
RickSummon |

The Master of the Unseen Hand prestige class from the 3.5 supplement Complete Warrior allows a caster to gain more versatility and power while using telekinesis. It seems like the perfect class to add to, say, a shadow demon, which can use telekinesis at will.
The problem is, the class as originally written grants a full BAB and a d4 Hit Die. That's not quite compatible with the Pathfinder rules. So, what BAB and Hit Die would be best for this class? Perhaps d8 and 3/4 BAB?

pobbes |
The problem is, the class as originally written grants a full BAB and a d4 Hit Die. That's not quite compatible with the Pathfinder rules. So, what BAB and Hit Die would be best for this class? Perhaps d8 and 3/4 BAB?
Yeah, a d4 HD and Full BAB isn't really compatible with 3.x rules either. The class is a specific exception since a full base attack bonus significantly increases the master of the unseen hands ability to use the telekinesis spell. This is because the violent thrust ability uses BAB, and the Master's one ability that grants multiple uses of telekinesis maneuvers per round is based on her BAB. I would not look to banish an exception to the rules that actually makes a lot of sense.
Still, if you must... I suggest using a ruling similar to the monk where a Master of the unseen hand continues with 1/2 BAB progression as a wizard, but gets an alternate full BAB progression for the purposes of using telekinesis. That is the best existing rule that fits this unique niche.
stringburka |

RickSummon wrote:Yeah, a d4 HD and Full BAB isn't really compatible with 3.x rules either.
The problem is, the class as originally written grants a full BAB and a d4 Hit Die. That's not quite compatible with the Pathfinder rules. So, what BAB and Hit Die would be best for this class? Perhaps d8 and 3/4 BAB?
While it's not common with that kind of difference in 3.5, hit dice weren't directly tied to BAB. In PF, it is; 1/2 BAB = d6, 3/4 = d8, 1 = d10+.

![]() |

if you're using the cw version, give'em a d10 hd. the class is really weak otherwise. the bonus caster level with telekinesis is cool, but they dont get any class features that help them do anything else.
or if you really wanna give them a decent ability, give them 3/4 bab and let them add class levels to bab for tk purposes.
that would make them almost playable IMHO

pobbes |
pobbes wrote:While it's not common with that kind of difference in 3.5, hit dice weren't directly tied to BAB. In PF, it is; 1/2 BAB = d6, 3/4 = d8, 1 = d10+.RickSummon wrote:Yeah, a d4 HD and Full BAB isn't really compatible with 3.x rules either.
The problem is, the class as originally written grants a full BAB and a d4 Hit Die. That's not quite compatible with the Pathfinder rules. So, what BAB and Hit Die would be best for this class? Perhaps d8 and 3/4 BAB?
I understand what you are saying, but I am trying to say that strict guidelines shouldn't restrict intelligent design choices. Still, that is why I suggested an alteration using the monk precedent. This is because the monk breaks the PF guideline, and the devs cheated by hiding it behind the flurry of blows class feature.

SmiloDan RPG Superstar 2012 Top 32 |

I would just go with Full BAB and 1d10 HD. Don't they pretty much lose spellcasting progression? They just get an increase to their caster level for telekinesis only. They don't even get any additional daily uses of telekinesis. But if they drop 75,000 gp on a ring of telekinesis, they can use it at will. And they have to be 10th level or higher to qualify (unless monstrous, like a ghost, slaad, or demon of some kind).
I was actually thinking of working on an "Enforcer" base class that was based on force effects and telekinesis. I have a dragon shaman with a ring of the ram, and it is a REALLY fun item, and I think it could be the basis for a fun class ability.

RickSummon |

I'll use the full BAB and d10 HD, since I'm using this class for a shadow demon and, of course, it already has that.
I realized that, while telekinetic flight is redundant for the shadow demon in its normal form, it can be very useful while it's possessing a host. It could even possess someone, fly into the air, then leave the host and drop him!

CommaMaster |

I love this class,and one reason is that the telekinetic wielder ability uses CASTER LEVEL + INT OR CHA as BAB. So since a master of the unseen hand adds his class level to caster level for Telekinesis ONLY,it essentially means that he telekinetically attacks and full attacks as a fighter. Oh,and imagine: Greater Magic Weapon on 50 arrows at a time,then telekinetically firing them at whatever needs to die,once every 1d4 rounds. Since arrows deal damage as daggers, 1d4+3 (at 12th level) + 4 (18 Int) times 50. If you roll 1s all around,that's 400 points of damage. For two spells and some arrows. Assuming they all hit. Which they might not.

CommaMaster |

So I'm a little confused about how telekinesis works. Do you cast it on other items so you can control them? Or do you cast it on yourself so that you can control other items? I guess the crux of my question is whether or not you can switch/add/drop which items you're controlling in the middle of the spells duration?

![]() |

This is one of the weirdest prestige class concepts I've seen, and I always use it as an example of how ridiculous and unbalanced PrCs could be in 3E. I cannot fathom why it was published in Complete Warrior, and I really, really wish it would just die a quiet and painful death alongside the Daggerspell Infiltrator, Shadowbane Inquisitor and the rest of them.

LoreKeeper |

Really you shouldn't use non-Pathfinder material if you value the concepts of balance.
In Pathfinder the point of the Unseen Hand was made moot by changing telekinesis to function of Caster Level and Intelligence bonus. In other words the full-BAB progression of the Unseen Hand has become redundant for its original purpose.