Difference between revisions of "Umbral Hand (3.5e Feat)"

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|summary=So long as you retain a Shadow spell at ready, you can manipulate things with giant, quasi-real fists.
 
|summary=So long as you retain a Shadow spell at ready, you can manipulate things with giant, quasi-real fists.
 
|prereqs=2nd level spells
 
|prereqs=2nd level spells
|benefit=As long as you have a shadow spell of 2nd level or higher available to cast you can manipulate objects with your shadow manifested into a quasi-real hand which floats around you.  It is a creature one size smaller than you with a [[strength]] and [[dexterity]] score of 10, with an additional +2 for the highest shadow spell you have availableFor example, if you have Simulacrum, a 7th level spell available its [[strength]] and [[dexterity]] scores are equal to 24.  It has a 50% miss chance against physical attacks, uses your saving throws, BAB, and has half your maximum hpIf destroyed you can re-create it as a standard action.
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|benefit=As long as you have a shadow spell of 2nd level or higher available to cast you can manipulate objects with your shadow manifested into a single quasi-real hand which floats around you.  You can wield weapons and items up to one size larger, or perform a natural slam attack (1d8 damage for Medium creatures/effective Large sized fist)It uses the ability score used for manifesting as its effective [[Strength]] and [[Dexterity]] score, your BAB, saves, feats, and skills, and consumes your actionsThe hand can extend out to your reach +5 ft away normally.
  
The hand can float up to 30 ft. away from you to perform any activity you could do one-handed.  The hand behaves much as a mindless golem, able to understand simple commands and having a habit of performing the same activity ceaselessly until re-directedIf you move out of its 30 ft. range it will abandon it's current orders and follow you until back in range again.  If you have over 10 HD, the range of the hand becomes 60 ft.  Commanding the hand is a move action which does not provoke attacks of opportunity.
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The hand can be sundered as a manufactured weapon, with no hardness and half your hit points and a break DC of 8 + caster levelHit points are restored when you rest.  If destroyed, it can be resummoned in a 1 minute ritual which gives a -2 stacking penalty to your [[Constitution]] for 24 hours.
  
The hand can perform a single slam attack which deals 1d6 + 1 1/2 times its strength score, grapple, or employ any weapon you are proficient in making up to as many attacks as your BAB allows.
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You can concentrate to move the hand any distance within line of sight with a move speed of 30 ft.  When used like this, it cannot attack but can perform any action a single hand can perform.  It pops out of existence if line of sight is lost for more than 1 round, and reappears at your side.
  
 
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting shadow spells.
 
As a secondary benefit, you gain a +1 competence bonus to your caster level when casting shadow spells.
 
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|normal=
|special=
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|special=For psionics you can make this "Ecto Hand", requiring metacreativity abilities instead of shadow.  Instead of an increase in manifester level, you decrease the cost of metacreativity powers by 1 point (minimum 0).
 
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Latest revision as of 04:49, 10 September 2017

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Author: Eiji-kun (talk)
Date Created: 1-21-10
Status: Complete
Editing: Clarity edits only please
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Umbral Hand [Reserve] Prerequisites: 2nd level spellsBenefit: As long as you have a shadow spell of 2nd level or higher available to cast you can manipulate objects with your shadow manifested into a single quasi-real hand which floats around you. You can wield weapons and items up to one size larger, or perform a natural slam attack (1d8 damage for Medium creatures/effective Large sized fist). It uses the ability score used for manifesting as its effective Strength and Dexterity score, your BAB, saves, feats, and skills, and consumes your actions. The hand can extend out to your reach +5 ft away normally.

The hand can be sundered as a manufactured weapon, with no hardness and half your hit points and a break DC of 8 + caster level. Hit points are restored when you rest. If destroyed, it can be resummoned in a 1 minute ritual which gives a -2 stacking penalty to your Constitution for 24 hours.

You can concentrate to move the hand any distance within line of sight with a move speed of 30 ft. When used like this, it cannot attack but can perform any action a single hand can perform. It pops out of existence if line of sight is lost for more than 1 round, and reappears at your side.

As a secondary benefit, you gain a +1 competence bonus to your caster level when casting shadow spells. Special: For psionics you can make this "Ecto Hand", requiring metacreativity abilities instead of shadow. Instead of an increase in manifester level, you decrease the cost of metacreativity powers by 1 point (minimum 0).



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Article BalanceHigh +
AuthorEiji-kun +
Identifier3.5e Feat +
Prerequisite2nd level spells +
RatingUnrated +
SummarySo long as you retain a Shadow spell at ready, you can manipulate things with giant, quasi-real fists. +
TitleUmbral Hand +
TypeReserve +