Unseen Hand(3.5e Prestige Class)

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Unseen Hand
Rating: 18 out of 20
Power: 4 out of 5
Wording: 5 out of 5
Formatting: 5 out of 5
Flavor: 4 out of 5
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Editing: Constructive edits welcome

Unseen Hand[edit]

I appear just as a stranger in a crowd, or a guard beside my mark, never to be known. Never to be truly seen.->
—Jeroo The Ghost, Amaranthine Unseen Hand, The Way of the Ghost


Only the most daring of theives and assassins would harbor any thought of becoming on of the Unseen Hand. Generally Rogues wish to pursue the knowledge of this mystical art for various reasons, be it to empty a noblemans house before he understands one of his guards is unrecognizable, or to kill said nobleman.

Becoming a Unseen Hand[edit]

Typically a person of variable integrity would pursue the abilities of an Unseen Hand. 
Entry Requirements
Alignment: Any Non-Lawful.
Base Attack Bonus: +3.
Skills: Hide 5 ranks, Sleight of Hand 5 ranks Climb 5 ranks Move Silently 5 ranks.
Feats: Weapon Finesse
Special: The character must have stolen an item(s) worth over 600Gp in one night without being seen, heard, or caught.


Table: The Unseen Hand

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spell lvl | per Day
Fort Ref Will 0 1 2 3
1st +1 +1 +2 +1 Sneak Attack +1d6,Dimension Door 1/day,Summon Familiar, Spells 4 1
2nd +2 +2 +3 +2 Arcane Eye 1/day 5 2
3rd +3 +3 +4 +3 Sneak Attack +2d6, Dimension Door 2/day 6 3 1
4th +3 +3 +5 +4 Telekinesis 1/day 6 4 2
5th +4 +4 +6 +5 Sneak Attack +3d6, Zone of Silence 1/day 6 4 3 1

Class Skills (4 + Int modifier per level)
Appraise, Balance, Disable Device, Disguise, Escape Artist, Hide,Listen, Move Silently, Search, Sleight of Hand,Spot, Tumble.


Class Features[edit]

All of the following are class features of the Unseen Hand.

An Unseen Hand gains no weapon or armour profficiencies.

Sp-Dimension Door Once per day at 1/day at first level and 2/day at 3rd level an Unseen Hand can use Dimension Door as he begins to see the seams in which the world was built and manipulate them as a free action.

Ex-Sneak Attack At every odd level( 1st,3rd,5th )An Unseen Hand begins to see the value of placing his strikes to eliminate prying eyes. For the purpose of determining sneak attack damage, other sources (such as a rogue or assassins )of sneak attack stack with the Unseen Hands.

Ex-The Unseen Hand gains the use of Spells as he learns to appreciate the natural supplement of his skills at first level. If for any reason the Unseen Hand already has spells they gain the ability to cast them as if they had one caster level higher.

Ex-Summon Familiar At first level the Unseen Hand earns a companion in crime. This familiar is limited to a Rat, Tiny Viper or Raven. If for any reason the Unseen Hand already has a familiar they may choose to keep their original familiar or exchange it for a Improved Familiar as the feat.

Sp-Arcane Eye The Unseen Hand has realised that scouting is imperitive to completing a job. Starting at 2nd level an Unseen Hand can call into being a magical eye to see through as per the spell, Arcane Eye.

Sp-Telekinesis The Unseen Hand learns to manipulate the forces in the world to their advantage starting at 4th level as the spell, Telekinesis only as sustained movement as a free action.

Sp-Zone of Silence Upon advancing into the upper echalon of the Unseen Hand, they have learned the importance of stealth. An Unseen Hand at 5th level learns to exude an aura if silence as the spell Zone of Silence 1/day as a free action.



Spells: To cast a particular spell, you must have an Intelligence (like Wizards) score of at least 10 + the spell's level. Your bonus spells are based on your Intelligence. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Int bonus (if any).

You cast spells as a Wizard does. Table: Unseen Hand Spells Known, below, details how many spells you can learn at each level. Choose your spells from the following list:

0—Detect Magic, Detect Poison, Ghost Sound, Mending, Acid Splash, Mage Hand

1st—Truestrike, Identify, Jump, Disguise Self, Featherfall, Summon Monster I

2nd—Invisibility, Blindness/Deafness, Knock, Rope Trick, Levitate

3rd—Deep Slumber, Hold Person, Suggestion, Dispel Magic, Major Image

4th—Solid Fog, Invisibility,Greater, Rainbow Pattern, Dimension Door, Phantasmal Killer


Table: Unseen Hand Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 2
2nd 4 3
3rd 4 4 2
4th 4 4 3
5th 4 4 4 2

Ex-Unseen Hands[edit]

An Unseen Hand must never work with another person on a job, their practiced abilities are to remain secrets of the trade. If an Unseen Hand works a job with another they lose their powers immediately upon agreeing verbally, only to be returned through completeing said job alone, or stealing it from the other theif. Never to be seen or heard the Unseen Hand will not continue a job if noticed outside of their disguise or in character as another.If noticed an Unseen Hand will willingly accept incarceration as punishment and only have their powers returned upon escaping imprisonment.If an Unseen Hand ever attempts to steal an item under the value of 250Gp, they are no longer able to use their abilities until and item worth of atleast 10x the worth of the stolen item is stolen. The original item must also be returned to the owner without their knowing.

Campaign Information[edit]

Playing a Unseen Hand[edit]

Combat: Support

Advancement: Generally Rogues and Assassins multi-class into the Unseen Hand as it compliments their abilities with sneaking mastery.

Resources: Unseen Hands compete with eachother often, generally ending in the loser being killed or hauled off to prison only to break out and try again. Unseen hands all work for Jeroo the Ghost and will often have a linked trinket to communicate with him or another high level Unseen Hand member.

Unseen Hands in the World[edit]

"Truly, do you think the other members of the Unseen Hand have been heard? If they have they're no longer among us."

Jeroo is constantly looking for new recruits and will as much follow your progress if you begin to meet the requirments. He will often show himself as peasant with a note for any character worth joining.

NPC Reactions: The Unseen Hand is unknown among many cities very few lords and ladies would know of them at all. Only Jeroo the Ghost is a name known by ancient historians as he has not been seen in nearly 2000 years. Most people will be unphased by another random peasant walking on the street past them, or a city guard scolding a street rat.

Unseen Hand Lore[edit]

Only the most practiced of historians can tell you of lore on the Unseen Hand, a lucky man may stumble upon a copy of The Way of the Ghost but more likely men associate the Unseen Hand as an Assassins Guild and not a terrible agent of assassins guilds.

Characters with ranks in Arcana can research Unseen Hands to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Arcana
DC Result
11 A Member of the Unseen Hand is a powerful and sneaky veteran who uses magic to enhance his already potent abilities.
16 The Unseen Hand is not a guild itself but a job within guilds.
21 Jeroo Personally sees to all new recruits.
26 Jeroo the founder of the Unseen Hands true race and age is Amaranthine and 2091 years.

Unseen Hands in the Game[edit]

Generally high paid assassins or theives, are very well versed in secret contracts and night time killings and theft. Any player can become one as long as they meet the requirements. NPCs are unlikely to be anything more then a fleeting glimpse or competition. Perhaps a particularly talkitive NPC Unseen Hand could be a target of Jeroo and such a way into his book of intrest. Adaptation: Easily adaptable for any Theives guild adding in high contracts will attract an Unseen Hand or two that may then be attempted to learn from.



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