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ZebulonCrispi
2007-10-13, 03:48 AM
DISCLAIMER
The class you are about to read is not balanced. Nor is it meant to be.
It is for high-level, silly epic campaigns. It is for punching dudes in the face, in the most obscenely powerful and hilarious ways. I am not trying to balance it against other epic classes, only against itself (low-level abilities in the class shouldn't overpower the high-level abilities, etc).

This is for Epic. And I mean EPIC. Not just 21+ level adventurers. I'm talking grandiose, over-the-top adventures of the most wonderful variety.

The Godhand
http://www5b.biglobe.ne.jp/~kokuyume/GUILTY/img01.jpg

In the days before time, an angel filled with pride
fell from the heavens to a live in exile
as the Demon King Angra.

Filled with spite and hatred, Angra spearheaded
an army of demons and specters
to overthrow the world of mortal men.

However, a man appeared with the power of god
sealed in his arms, and used this power
to once again send Angra into exile.

The people, grateful that Angra’s threat
had subsisded, bestowed upon the man
the title of Godhand.

Legent states: “Although the man is long since gone,
a single clan continues to this day to defend
the Godhands, and the power held within.

“Those who possess this power are capable
o becoming either god or demon.”

Prerequisites
Feats
Power Attack, Combat Reflexes, Improved Critical.
Skills
Intimidate, 24 ranks.

In order to become a Godhand, the character must have one arm removed, either voluntary or by force, and replaced with one of the legendary Godhands. This is harder than it sounds, though, as there are only two such arms in existence - one left, and one right.
Levels in Monk and Drunken Master are recommended, but not required.

{table=head]Class Level | Special | Unarmed Damage | Roulette Orbs
1st | The Power of the Godhand, Level 1 Roulette Attack, Furious Stunning Fist | 2d10 | 2
2nd | Pummel, Improvised weapons | 2d10 | 2
3rd | Bonus feat | 3d8 | 3
4th | Level 2 Roulette Attack | 3d8 | 3
5th | The Power of the Godhand 2 | 3d10 | 3
6th | Bonus feat, Level 3 Roulette Attack | 3d10 | 4
7th | Quick Pummel | 4d8 | 4
8th | Level 4 Roulette Attack | 4d8 | 4
9th | Bonus feat | 4d10 | 5
10th | The Power of the Godhands, Level 5 Roulette Attack | 4d10 | 5[/table]

Class abilities
The Power of the Godhand
Once per encounter, as a swift action, the Godhand can unleash the true power contained within the mighty appendage. Until the beginning of their next turn, the Godhand is invulnerable to damage and automatically succeeds all saving throws. In addition, they act as if under the effect of the Haste spell, gain a temporary +10 Godhand bonus to Strength, Dexterity, and Constitution, and all unarmed attacks made by the character count as touch attacks.
Starting at 5th level, the Power of the Godhand lasts for 2 rounds instead of 1.

Roulette Attack
The pinnacle of a Godhand’s power is in a variety of devastating and incredibly flashy techniques called Roulette Attacks. The power required to activate these deadly techniques takes the form of metaphysical nodes of power called Roulette Orbs - performing a Roulette Attack consumes 1 or more of these orbs, which are restored at the beginning of every encounter. In addition, the Godhand can take a Move action to taunt an enemy, boosting his confidence and recovering one Roulette Orb.
Initiating a Roulette Attack is a standard action. At 1st level, the Godhand can learn any one Level 1 Roulette Attack, learning one new Roulette Attack each level. At 4th level and every 2 levels thereafter, the Godhand gains access to a new level of Roulette Attacks.

Level 1 Roulette Attacks (1 Roulette Orb)
Ball Buster: Delivers a devastating kick to the enemy’s groin. In addition to taking unarmed damage, the target must make a Fortitude save (DC = 10 + 1/2 character level + Str Bonus) or be stunned for one round. If a male humanoid target it stunned in this way, they also suffer 20d6 bonus damage and 2d6 Dexterity damage.
God Stomp: Smashes the enemy mercilessly into the ground by stomping on them repeatedly. Make four unarmed attacks, all at the Godhand’s highest attack bonus.
Divine Smash: Strikes the ground, sending a wave of destructive energy in all directions. All creatures within 30’ of the Godhand suffer 100 damage and are knocked prone. A Reflex save (DC = 10 + 1/2 character level + Str Bonus) halves the damage and negates the knockdown effect..
Shockwave: Sends a vertical blade of energy towards an enemy from a distance. Make an attack against any one target within 50’ of the initiator at full attack bonus - if it hits, it does quadruple damage, and the target must make a Fortitude save (DC = 10 + 1/2 character level + Str Bonus) or be both knocked prone and stunned for 1 round.

Level 2 Roulette Attacks (1 Roulette Orb)
Kung Fu Samba: Delivers a terrifying series of kicks and punches with hypnotic grace. Make a full attack against the target, with one additional attack, and all attacks at your highest attack bonus. If one attack hits, then all subsequent attacks in the full attack automatically hit as well.
Typhoon Kick: Performs a circular midair kick so powerful that it causes mayhem all round the Godhand. All creatures within 30’ of the Godhand suffer 150 damage and be knocked prone.. A Reflex save (DC = 10 + 1/2 character level + Str Bonus) halves the damage, and a Fortitude save (DC = 10 + 1/2 character level + Str Bonus) negates the knockdown effect..
Daisy Cutter: Warps through all the enemies, who explode in a spray of fireworks moments afterwards. Instantly move up to 30’ in any direction, passing through any creatures in the way without provoking attacks of opportunity. Every creature in the Godhand’s path must make a Reflex save (DC = 10 + 1/2 character level + Str Bonus) or be stunned for 1 round. As soon as they are no longer stunned, they suffer 100 damage and are knocked prone.
Chain Yanker: Pulls an enemy through space to directly in front of the Godhand, then strikes them hard enough to knock them off balance. Choose one target within 50’ of the Godhand. That target must make a Fortitude save (DC = 10 + 1/2 character level + Str Bonus) or instantly be pulled adjacent to the Godhand, who then instantly and unerringly strikes them as an unarmed attack scoring a confirmed critical hit. The target must them make a second Fortitude save at the same DC or be stunned for one round and suffer 2d6 Dex damage.

Level 3 Roulette Attacks (2 Roulette Orbs)
Dragon Kick: Kicks the enemy so hard that they sail off into the distance, only to come falling back a moment later. Make a single unarmed attack against the target at the Godhand’s full attack bonus. On a successful hit, the target takes an additional 100 damage, and must make a Fortitude save (DC = 10 + 1/2 character level + Str Bonus) or be launched 1000’ straight up. If there is a ceiling above them, they immediately take 50d6 damage and are knocked prone. Otherwise, they land at the beginning of their next turn, taking 100d6 damage from falling (The Godhand doesn’t let terminal velocity get in the way of a good ass-kicking).
Zen Revival: Concentrates the power of the Godhand to heal wounds. The Godhand is immediately rejuvenated as per the Heal and Restoration spells simultaneously.
Wild Pitch: Summons a powerful orb of energy, thrown forwards in a powerful pitch. All enemies in a 100’ line from the Godhand must make a Reflex Save (DC = 10 + 1/2 character level + Str Bonus) or be caught in the path of the ball, suffering 100d6 damage. Upon taking this damage, the victim must make a Fortitude save (DC = 10 + 1/2 character level + Str Bonus) or be knocked backwards 30’, knocked prone, stunned for 1 round, and suffer 2d6 Con damage.

Level 4 Roulette Attacks (2 Roulette Orbs)
Home Run God: Summons a clublike rod of energy, which is used to strike an enemy far into the distance. Make a single unarmed attack against the target at the Godhand’s full attack bonus. On a successful hit, the target takes an additional 200 damage and must make a Fortitude save (DC = 10 + 1/2 character level + Str Bonus) or be knocked 100’ away from the Godhand and knocked prone. Any creatures in the path of the enemy being knocked back must make a Reflex save (DC = 10 + 1/2 character level + Str Bonus) or be knocked back with it, taking 200 damage and making a Fortitude save (DC = 10 + 1/2 character level + Str Bonus) to avoid being knocked prone themselves.
Real God Charge: Allows an additional use of the Power of the Godhand in this encounter.
100 Fists: Delivers an unending series of light-speed punches. Make four full-round attack actions against one target.

Level 5 Roulette Attacks (3 Roulette Orbs)
Shaolin Blast: Projects a massive hand of force, obliterating all in its path. All targets in a 100’ line frome the Godhand take 500 damage. A Reflex save (DC = 10 + 1/2 character level + Str Bonus) halves the damage, but the Evasion ability is ineffective.
Double Shaolin: A special version of the Shaolin Blast which uses both hands at once. This functions the same as Shaolin Blast, except that the attack is made twice - both attacks must be within a 90 degree angle of one another, and the Hands do 400 damage each. This ability cannot be taken normally - see the Power of the God Hands ability.


Furious Stunning Fist
The Godhand throws away the subtlety of the traditional unarmed arts, in favor of raw power. When using the Stunning Fist feat, apply your Strengh modifier instead of your Wisdom modifier. In addition, if the attempt is successful, then the target is knocked prone.
If the Godhand does not have the Stunnung Fist feat, they immediately gain it as a bonus feat.

Improvised Weapons
Starting at 2nd level, the Godhand can use improvised weapons as per the Drunken Fist ability. If they already have this ability, then the bonus damage from using improvised weapons increases to 1d10.

Pummel
Starting at 2nd level, as a standard action, the Godhand can attempt to beat an enemy senseless, with a series of punches, kicks, knees to the face, or other such attacks. The Godhand makes a Stunning Fist attempt on their target - if it succeeds, then they can perform a full attack immediately, making one additional attack at their full attack bonus, as if using the Greater Flurry of Blows ability. If the enemy is stunned or prone, then the Stunning Fist attempt is not necessary.
Starting at 7th level, the Pummel ability can be activated as a Swift action instead of a Standard action.

Epic Bonus Feat
At 3rd, 6th, and 9th levels, the Godhand earns an epic bonus feat.

Godhand Epic Bonus Feat List
Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Epic Endurance, Epic Leadership, Epic Prowess, Energy Resistance, Epic Speed, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Fast Healing, Improved Combat Reflexes, Improved Ki Strike, Improved Manyshot, Improved Spell Resistance, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Keen Strike, Legendary Climber, Legendary Commander, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Righteous Strike, Shattering Strike, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy, Vorpal Strike.

The Power of the Godhands
At 10th level, the Godhand acquires the ability to attatch a second Godhand in place of their other arm. With both Godhands attatched, the +10 attribute bonus from the Power of the Godhand becomes permanent, and raises to +30 while the Power of the Godhand is activated. In addition, the Roulette Shaolin Blast, if the Godhand has it, is replaced with the Roulette Double Shaolin.
Keep in mind that getting this ability does not instantly reward you with a second Godhand. You still need to find and secure it before attatching it - and since you already have one Godhand, there's only one left in the world.

Arakune
2007-10-13, 06:26 AM
That's a... very restrictive PrC...