on every attack.

On every AoO. An intelligent opponent will simply step back and out-range you. It's alright, I guess...


The shortest prestige class in the game is three levels long. Therefore, if you take level 18 of Mystic Hand, it guarantees you have no prestige class.

...you could just take one or two levels of a PrC. Or be epic levels. :smallconfused:


My fluff is fine! (pout!)

Not if it's incomplete. :smallwink:


They're arguing with me thus they do :P

Wait, who's arguing against you?


It bugs me. A lot.

I'm your secretary, dammit! Listen to me! :smalltongue:


(nom) ^^

*rubs head* Good girl...


What does Int and Wis being jerks have to do with that? (snuggle)

Because I only use Cha if it's absolutely necessary. Otherwise I use Int/Wis-based characters almost predominately.

Lix Lorn
2013-09-10, 02:56 PM
Please do this. It's really annoying to have to scroll back up and back down to figure out what a keyword means.
I edited saving throws in ages ago. :P
(Although it really doesn't strike me as complicated.)


But "resist and similar abilities" is extremely vague. Is SR affected? What about miss chance?
...they're not similar. It stops abilities that reduce damage.


Needs to be listed as such. :smallwink:
Edited in last time.


Also, this strike never actually says that you have control over the undead, so I guess that's a balancing factor...

Yeah, but a duration prevents the animator to simply spamming the world with them. They could just mass produce powerful undead and throw it at cities.
There's already a limiter. CLx4 HD.


On every AoO. An intelligent opponent will simply step back and out-range you. It's alright, I guess...
...well, if the AoO strike beats people out of AoO range, it's doing something wrong.


...you could just take one or two levels of a PrC. Or be epic levels. :smallconfused:
Yup! You could!


Not if it's incomplete. :smallwink:
It's not. :smalltongue:


Wait, who's arguing against you?
Warlocks!


I'm your secretary, dammit! Listen to me! :smalltongue:
Only when you're right. :P


*rubs head* Good girl...
(purrr)


Because I only use Cha if it's absolutely necessary. Otherwise I use Int/Wis-based characters almost predominately.
...I don't like you anymore. :smalltongue:
(Always uses cha, always.)

Morcleon
2013-09-10, 10:53 PM
I edited saving throws in ages ago. :P
(Although it really doesn't strike me as complicated.)

It really is once you get to the point where you ended up placing in several strikes that had non-standard saving throw allowances.


...they're not similar. It stops abilities that reduce damage.

Then you need to specify "DR, hardness, energy resistance, and similar abilities that reduce damage", not just "resist and similar abilities".


There's already a limiter. CLx4 HD.

Which is twice the amount that casters can have controlled, as well as having an infinite duration.


Yup! You could!

Then why did you say you couldn't?


It's not. :smalltongue:

Well, now it's done... it didn't used to be. :smalltongue:


Warlocks!

What's wrong with Warlocks? :smallconfused:


Only when you're right. :P

And I am always right. :smallwink:


(purrr)

*scratches behind the ears*


...I don't like you anymore. :smalltongue:
(Always uses cha, always.)

...okay. :smallfrown:


Other Classes: ...one of those three, while they tend to either respect the Mystic’s skills, or consider them a mere dabbler.

Should be "whether", not "while".

Lix Lorn
2013-09-11, 07:44 PM
It really is once you get to the point where you ended up placing in several strikes that had non-standard saving throw allowances.
You're making this sound more complex than it is. :P


Then you need to specify "DR, hardness, energy resistance, and similar abilities that reduce damage", not just "resist and similar abilities".
fiiiine


Which is twice the amount that casters can have controlled, as well as having an infinite duration.
...no it's not?
'The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level.'
Copy pasted from Animate Dead.


Then why did you say you couldn't?
You can't FINISH a PrC. You can only dip.


Well, now it's done... it didn't used to be. :smalltongue:
:P


What's wrong with Warlocks? :smallconfused:
They're arguing with me!
Haven't we been over this?


And I am always right. :smallwink:
Suuuure y'are.


*scratches behind the ears*
(purrrrrrr)


...okay. :smallfrown:
(pets)


Should be "whether", not "while".
That entire bit needs rewriting.

Morcleon
2013-09-16, 05:11 PM
You're making this sound more complex than it is. :P

I'm making it sound exactly as complex as it actually is. :smalltongue:


...no it's not?
'The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level.'
Copy pasted from Animate Dead.

...huh. Nevermind then. :smallredface:


You can't FINISH a PrC. You can only dip.

Ah.

They're arguing with me!
Haven't we been over this?

...no. Do tell...


Suuuure y'are.

Of course I am. ^^


(purrrrrrr)

*feeds catnip*


(pets)

:smallredface:


That entire bit needs rewriting.

Then go rewrite it!

Lix Lorn
2013-09-16, 06:33 PM
I'm making it sound exactly as complex as it actually is. :smalltongue:
Nuhuh.


...huh. Nevermind then. :smallredface:
:smalltongue:


...no. Do tell...
I don't even remember what we're talking about. xD


Of course I am. ^^
Except about animate dead.


*feeds catnip*
(becomes very silly and bouncy)


:smallredface:
Whozza little cutie? Yesh you are~


Then go rewrite it!
Did so immediately after posting. :P

Morcleon
2013-09-18, 09:18 PM
Nuhuh.

It is. It's easier to see it in the entry than to have to scroll up each time you forget. :smalltongue:


I don't even remember what we're talking about. xD

...I don't either. >.>


Except about animate dead.

>.>
<.<
No one needs to know about that....


(becomes very silly and bouncy)

*scratches behind ears*


Whozza little cutie? Yesh you are~

Meow~! :smallredface:


Did so immediately after posting. :P

Ah. That's good. :smallsmile:

Lix Lorn
2013-09-18, 09:34 PM
Ah. That's good. :smallsmile:
(pets, is petted)
So... are we done? xD

Morcleon
2013-09-18, 09:56 PM
(pets, is petted)
So... are we done? xD

Yeah, pretty much. I'll get to work on the Alchemist. ^^