![]() If its Ego score increases above 20, the hand no longer cares for caution, and attempts murder regardless of the chance of getting caught.Ī maniac hand that’s denied the death of friends or innocents for more than 30 days turns against its owner. ![]() Each day that passes without the hand’s murderous impulse killing a creature of Intelligence 3 or higher, its Ego score increases by 1. If the hand fails to assert control, the owner feels a momentary surge of anger, but can’t identify the source. ![]() The owner remembers nothing of the crime save a blinding rage, and the hand’s Ego score returns to 5. If it succeeds, the hand takes control of its owner until it can commit the murder or 5 minutes pass, whichever comes first. At least once each day, when presented with an opportunity to murder a friend or innocent without being witnessed, the maniac hand attempts to assert control using the rules for items against characters (Core Rulebook 535). When first attached, a maniac hand has an Ego score of 5. Incapable of communication and bereft of rational thought, a maniac hand knows only an insatiable urge to destroy. It has Intelligence 8, Wisdom 12, and Charisma 10. For the purposes of these bonuses, any weapon held in the maniac hand or in both hands qualifies, and the hand itself can deal damage as a slam attack appropriate to the wielder’s size (1d4 for a Medium creature).Ī maniac hand has an insidious will that slowly usurps control from the owner. This benefit is not cumulative with similar effects, such as a haste spell. In addition, when making a full attack, the wielder can accept a –2 penalty to AC in order to make one extra attack with the hand using the wielder’s full base attack bonus. ![]() After merging, an uneven scar and unhealthy hue identify it as alien to its new owner.Īttacks made with a maniac hand receive a +2 competence bonus on attack and damage rolls. It shrinks or grows to match the size of its new owner, and transforms itself to match the hand lost, becoming either a right or left hand. When it is touched against the arm stump of a humanoid who has lost a hand, the maniac hand bonds instantly and returns to a lifelike appearance. This dried and withered hand ends in a jagged stump. What's a good class with access to a Familiar that cound take advantage of the Possessed Hand feats? What'a a good race for such a character? someone completely comfortable slaying the people the Maniac Hand wants to slay. So what would be the best way to combine these? I'm thinking a bad guy with a sign that says bad guy. With Hand's Detachment, we essentially have a Crawling Hand as a Familiar with a few unique abilities AND all these unique abilities would then be able to be used by the Maniac Hand. Although, is it even "our own hand" anymore? I don't feel the need to really explain or quote these feats, as I do believe we are all relatively familiar with them.Īnyways, what if you were already in possession of the Maniac Hand cursed item before getting the Possessed Hand feats? Or came into possession of the cursed item after already having the feats? I actually do not care about the mechanical order of operations necessary to pull this off, so long as it is possible for both to be the same hand. Hand's Detachment even giving us the option to have our own hand as our own Familiar. So we all know and love the Possessed Hand feats.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |