Hand

The Right Hand of Doom's page

18 posts. Alias of Doomed Hero.


Race

HP: 52/59, AC 22 (many variables), Fort +8, Ref +11, Will +5, Perc +4, Blindsense,

Classes/Levels

Panache 3/4

Strength 10
Dexterity 18
Intelligence 4
Wisdom 13
Charisma 18

About The Right Hand of Doom

Level 1: Mouser Swashbuckler
Level 2: Fighter (unarmed fighter)
Level 3: Vexing Dodger Rogue
Level 4: Monk (Master of Many Styles)
Level 5: Vexing Dodger 2

Crawling Hand Cohort
NE Diminutive undead
Init +4;
Senses blindsense 30 ft., darkvision 60 ft.; Perception +4

hp 59 (+8 undead hd, +24 cha, +6 swashbuckler, +10 rogue 2, +6 fighter, +5 monk)
HD 6

AC 22 (+4 armor [chain shirt], +4 dex, +4 size)
touch 18 (+4 dex, +4 size)
flat-footed 18 (4 armor, +4 size)
CMD 13 (10, +3 bab, +4 dex, -4 size)
...+4 vs Grapple
...+9 vs enemy I am sharing space with, monkey shine, limb-climber, underfoot assault
...+4 vs other enemies when sharing space, cover rules
...+2 dodging panache
...+4 vs ranged when prone
...use sense motive as AC/CMD vs one attack, immediate action, snake style
...Take AoO when missed, snake fang

Fort +8 (+4 cha, +2 fighter, +2 monk)
Ref +11 (+4 dex, +2 swashbuckler, +3 rogue, +2 monk)
...Evasion
Will +5 (+2 undead hd, +2 monk, +1 wis)
...undead traits

Space 1 ft.; Reach 0 ft.
Speed 40 ft., climb 40 ft.

Base Atk +3
...+4 size mod

Melee claw +11 (1d1 plus grab)
Unarmed Strike +11 (1d2 plus grab)
...+4 grapple
...+4 to atk enemy when sharing space, monkey shine
...-1 atk/+2 dmg, piranha strike
...+1 atk/+1 dmg, mark quarry
...+1d6 Sneak Attack
...+ Strangle on grapple

Special Attacks mark quarry, strangle

Feats
Piranha Strike (undead HD)
Weapon Finesse (rogue bonus)
Improved Unarmed Strike (unarmed fighter 1)
Monkey Style (unarmed fighter 1)
Snake Style (level 3)
Monkey Shine (Monk 1)
Stunning Fist (Monk 1)
Snake Fang (rogue 2)
Combat Reflexes (level 5)

Skills (1 undead Hd, +1 swashbuckler, +1 fighter, +10 rogue, +1 monk)
Total ranks: 14
ACP 0

+13 Acrobatics (5 rank, +3 class, +4 dex, +1 wis)
+10 Sense Motive (4 ranks, +3 class, +1 wis, +2 snake style)
+12 Climb (1 rank, +3 class, +0 str, +8 climb speed)
+4 Perception (1 rank, +3 class)
+20 Stealth (1 rank, +3 class, +4 dex, +12 size)
+9 Survival (1 rank, +3 class, +1 wis, +4 racial)
+10 Perform: strings (1 rank, +3 class, +4 cha, +2 circumstance)

Racial Modifiers +4 Survival, +2 dex, +4 cha, -8 int, (additional +1 dex from 4th level attribute point)
Languages Common (can’t speak)

Grab (Ex) A crawling hand can use its grab ability on a creature of up to Medium size.

Mark Quarry (Su) A crawling hand is assigned a quarry by anointing the hand with a drop of the intended quarry’s blood. If the hand has no current quarry, it automatically gains the next creature it damages as its quarry. Once attuned to a target, it becomes aware of the target’s location as if under the effect of a continuous locate creature spell. The hand gains a +1 bonus on all attack rolls, damage rolls, and skill checks made to seek out and destroy the marked quarry. The mark quarry ability lasts until the quarry or the hand is slain.

Limb-Climber (Ex) When adjacent to or in the space of a corporeal creature at least one size category larger than herself, a vexing dodger can climb that creature’s body with a successful Climb check against a DC equal to the target creature’s CMD. Although the vexing dodger is holding on to the creature, this action isn’t a grapple; it doesn’t provoke attacks of opportunity from the creature, and neither the vexing dodger nor the creature she climbs gains the grappled condition. While the vexing dodger is on the climbed creature, the creature takes a penalty on attack rolls against the vexing dodger equal to the number of sneak attack dice the dodger possesses.
This ability replaces trapfinding.

Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser’s is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker’s space. This movement does not count against the mouser’s movement the next round, and it doesn’t provoke attacks of opportunity. While the mouser is within a foe’s space, she is considered to occupy her square within that foe’s space.

While the mouser is within her foe’s space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser’s allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe’s space and leave the foe’s space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Fuse Style (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time.
This ability replaces flurry of blows.