Brother of the Scarred Hand (3.5e Prestige Class)
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|This material is published under the OGL 1.0a.|
Brotherhood of the Scarred Hand
The brothers employ a special form of healing magic that relies upon the sacrifice of the user's own life energy in order to aid others. As they practice tapping their own inner energies, the breadth of the brothers' power expands until they gain power to control the energies of life and death freely. The brothers have eschewed worshiping any of the gods, instead focusing on their own internal perfection.
The path of the Brotherhood of the Scarred Hand is rigid and difficult, requiring an inner discipline that few can achieve. Usually monks, druids, and sorcerers take up this path, although wizards and rangers may also learn to become brothers. Any of these classes may benefit from the healing and combat abilities inherent in the class.
To qualify to become a Brother of the Scarred Hand, a character must fulfill the following criteria:
- Alignment: Any lawful
- Skills: Craft (Alchemy) 5 ranks, Concentration 10 ranks, Knowledge (Arcana) 10 ranks, Heal 5 ranks
- Feats: Skill Focus (Concentration), Improved Unarmed Strike, Toughness
- Special: May not worship any god or demigod.
|Class Skills (2 + Int modifier per level)|
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), and Profession (Wis).
All of the following are fatures of the Brothers of the Scarred Hand prestige class.
Weapons and Armor: Brothers of the Scarred Hand gain no proficiency in any weapon or armor.
Altruism (Su): The Brother of the Scarred Hand gains the ability to channel life energy itself. The amount of hit points that can be transferred is equal to the brother's Wisdom modifier x Class Level x his level of altruism. For example, a 5th-level brother with an 18 Wisdom would be able to channel 40 hit points per day. Hit points may be taken from the brother's total and given to any other living creature, taken from a creature and added to the brother's total, or transferred between to different creatures touched at the same time. An unwilling creature may make a Fortitude save (DC 10 + Brother's Level + Brother's Wisdom modifier) to negate any transfer. His points may be transferred as part of a normal unarmed attack or a touch attack. A brother may not hold or drain hit points above his normal maximum. Any transfer of hit points requires a Concentration skill check (D 10 + the number of points transferred) in order to control the life energy. A failed check indicate that no energy is transferred and the brother takes 1d4 temporary Constitution damage.
Minor Sacrifice (Su): At will, the brother may cast either cure light wounds or inflict light wounds by touch. These spell-like abilities are cast as if by a cleric of equal level. A brother is able to make unarmed attacks and use this ability at the same time. Each use of this power drains one temporary Constitution point. This ability damage may only be healed naturally.
Discipline: The brother's base attack bonus applies to unarmed attacks as well as melee attacks as per the Monk Unarmed Attack Bonus table, as described under Monk.
Major Sacrifice (Su): As per minor sacrifice except that the brother may now sacrifice 2 temporary Constitution points in order to use cure serious wounds or inflict serious wounds.
Absorb Illness (Su): The brother is able to transfer disease from one living being to another. Upon a successful touch attack, the brother may either absorb an illness from another creature (thus suffering the disease's effects) or transfer an illness from himself to the victim. If the victim is unwilling, he receives a Fortitude save (DC 10 + Brother's level + Brother's Wisdom modifier). A person who is infected with a disease through the use of this ability ignores the normal incubation period; the disease affects him immediately. Any person so infected may be cured normally.
Phoenix Touch (Su): The brother has achieved mastery over life and death itself. Once per day, he may restore life to slain creatures by touch. The creature must have been dead for a number of hours no greater than the brother's Wisdom modifier. The slain creature is treated as if affected b the spell raise dead. This drains an incredible amount of energy from the brother, however, and he must make a successful Fortitude save (DC 25) or die. If he succeeds, treat the brother as if he had been affected by a successful harm spell.
Scarred Land Campaign Setting: Ghelspad Copyright 2002, White Wolf Publishing, Inc.
Permission to use this content granted via "Designation of Open Game Content", page 1, Scarred Lands Campaign Setting: Ghelspad. Alterations were made to this entry to avoid items designated as product identity or to bring the entry in line with the 3.5 rules set.
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