GoC
2007-12-22, 10:35 PM
Bigby's Master Hand
Evocation [Force]
Level: Sor/Wiz 12
Components: V, S, M, F/DF
This spell functions like crushing hand, except that the hand can also perform slam, sweep and throw attacks.
The master hand currently grappling an oponent of medium or smaller size can attempt to throw them in a parabolic tragectory. The master hand first makes a grapple check against the target, if the check succeds then the target is thrown 3d6x5ft (for medium creatures) or 12d6x5ft (for small or smaller creatures) taking 1d6 point of damage per 5ft traveled up to a maximum of 20d6. If the creature thrown hits an obect before attaining the indicated range both it and the object hit take the remaining damage. A Feather Fall effect halves the damage.
The master hand can make a sweep attack. This attack hits all creatures in a 100ft line unless stopped. The hand deals 2d6+15 damage to each creature in the line and makes a bull rush against each. If it fails a bullrush attempt the hand is stopped and any creatures farther along the line are unaffected.
The master hand can make a melee attack aganst one creature within range. The hand's attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +15 for the hand’s Strength score (40). A successful hit deals 3d6+22 damage.
The master hand can grapple an opponent like grasping hand does. Its grapple bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +15 for the hand’s Strength score (40), +4 for being Large. The hand deals 3d6+15 points of damage (lethal, not nonlethal) on each successful grapple check against an opponent.
The master hand can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +21 bonus.
Directing the spell to a new target is a move action.
Destroying a master hand with disintegrate requires a caster level check.
A master hand can be made permanent with a Permanency spell and intelligent with an Awaken Construct spell. A permanent master hand recovers caster level hitpoints per round, is tied to the spot the permanency was cast and cannot go farther than 100+10ft/CL away from it.
An intelligent master hand is not subject to this limitation and is fully loyal to the caster, traveling with him unless ordered to do otherwise. An intelligent master hand has hd equal to twice it's casters CL for the purpose of determining feats and skills.
Only a permanent hand can be made intelligent.
An unintelligent master hand can only be given simple instructions such as: "attack any non-humanoid that comes near".
Arcane Material Component
The shell of an egg.
Arcane Focus
A glove of snakeskin.
Permanent master hands make great guardians in dungeons, rapidly ejecting any unwanted individuals. An intelligent master hand may be used in warfare or as a traveling bodyguard.
Sample intelligent Master Hand:
Size/Type: Large construct
Hitpoints: 325 hp
Initiative: +16
Speed: 40ft (8squares), fly 360 ft. perfect maneuverability (72 squares)
Armor Class: 20 (-1 size, +11 natural), touch 9, flat-footed 20
Base Attack/Grapple: -/+58
Attack: slam +54 melee (3d6+22)
Full Attack: slam +54 melee (3d6+22)
Space/Reach: 10 ft./10 ft.
Special Attacks: Sweep, grappling damage, throw, Master Hand traits
Special Qualities: -
Saves: Fort +20, Ref +16, Will +23
Abilities: Str 40, Dex 10, Con -, Int 11, Wis 10, Cha 10
Challenge Rating: 17
Treasure: -
Alignment: Lawful Neutral
It's a bit long but I couldn't seem to shrink it.
What do you think?
Evocation [Force]
Level: Sor/Wiz 12
Components: V, S, M, F/DF
This spell functions like crushing hand, except that the hand can also perform slam, sweep and throw attacks.
The master hand currently grappling an oponent of medium or smaller size can attempt to throw them in a parabolic tragectory. The master hand first makes a grapple check against the target, if the check succeds then the target is thrown 3d6x5ft (for medium creatures) or 12d6x5ft (for small or smaller creatures) taking 1d6 point of damage per 5ft traveled up to a maximum of 20d6. If the creature thrown hits an obect before attaining the indicated range both it and the object hit take the remaining damage. A Feather Fall effect halves the damage.
The master hand can make a sweep attack. This attack hits all creatures in a 100ft line unless stopped. The hand deals 2d6+15 damage to each creature in the line and makes a bull rush against each. If it fails a bullrush attempt the hand is stopped and any creatures farther along the line are unaffected.
The master hand can make a melee attack aganst one creature within range. The hand's attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +15 for the hand’s Strength score (40). A successful hit deals 3d6+22 damage.
The master hand can grapple an opponent like grasping hand does. Its grapple bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +15 for the hand’s Strength score (40), +4 for being Large. The hand deals 3d6+15 points of damage (lethal, not nonlethal) on each successful grapple check against an opponent.
The master hand can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +21 bonus.
Directing the spell to a new target is a move action.
Destroying a master hand with disintegrate requires a caster level check.
A master hand can be made permanent with a Permanency spell and intelligent with an Awaken Construct spell. A permanent master hand recovers caster level hitpoints per round, is tied to the spot the permanency was cast and cannot go farther than 100+10ft/CL away from it.
An intelligent master hand is not subject to this limitation and is fully loyal to the caster, traveling with him unless ordered to do otherwise. An intelligent master hand has hd equal to twice it's casters CL for the purpose of determining feats and skills.
Only a permanent hand can be made intelligent.
An unintelligent master hand can only be given simple instructions such as: "attack any non-humanoid that comes near".
Arcane Material Component
The shell of an egg.
Arcane Focus
A glove of snakeskin.
Permanent master hands make great guardians in dungeons, rapidly ejecting any unwanted individuals. An intelligent master hand may be used in warfare or as a traveling bodyguard.
Sample intelligent Master Hand:
Size/Type: Large construct
Hitpoints: 325 hp
Initiative: +16
Speed: 40ft (8squares), fly 360 ft. perfect maneuverability (72 squares)
Armor Class: 20 (-1 size, +11 natural), touch 9, flat-footed 20
Base Attack/Grapple: -/+58
Attack: slam +54 melee (3d6+22)
Full Attack: slam +54 melee (3d6+22)
Space/Reach: 10 ft./10 ft.
Special Attacks: Sweep, grappling damage, throw, Master Hand traits
Special Qualities: -
Saves: Fort +20, Ref +16, Will +23
Abilities: Str 40, Dex 10, Con -, Int 11, Wis 10, Cha 10
Challenge Rating: 17
Treasure: -
Alignment: Lawful Neutral
It's a bit long but I couldn't seem to shrink it.
What do you think?