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  1. - Top - End - #1
    Titan in the Playground
     
    Lix Lorn's Avatar

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    Feb 2010
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    Usaki City, Syona
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    Default The Mystic Hand - Supernatural Arcane Monk [3.5 Base Class]

    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.

    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
    Spoiler
    Show
    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
    Spoiler
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    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.
    Last edited by Lix Lorn; 2014-04-04 at 11:52 AM.
    Recent Homebrew: The Socialite | The Crystalline: Memory Altering Construct Race | Sanguine Hand, a ToB Discipline of blood and cruelty
    Homebrew Signature | NEW Homebrew Collection
    Thanks to all my avatar artists, especially to Paisley for my avatar of Vivian, cowardly cryophoenix.
    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

  2. - Top - End - #2
    Titan in the Playground
     
    Lix Lorn's Avatar

    Join Date
    Feb 2010
    Location
    Usaki City, Syona
    Gender
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    Default Re: The Mystic Hand - Supernatural Arcane Monk [3.5 Base Class]

    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.


    Spoiler
    Show
    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
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    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.
    Last edited by Lix Lorn; 2014-04-04 at 11:52 AM.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Bugbear in the Playground
     
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    Default Re: The Mystic Hand - Supernatural Arcane Monk [3.5 Base Class]

    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.

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    Default Re: The Mystic Hand - Supernatural Arcane Monk [3.5 Base Class]

    Fixed the typo. Edited Blood Money a little, but I'm not sure if it's possible to entirely negate that possibility.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Mystic Hand - Supernatural Arcane Monk [3.5 Base Class]

    This is really cool. No idea on where it stands on balance, but good job!
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    Yes, but that's Fred. He radiates awesomeness.
    Quote Originally Posted by Bhu View Post
    I like Fred. I shall make him an honorary Pimpsquatch.
    Quote Originally Posted by A Rainy Knight View Post
    I love Fred because he returned from the dead in a form that doesn't hunger for the flesh of the living! Also, he's a nice guy.
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    You're chibi and that's awesome. n_n

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    Default Re: The Mystic Hand - Supernatural Arcane Monk [3.5 Base Class]

    Arcane strike review will be done later...

    Quote Originally Posted by Lix Lorn View Post
    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.

    Quote Originally Posted by Lix Lorn View Post
    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?

    Quote Originally Posted by Lix Lorn View Post
    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".

    Quote Originally Posted by Lix Lorn View Post
    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.

    Quote Originally Posted by Lix Lorn View Post
    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.".

    Quote Originally Posted by Lix Lorn View Post
    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...

    Quote Originally Posted by Lix Lorn View Post
    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".

    Quote Originally Posted by Lix Lorn View Post
    Wizard’s Blade (Su): ...He may not retry the test until he gains a new level.
    Should be check, not test.
    Last edited by Morcleon; 2013-08-31 at 07:56 PM.
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    Don't worry, I like my characters the way I like my coffee: Strong, but with no cheese in it.
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    Don't hesitate to tell the people you care about the feelings you have for them, because they may not be there tomorrow.

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    Default Re: The Mystic Hand - Supernatural Arcane Monk [3.5 Base Class]

    Quote Originally Posted by Morcleon View Post
    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.

    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.
    This is a new low of nitpicking, sweetie.

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

    Should be check, not test.
    (Siiigh) <3
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Mystic Hand - Supernatural Arcane Monk [3.5 Base Class]

    Quote Originally Posted by Lix Lorn View Post
    And you call this finished? I'm docking your pay. :P
    Hawaa... here you go. Please don't dock my pay...

    Spoiler
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    [QUOTE=Lix Lorn;15894764]
    Quote Originally Posted by Lix Lorn View Post
    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
    Quote Originally Posted by Lix Lorn View Post
    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).

    Quote Originally Posted by Lix Lorn View Post
    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...

    Quote Originally Posted by Lix Lorn View Post
    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".

    Quote Originally Posted by Lix Lorn View Post
    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."

    Quote Originally Posted by Lix Lorn View Post
    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.

    Quote Originally Posted by Lix Lorn View Post
    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.

    Quote Originally Posted by Lix Lorn View Post
    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".

    Quote Originally Posted by Lix Lorn View Post
    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".

    Quote Originally Posted by Lix Lorn View Post
    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?

    Quote Originally Posted by Lix Lorn View Post
    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"?

    Quote Originally Posted by Lix Lorn View Post
    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.

    Quote Originally Posted by Lix Lorn View Post
    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.

    Quote Originally Posted by Lix Lorn View Post
    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?

    Quote Originally Posted by Lix Lorn View Post
    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?

    Quote Originally Posted by Lix Lorn View Post
    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?

    Quote Originally Posted by Lix Lorn View Post
    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.

    Quote Originally Posted by Lix Lorn View Post
    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?

    Quote Originally Posted by Lix Lorn View Post
    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...

    Quote Originally Posted by Lix Lorn View Post
    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.

    Quote Originally Posted by Lix Lorn View Post
    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".

    Quote Originally Posted by Lix Lorn View Post
    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...

    Quote Originally Posted by Lix Lorn View Post
    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?

    Quote Originally Posted by Lix Lorn View Post
    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...

    Quote Originally Posted by Lix Lorn View Post
    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?

    Quote Originally Posted by Lix Lorn View Post
    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?

    Quote Originally Posted by Lix Lorn View Post
    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?

    Quote Originally Posted by Lix Lorn View Post
    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.

    Quote Originally Posted by Lix Lorn View Post
    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.

    Quote Originally Posted by Lix Lorn View Post
    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?

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

    Quote Originally Posted by Lix Lorn View Post
    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?

    Quote Originally Posted by Lix Lorn View Post
    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".

    Quote Originally Posted by Lix Lorn View Post
    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". And give a level 6 ability. Maybe something like "Can reroll one failed check" or something...

    Quote Originally Posted by Lix Lorn View Post
    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...

    Quote Originally Posted by Lix Lorn View Post
    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.

    Quote Originally Posted by Lix Lorn View Post
    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?

    Quote Originally Posted by Lix Lorn View Post
    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.

    Quote Originally Posted by Lix Lorn View Post
    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?

    Quote Originally Posted by Lix Lorn View Post
    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.

    Quote Originally Posted by Lix Lorn View Post
    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?

    Quote Originally Posted by Lix Lorn View Post
    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?

    Quote Originally Posted by Lix Lorn View Post
    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.

    Quote Originally Posted by Lix Lorn View Post
    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".

    Quote Originally Posted by Lix Lorn View Post
    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?

    Quote Originally Posted by Lix Lorn View Post
    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.

    Quote Originally Posted by Lix Lorn View Post
    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...

    Quote Originally Posted by Lix Lorn View Post
    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?

    Quote Originally Posted by Lix Lorn View Post
    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.

    Quote Originally Posted by Lix Lorn View Post
    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".

    Quote Originally Posted by Lix Lorn View Post
    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.


    Quote Originally Posted by Lix Lorn View Post
    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.

    Quote Originally Posted by Lix Lorn View Post
    This is a new low of nitpicking, sweetie.
    I prefer to think of it as expanding my horizons, dear.

    Quote Originally Posted by Lix Lorn View Post
    But... magical isn't a damage type!
    Warlock would beg to differ. :3

    Quote Originally Posted by Lix Lorn View Post
    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

    Quote Originally Posted by Lix Lorn View Post
    I changed to check, but numbers look ugly in text!
    It always says "take 10" in the text.

    Quote Originally Posted by Lix Lorn View Post
    (Siiigh) <3
    *pats* ^^
    Avatar of Furude Setsuna, by Telasi.
    Quote Originally Posted by Mephit View Post
    Don't worry, I like my characters the way I like my coffee: Strong, but with no cheese in it.
    Quote Originally Posted by Akagi
    Don't hesitate to tell the people you care about the feelings you have for them, because they may not be there tomorrow.

  9. - Top - End - #9
    Dwarf in the Playground
     
    MonkGuy

    Join Date
    Jun 2012

    Default Re: The Mystic Hand - Supernatural Arcane Monk [3.5 Base Class]

    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.
    Last edited by zhdarkstar; 2013-09-03 at 10:22 AM.

  10. - Top - End - #10
    Firbolg in the Playground
     
    Morcleon's Avatar

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    Default Re: The Mystic Hand - Supernatural Arcane Monk [3.5 Base Class]

    Quote Originally Posted by zhdarkstar View Post
    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.
    Avatar of Furude Setsuna, by Telasi.
    Quote Originally Posted by Mephit View Post
    Don't worry, I like my characters the way I like my coffee: Strong, but with no cheese in it.
    Quote Originally Posted by Akagi
    Don't hesitate to tell the people you care about the feelings you have for them, because they may not be there tomorrow.

  11. - Top - End - #11
    Titan in the Playground
     
    Lix Lorn's Avatar

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    Default Re: The Mystic Hand - Supernatural Arcane Monk [3.5 Base Class]

    Quote Originally Posted by Morcleon View Post
    Hawaa... here you go. Please don't dock my pay...
    Let's see how you do...

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    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".
    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.
    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.
    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?
    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". 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.

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


    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)

    Quote Originally Posted by zhdarkstar View Post
    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
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Mystic Hand - Supernatural Arcane Monk [3.5 Base Class]

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    Quote Originally Posted by Lix Lorn View Post
    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.

    Quote Originally Posted by Lix Lorn View Post
    It lists the defenses immediately after that...
    Specific defenses.

    Quote Originally Posted by Lix Lorn View Post
    It says that in the fort bit! 'halves bonus damage, negates bonus effects'
    Oh...

    Quote Originally Posted by Lix Lorn View Post
    Thought it was obvious.
    Nope. If it's not listed, it's not mind-affecting.

    Quote Originally Posted by Lix Lorn View Post
    ...that's entirely intended. Did you not read Touchless?
    'kay... just making sure.

    Quote Originally Posted by Lix Lorn View Post
    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.

    Quote Originally Posted by Lix Lorn View Post
    ...because it's the last one?
    It also implies that no other effects can increase the size.

    Quote Originally Posted by Lix Lorn View Post
    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.

    Quote Originally Posted by Lix Lorn View Post
    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.

    Quote Originally Posted by Lix Lorn View Post
    ...what? It's used as a standard action.
    Alright.

    Quote Originally Posted by Lix Lorn View Post
    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.

    Quote Originally Posted by Lix Lorn View Post
    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. >.>

    Quote Originally Posted by Lix Lorn View Post
    Intentional.
    So the ability doesn't really improve at 11+? Unless it's an extremely long encounter, the 6+ ability is clearly superior.

    Quote Originally Posted by Lix Lorn View Post
    Thought that was obvious...
    If it's not listed...

    Quote Originally Posted by Lix Lorn View Post
    Thought that was obvious.
    See above.

    Quote Originally Posted by Lix Lorn View Post
    18 is the first level which means you took no PrCs.
    ...explain. That sentence confuses me.

    Quote Originally Posted by Lix Lorn View Post
    Typo.
    'Per encounter' is a specific time length. If it's measured in rounds, it's usable.
    Ah...


    Quote Originally Posted by Lix Lorn View Post
    *pats* Want me to write fluff?

    Quote Originally Posted by Lix Lorn View Post
    Well they suck.
    No they don't. *pouts*

    Quote Originally Posted by Lix Lorn View Post
    That's why they get such a boost to it. :P
    Hehe... true.

    Quote Originally Posted by Lix Lorn View Post
    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.

    Quote Originally Posted by Lix Lorn View Post
    (Growls)
    *feeds food* :3

    Quote Originally Posted by Lix Lorn View Post
    Cha is best because Int and Wis are jerks
    ...I thought you loved me.
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    Quote Originally Posted by Mephit View Post
    Don't worry, I like my characters the way I like my coffee: Strong, but with no cheese in it.
    Quote Originally Posted by Akagi
    Don't hesitate to tell the people you care about the feelings you have for them, because they may not be there tomorrow.

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    Default Re: The Mystic Hand - Supernatural Arcane Monk [3.5 Base Class]

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    Quote Originally Posted by Morcleon View Post
    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.
    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?
    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.
    It bugs me. A lot.

    *feeds food* :3
    (nom) ^^

    ...I thought you loved me.
    What does Int and Wis being jerks have to do with that? (snuggle)
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Mystic Hand - Supernatural Arcane Monk [3.5 Base Class]

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    Quote Originally Posted by Lix Lorn View Post
    (pout)
    Please do this. It's really annoying to have to scroll back up and back down to figure out what a keyword means.

    Quote Originally Posted by Lix Lorn View Post
    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?

    Quote Originally Posted by Lix Lorn View Post
    Uses your own traits. :P
    Needs to be listed as such.

    Quote Originally Posted by Lix Lorn View Post
    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.

    Quote Originally Posted by Lix Lorn View Post
    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...

    Quote Originally Posted by Lix Lorn View Post
    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.

    Quote Originally Posted by Lix Lorn View Post
    My fluff is fine! (pout!)
    Not if it's incomplete.

    Quote Originally Posted by Lix Lorn View Post
    They're arguing with me thus they do :P
    Wait, who's arguing against you?

    Quote Originally Posted by Lix Lorn View Post
    It bugs me. A lot.
    I'm your secretary, dammit! Listen to me!

    Quote Originally Posted by Lix Lorn View Post
    (nom) ^^
    *rubs head* Good girl...

    Quote Originally Posted by Lix Lorn View Post
    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.
    Last edited by Morcleon; 2013-09-10 at 12:08 AM.
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    Quote Originally Posted by Mephit View Post
    Don't worry, I like my characters the way I like my coffee: Strong, but with no cheese in it.
    Quote Originally Posted by Akagi
    Don't hesitate to tell the people you care about the feelings you have for them, because they may not be there tomorrow.

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    Default Re: The Mystic Hand - Supernatural Arcane Monk [3.5 Base Class]

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    Quote Originally Posted by Morcleon View Post
    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.
    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.
    Yup! You could!


    Not if it's incomplete.
    It's not.

    Wait, who's arguing against you?
    Warlocks!

    I'm your secretary, dammit! Listen to me!
    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.
    (Always uses cha, always.)
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Mystic Hand - Supernatural Arcane Monk [3.5 Base Class]

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    Quote Originally Posted by Lix Lorn View Post
    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.

    Quote Originally Posted by Lix Lorn View Post
    ...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".

    Quote Originally Posted by Lix Lorn View Post
    There's already a limiter. CLx4 HD.
    Which is twice the amount that casters can have controlled, as well as having an infinite duration.

    Quote Originally Posted by Lix Lorn View Post
    Yup! You could!
    Then why did you say you couldn't?

    Quote Originally Posted by Lix Lorn View Post
    It's not.
    Well, now it's done... it didn't used to be.

    Quote Originally Posted by Lix Lorn View Post
    Warlocks!
    What's wrong with Warlocks?

    Quote Originally Posted by Lix Lorn View Post
    Only when you're right. :P
    And I am always right.

    Quote Originally Posted by Lix Lorn View Post
    (purrr)
    *scratches behind the ears*

    Quote Originally Posted by Lix Lorn View Post
    ...I don't like you anymore.
    (Always uses cha, always.)
    ...okay.

    Quote Originally Posted by Lix Lorn View Post
    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".
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    Quote Originally Posted by Mephit View Post
    Don't worry, I like my characters the way I like my coffee: Strong, but with no cheese in it.
    Quote Originally Posted by Akagi
    Don't hesitate to tell the people you care about the feelings you have for them, because they may not be there tomorrow.

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    Default Re: The Mystic Hand - Supernatural Arcane Monk [3.5 Base Class]

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    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.
    :P

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

    And I am always right.
    Suuuure y'are.

    *scratches behind the ears*
    (purrrrrrr)

    ...okay.
    (pets)

    Should be "whether", not "while".
    That entire bit needs rewriting.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Mystic Hand - Supernatural Arcane Monk [3.5 Base Class]

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    Quote Originally Posted by Lix Lorn View Post
    You're making this sound more complex than it is. :P
    I'm making it sound exactly as complex as it actually is.

    Quote Originally Posted by Lix Lorn View Post
    ...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.

    Quote Originally Posted by Lix Lorn View Post
    You can't FINISH a PrC. You can only dip.
    Ah.

    Quote Originally Posted by Lix Lorn View Post
    They're arguing with me!
    Haven't we been over this?
    ...no. Do tell...

    Quote Originally Posted by Lix Lorn View Post
    Suuuure y'are.
    Of course I am. ^^

    Quote Originally Posted by Lix Lorn View Post
    (purrrrrrr)
    *feeds catnip*

    Quote Originally Posted by Lix Lorn View Post
    (pets)


    Quote Originally Posted by Lix Lorn View Post
    That entire bit needs rewriting.
    Then go rewrite it!
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    Quote Originally Posted by Mephit View Post
    Don't worry, I like my characters the way I like my coffee: Strong, but with no cheese in it.
    Quote Originally Posted by Akagi
    Don't hesitate to tell the people you care about the feelings you have for them, because they may not be there tomorrow.

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    Default Re: The Mystic Hand - Supernatural Arcane Monk [3.5 Base Class]

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    Quote Originally Posted by Morcleon View Post
    I'm making it sound exactly as complex as it actually is.
    Nuhuh.

    ...huh. Nevermind then.


    ...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)

    Whozza little cutie? Yesh you are~

    Then go rewrite it!
    Did so immediately after posting. :P
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: The Mystic Hand - Supernatural Arcane Monk [3.5 Base Class]

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    Quote Originally Posted by Lix Lorn View Post
    Nuhuh.
    It is. It's easier to see it in the entry than to have to scroll up each time you forget.

    Quote Originally Posted by Lix Lorn View Post
    I don't even remember what we're talking about. xD
    ...I don't either. >.>

    Quote Originally Posted by Lix Lorn View Post
    Except about animate dead.
    >.>
    <.<
    No one needs to know about that....

    Quote Originally Posted by Lix Lorn View Post
    (becomes very silly and bouncy)
    *scratches behind ears*

    Quote Originally Posted by Lix Lorn View Post
    Whozza little cutie? Yesh you are~
    Meow~!

    Quote Originally Posted by Lix Lorn View Post
    Did so immediately after posting. :P
    Ah. That's good.
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    Quote Originally Posted by Mephit View Post
    Don't worry, I like my characters the way I like my coffee: Strong, but with no cheese in it.
    Quote Originally Posted by Akagi
    Don't hesitate to tell the people you care about the feelings you have for them, because they may not be there tomorrow.

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    Default Re: The Mystic Hand - Supernatural Arcane Monk [3.5 Base Class]

    Quote Originally Posted by Morcleon View Post
    Ah. That's good.
    (pets, is petted)
    So... are we done? xD
    Recent Homebrew: The Socialite | The Crystalline: Memory Altering Construct Race | Sanguine Hand, a ToB Discipline of blood and cruelty
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    Thanks to all my avatar artists, especially to Paisley for my avatar of Vivian, cowardly cryophoenix.
    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Firbolg in the Playground
     
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    Default Re: The Mystic Hand - Supernatural Arcane Monk [3.5 Base Class]

    Quote Originally Posted by Lix Lorn View Post
    (pets, is petted)
    So... are we done? xD
    Yeah, pretty much. I'll get to work on the Alchemist. ^^
    Avatar of Furude Setsuna, by Telasi.
    Quote Originally Posted by Mephit View Post
    Don't worry, I like my characters the way I like my coffee: Strong, but with no cheese in it.
    Quote Originally Posted by Akagi
    Don't hesitate to tell the people you care about the feelings you have for them, because they may not be there tomorrow.

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