The Black Cathedral

The Gods of the Wold
   Alemi
   Domi
      Protector
      Hand of Domi
   Flower
   Pantheon
   Ffloy
   Gargul

The Gods of Testing
   Marteaus
   Ga'al
   Caeroldra
   Jancassis
   Wardd
   Gargul

Natural Philosophy
   Woldology
   Druidicism

Immortal Powers

Summary & Notes

Hand of Domi

If those who follow Domi are brave, then the most courageous of all are the Hands of Domi. They disdain missile weapons, preferring to leap into combat with bare fists. They are first to any fight and last to fall back. They are fearless, and they laugh as they grapple and wrestle the fiercest of foes.

Hands of Domi are usually monks who seek to fight like Domi or clerics who want to be brave like Domi. However, hands can come from a range of other classes, especially fighting professions.

As NPCs, hands are easygoing and lighthearted. They delight in contests and games, as well as joyful and boisterous rough-housing. But they also pride themselves on protecting the weak and setting an example of brave resistance to oppression; they may laugh at tyranny, but they are serious indeed in their opposition to it. Domi's hands tend to settle in places that need a steady defender -- or they wander from place to place, following the secret urgings that Domi puts in their hearts.

Hit die: d8

Requirements

  1. Base Will Save: +6
  2. Base BAB: +6
  3. Feats: Improved Unarmed Strike, Iron Will
  4. Special: Only heroes can be hands -- you must spend five hero points to join this prestige class.

Table -- The Hand

Lvl...Att*....Will...Refx...Fort...Special Abilities
.1....+0.......+2.....+2.....+2.....Unarmed Combat and Spells, +1 lvl*
.2....+1.......+3.....+3.....+3.....Bonus Feat, +1 lvl*
.3....+2.......+3.....+3.....+3.....Blessed Hands, +1 lvl*
.4....+3.......+4.....+4.....+4.....Bonus Feat, +1 lvl*
.5....+3.......+4.....+4.....+4.....Lesser Courage, +1 lvl*
.6....+4.......+5.....+5.....+5.....Bonus Feat, +1 lvl*
.7....+5.......+5.....+5.....+5.....Great Pin or Great Punch, +1 lvl*
.8....+6.......+6.....+6.....+6.....Magic Hands, +1 lvl*
.9....+6.......+6.....+6.....+6.....Greater Courage, +1 lvl*
10... +7.......+7.....+7.....+7.....Master Wrestler, +1 lvl*

*see below under Combat and Spells

Class Skills

The hand's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wist), Spellcraft (Int), Swim (Str), and Tumble (Dex).

Skill Points per level: 4 + Int modifier

Class Features

Ethos of Courage: Hands of Domi never flee battle, except perhaps if forced into a strategic fallback -- even then, they are always last in retreat. They strive to be kind and generous, helping the weak and setting an example of bravery for those who are fearful. They are honest and try to find positive things to say about others. Sometimes they may have hunches or an intuitive sense of a course of action -- hands always obey these hunches, since they believe these signs are the urgings of Domi himself.

Weapon and Armor Proficiencies:Hands of Domi never use any armor or shield. They gain no extra proficiency in any weapon, and may use a given weapon only if using it is the best way to defeat a specific foe, for example, one vulnerable to magic or silver weapons. Hands of Domi may use magic (not physical armor) that gives an armor bonus, such as Mage Armor and Bracers of Armor. NOTE: Whenever attacking with their hands, these warriors can choose to use either Str or Dex adjustments to hit, at their choice (like Weapon Finesse).

Sect: Hands of Domi do not depend on a strong central organization -- instead, they view each member of their sect as an individual acting according to the dictates of conscience. However, they love to gather for informal meetings for trianing, fellowship, and contests, in which they delight. The informal hierarchy is based on respect for elder members and admiration for those who are best at battle and contests.

Special Abilities

Unarmed Combat and Spells:First, hands of Domi gain the spellcasting abilities of a cleric who honors Domi. If the hand already has cleric or druid levels, then hand levels stack with them, as with other Woldian prestige classes. If not, then the hand gains spellcasting ability as a cleric of equal level, including picking two of Domi's clerical domains. Second, hands of Domi gain the unarmed combat abilities of a monk. If the hand already has monk levels, then hand levels stack with them to improve these monk abilities (only): favorable unarmed base attacks, unarmed damage, stunning attack, AC bonus, and fast movement (but NOT other monk abilities gained at higher levels). If the hand does not have any monk levels, then the hand gains all the abilities of a first level monk, including evasion, flurry of blows, application of Wisdom bonus to AC, and stunning attack, but NOT the use of any monk weapons.

Bonus Feat: At levels 2, 4, and 6, the hand of Domi gains a bonus feat, chosen from this list: Weapon Focus (Unarmed Strike), Weapon Focus (Grapple), Weapon Specialization (Unarmed Attack), Weapon Specialization (Grapple), Improved Grapple, Improved Trip, Improved Bull Rush, Improved Disarm. A Hand of Domi need not have any of the prerequisites normally required for these feats to select them.

Blessed Hands: As a free action that does not provoke attacks of opportunity, the hand can cast a special Bless Weapon spell that affects all unarmed attacks she makes. This is a spell-like ability that can be cast at will. When this ability is used, the hand of Domi momentarily flexes and clenches her hands, which glow (like a Faerie Fire spell) for the duration of the effect.

Lesser Courage:When the hand laughs, he gains a +4 bonus on all saving throws vs. fear. If he is currently affected by fear, laughing gives him a second save (at +4) to throw off the effect. Allies within earshot (generally 50 feet) gain +2 vs. fear when the hand is laughing, but don't get second rolls to save. A hand can't cast any verbal-component spells when laughing. This is a supernatural ability.

Great Pin OR Great Punch:

Great Pin: If the hand rolls a natural 20 (winning the grapple check) when his opponent is pinned, he gains a superb hold. Every subsequent grapple check against that pinned opponent is treated as a roll of 20, until the pin ends.

Great Punch: If the hand rolls a natural 20 with an unarmed attack, in addition to any effects from a possible critical, the target is also knocked prone and takes an extra 1d6 damage.

Magic Hands: If a hand of Domi successfully inflicts damage on a creature with damage reduction, then the hand's second and subsequent strikes in that round totally bypass that damage reduction.

Greater Courage: When laughing, the hand and all allies in earshot are immune to all fear effects. The hand also gains a +4 bonus on all saving throws vs. other mental attacks. If already affected by fear, laughing automatically ends the effect, both for the hand and for all allies in earshot. Laughing does not give a second save for non-fear effects. A hand can't cast any verbal-component spells when laughing.

Master Wrestler: The hand gains a +10 competence bonus on all grapple, rush, trip, strike an object, and disarm attacks.

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