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Tyr's HandCreated by HaruchaiThis class can be used in play, though it is recommended that this be carefully considered by your DM. The powers and abilities of this class are above and beyond most given to mortals by their deities, thus the stringent prerequisites. Keep in mind that this class could easily unbalance a campaign if used improperly, and is meant more for storytelling purposes. Other than that, have fun! - HaruchaiThe deity of justice has many champions, though few are called to be his Hand. Only a few of the most devoted fighters, paladins, and clerics are chosen by the deity to represent him in this way on the mortal realm. These few chosen are tempered by the deity to bring his justice to the mortal realm. Prerequisites: Base Attack Bonus: +5 Alignment: Lawful Good Ability to turn undead Ability to cast divine spells Ability to detect evil (whether by spell or ability) Knowledge, Religion: 5 ranks Class features: Weapon and Armor proficiency: Hands of Tyr are proficient with all simple and martial weapons, with all types of armor, and with shields. Smite: Once per day, a Hand of 1st level or higher may make a single melee attack with a +4 attack bonus and a damage bonus equal to his character level if he hits. This attack must be declared before making the attack (usually accompanied by the cry of Tyr's Hand!). At 3rd and 5th level, the Hand can smite twice, then three times a day, respectively. If the Hand has a smite evil or smite ability (for being a paladin, or a cleric with the Destruction domain), already, he can use the ability one extra time per day. The attack bonus does not increase, but the damage bonus is based on all combined levels. Free Domain: At 1st level, the Hand may choose a free Domain of their deity. Damage Reduction: Starting at 2nd level, a Hand gains the ability to shrug off some amount of injury from each blow or attack. Subtract 2 from the damage the Hand takes each time he is dealt damage. This increases to 4 points at 4th level. Sanctified Sight: At 3rd level, the Hand receives a +4 bonus to saves made vs. illusions. Weapon Specialization: At 4th level a Hand gains the Weapon Specialization feat with their favored weapon. This does not stack with any Weapon Specialization feat that a fighter may already have, but can be applied to another weapon. Mettle: At 5th level a Hand gains a special blessing to shrug off magical effects that would otherwise harm them. If a Hand makes a successful Will or Fortitude saving throw that would normally reduce the spell's effect, they suffer no effect from the spell at all. Only those spells with a saving throw entry of "Will partial", "Fortitude half", or similar entries can be negated with this ability. Tyr's Hand
In addition to the above stated abilities, the abilities of the Hand's base class also continue. For example, clerics and paladins do not halt spellcasting abilities, nor does a fighter have to bypass his bonus feats. |
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