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CopperElfCleric
2019-10-07, 11:03 PM
The Laughing Hand; (Specialty Cleric of Erevan Ilesere}

Laughing Hands are the Sacred fists of the church of Erevan Ilesere. They establish independent gatherings found within many followers of the trickster. Their ascetically chaotic members have turned their divine magic inward, bringing their bodies and wills into manic dischord.. Many Trickster priests turn to blade and spell, but the Laughing Hands tend to master fist and foot, knee and elbow. Submission is rare among Laughing Hands. They are deadly strikers in melee combat, while casting divine spells to deceive and hurt by touch.

Laughing Hands have forsworn the use of weapons and heavy armor for the more subtle ways of stealth and unarmed fighting..They consider their bodies and minds gifts from their rogue deity, and they believe that not developing those gifts to their fullest potential is a dogmatic problem. Spellcasting is smiled upon as their deity promotes touch spells of various schools, provided the Laughing Hand casts spells with a range of touch. Laughing Hands are strong in lawless faith, will, and body. Favored Souls and Clerics are excellent candidates for gatherings of fist, foot and spell. Monks may also choose to join them, but are seldom comfortable surrendering to the anarchy of Erevan Ilesere and the Chaos-Fist style. Rogues are natural multi-class choices for this PrC, but so are Uncanny Tricksters and Combat Tricksters. I suppose it depends on what you want to fight for in the name of Erevan Ilesere. A Laughing Hand, a Sacred Fist, A smiling knee that says hello to your adam's apple while shaking your hand.

Requirements
To qualify to become a Laughing Hand, a character must fulfill all the following criteria:

Skills: Knowledge (religion) 8 ranks, Spellcraft 8 ranks.
Feats: Combat Reflexes, Improved Unarmed Strike, Stunning Fist.
Base Attack Bonus: +4.
Spells: Ability to cast 1st-level divine spells.
Domains: Must have the Trickery and Elf domains.

Class Skills
The Laughing Hand's class skills are Balance, Concentration, Escape Artist, Heal, Jump, Profession, and Tumble.

Skill Points at Each Level: 6 + Int modifier.

Class Features

Weapon and Armor Proficiency: Laughing Hands gain no proficiency with any weapons, armor, or shields.

Spells per Day/Spells Known: When a new Laughing Hand level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class he possessed before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, wild shape ability, and so on). This essentially means that he adds the level of Laughing hand to the level of whatever other spellcasting class the character has, then determines spells per day accordingly.

If a character had more than one spellcasting class in which he could cast divine spells before he became a Laughing Hand, the player must decide which class to assign each level of Laughing Hand for the purpose of determining spells per day and spells known.

AC Bonus (Ex): At 1st level, a Laughing Fist is highly trained at dodging blows, and he has a sixth sense that lets him avoid even unanticipated attacks. When unencumbered and wearing light or no armor, a Laughing Hand gains a +1 bonus to his AC. This bonus increases to +2 at 5th level and to +3 at 10th. This bonus to AC applies even against touch attacks or when the Laughing Hand is flat-footed. He loses the bonus when he is immobilized or helpless, when he wears any armor heavier than light armor, when he carries a shield, or when he carries a medium or heavy load.

Unarmed Fighting (Ex): At 1st level, a Laughing Hand is highly trained in fighting unarmed, giving him considerable advantages when doing so. A Laughing Hands attacks may be with either fist interchangeably or even with elbows, knees, and feet. There is no such thing as an off-hand attack for a sacred fist striking unarmed. He may choose to deal either subdual or normal damage with his attack. He deals more damage than normal, as summarized on the table below.


Size of Laughing Hand:
Level Small Medium-size or larger
1st 1d4 1d6
5th 1d6 1d8
8th 1d8 1d10
10th 1d10 1d12

Flurry Attack (Ex): At 1st level, the Laughing Hand may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack, but this attack and each other attack made that round suffer a -2 penalty apiece. This penalty applies for 1 round, so it affects attacks of opportunity the Laughing Hand might make before his next action. The Laughing Hand must use the full attack action to strike with a flurry of blows.

Puissant Fists (Su): At 1st level, a Laughing Hand ignores some damage resistance. At 1st level, treat his strikes as +1 weapons for the purposes of damage resistance. Starting at 3rd level, treat his strikes as +2 weapons for that purpose. Starting at 6th level, treat them as +3 weapons, and at 9th level, treat them as +4 weapons. This ability does not change the Laughing Hands chance to hit or the damage dealt.

Extra Domain: At 2nd level, upon adopting the Laughing Hand class, the character chooses one extra domain from his deity's list.

Evasion (Ex): At 2nd level, a Laughing Hand can dodge and avoid even magical and unusual attacks with great agility. If a rogue of the hand makes a successful Reflex saving throw against an attack that normally inflicts half damage on a successful save (such as a red dragon's fiery breath or a fireball spell), the Laughing Hand instead suffers no damage. Evasion can only be used if the sacred rogue is wearing light armor or no armor.

Combat Casting (Ex): At 2nd level, a Laughing Hand gains this feat as a bonus feat.

Fast Movement (Ex): At 3rd level, a Laughing Hand gains an enhancement bonus to his speed. Your land speed is faster than the norm for a creature your size by 10 to 30 feet depending on your level. A Laughing Hand in medium or heavy armor or carrying a medium or heavy load loses this extra speed.

Uncanny Dodge (Ex): Starting at 3rd level, a Laughing Hand gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized.)

At 5th level, the Laughing Hand can no longer be flanked, since he can react to opponents on opposite sides of his as easily as he can react to a single attacker. This defense denies other characters the ability to use flank attacks to sneak attack him. The exception to this defense is that another character at least four levels higher than the character can flank him (and thus sneak attack him, if a rogue). Uncanny dodge can only be used if the Laughing Hand is wearing light armor or no armor.

Blindsight (Ex): This ability, gained at 3rd level, grants sensitivity to vibrations, scent, and acute hearing so that the Laughing Hand maneuvers and fights as well as a sighted creature. His senses extend in a 30-foot radius. Invisibility and darkness are irrelevant, though he still can't discern ethereal beings. Laughing Hands do not need to make Spot or Listen checks to notice creatures within range.

Sacred Chaos (Sp): At 5th level, a Laughing Hand may use a standard action to invoke sacred chaos around his hands and feet. Instead of normal damage, a successful attack with these sacred anarchic flames deals damage as follows: 1d6 + Wisdom modifier, + Laughing Hand class level. At least half the damage is anarchic damage, and the rest is sacred raw energy (and thus not subject to effects that reduce energy damage).

A Sacred Chaos attack may be combined with a flurry attack.

No Shadows Barred (Ex): Starting at 8th level, a Laughing Hand may add her Wisdom modifier to both attack and damage rolls. Also, for purposes of countering damage reduction, his unarmed blows are considered magic weapons with an enhancement bonus equal to his Wisdom bonus, and this bonus is cumulative with that of puissant fists. The Laughing Hand's mind, body, and will are forged into one instrument of mischief, deception and brutal force.

Inner Armor (Ex): At 10th level, a Laughing Hand's inner chaos protects him from external threats. He may invoke a +4 sacred bonus to AC, a +4 sacred bonus on all saves, and spell resistance 25 for a number of rounds equal to his Wisdom modifier. He may use inner armor twice a day and the rounds need not be consecutive.




Level BAB Fort Ref Will Special AC Bonus Unarmored Speed Spellcasting
1st +1 +2 +2 +0 Unarmed damage +1 +0 ft. +1 level of existing divine spellcasting class
2nd +2 +3 +3 +0 — +1 +0 ft. +1 level of existing divine spellcasting class
3rd +3 +3 +3 +1 — +1 +10 ft. +1 level of existing divine spellcasting class
4th +4 +4 +4 +1 Sacred flames 1/day +1 +10 ft. —
5th +5 +4 +4 +1 — +2 +10 ft. +1 level of existing divine spellcasting class
6th +6 +5 +5 +2 Blindsense 10 ft. +2 +20 ft. +1 level of existing divine spellcasting class
7th +7 +5 +5 +2 — +2 +20 ft. +1 level of existing divine spellcasting class
8th +8 +6 +6 +2 Sacred flames 2/day +2 +30 ft. —
9th +9 +6 +6 +3 — +2 +30 ft. +1 level of existing divine spellcasting class
10th +10 +7 +7 +3 Inner armor +3 +30 ft. +1 level of existing divine spellcasting class

(NOT DONE YET.) Under construction.

Any and all help wanted.
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