Flayerbred Hand (3.5e Class)
From D&D Wiki
- 1 Flayerbred Hand
- 1.1 Making a Flayerbred Hand
- 1.2 Campaign Information
Flayerbred Hands are freaks of nature. They give up their humanity and sanity to become freakishly powerful beasts.
Making a Flayerbred Hand
Flayerbred Hands are powerful manifesters who specialize in the deeper, mind corroding arts.
Abilities: Intelligence is the most important stat, as it is used to manifest powers. Constitution and Dexterity come next, and Strength and Wisdom are also somewhat important. Charisma is the un-needed stat for Flayerbred Hands.
Races: Shadowy or Inquisitive races are the most common Flayerbred Hands, however any race that is not an Illithid may become a Flayerbred Hand.
Alignment: Any. Like Nercomancers ,Flayerbred Hands are rarely good.
Starting Gold: 3d4×10 gp(75gp).
Starting Age: Complex.
|2nd||+1||+0||+0||+3||Mind Blast 10ft.||6||5||1st|
|6th||+3||+2||+2||+5||Mind Blast 15ft.||35||13||3rd|
|10th||+5||+3||+3||+7||Mind Blast 20ft., Illithid Feat||88||21||5th|
|12th||+6/+1||+4||+4||+8||Illithid Grapple X 2||126||24||6th|
|14th||+7/+2||+4||+4||+9||Mind Blast 25ft.||170||27||7th|
|18th||+9/+4||+6||+6||+11||Mind Blast 30ft.||280||33||9th|
|20th||+10/+5||+6||+6||+12||Illithid Feat, Freakbody||343||36||9th|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
Weapon and Armor Proficiency: Flayerbred Hands are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are proficient with any type of Light Armor, but not with any kind of shield. Armor does not, however, interfere with the manifestation of powers.
Power Points/Day: A Flayerbred Hand’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: Flayerbred Hand. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
A Flayerbred Hand simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
To learn or manifest a power, a Flayerbred Hand must have an Intelligence score of at least 10 + the power’s level.
Illithid Heritage: At first level, a Flayerbred Hand gains the Illithid Heritage(see Complete Psionic) as a bonus feat. They have altered their composition of mind and body to support unnatural figures and forms.
Mind Blast (Ps): At second level, a Flayerbred Hand learns how to project his will on others. Any creature caught in the cone-shaped blast of will must make a will save equal to 10+ Flayerbred Hand levels or be rendered helpless, any creature(Even if they make the will save) takes 1d4 ectoplasmic damage. The range of this feature extends five feet every three levels. This atribute costs 2 power points to manifest.
Illithid Grapple: At level twelve,
Illithid Feat: At this level, Flayerbred Hands
Epic Flayebred Hand
Powers: The Hand’s manifester level is equal to his class level. The psion’s base power points do not increase after 20th level. Each time the psion attains a new level, he learns two new powers of any level or levels that he can manifest.
Human Flayerbred Hand Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Psionic Talent.
Bonus Feats: Psionic Body.
Gear: Backpack, Winter Blanket, Bedroll, Traveler's outfits X2, Rations X5.
Gold: 75 Gp.
Playing a Flayerbred Hand
Other Classes: .
Flayerbred Hands in the World
Daily Life: .
NPC Reactions: .
Flayerbred Hand Lore
Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Flayerbred Hands in the Game
Sample Encounter: .
EL : .