Back To Campaign Rules
Brother of the Scarred Hand

 

Brother (or Sister) of the Scarred Hand (updated for 3.5)

After the devastation of the Titanswar, many on both sides of the conflict were tired of the warfare that had lasted, in most cases, since before they were born. A particular sect, drawn from the followers of the more "gentle" Titans, such as Golthain, Mesos and Denev, dedicated their lives to curing some of the harm caused by the Titanswar.

Members of the brotherhood of the Scarred Hand wander the land, using their unique magic and insight to help those against whom they once fought.

The Brothers employ a special form of healing magic that relies upon the sacrifice of the user's own life energy to aid others.

The Brothers are met everywhere with a mixture of mistrust, fear and grudging gratitude. After all, the Titans were all banished or destroyed - why must these outcasts keep their memories alive?

Despite the name of the cult (Brother...), females may also join and are called Sisters of the Scarred Hand.

Hit Die: d8
Alignment: Lawful Neutral or True Neutral

Class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Healing (Wis), Hide (Dex), Jump (Str), (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) x?4.

Class features
Brothers of the Scarred Hand may not wear or use any refined materials, or else none of their special abilities will function. Leather, cotton, linen, wood and stone are permitted. They know how to use simple weapons, and can wear light armor.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Flurry Attack Bonus
1
+0
+2
+2
+2
Altruism, Sacrifice 1d6, flurry of blows, unarmed strike (1d3)
-2/-2
2
+1
+3
+3
+3
Great Fortitude
-1/-1
3
+2
+3
+3
+3
Toughness
+0/+0
4
+3
+4
+4
+4
Ki strike (magic), Sacrifice 1d8
+1/+1
5
+3
+4
+4
+4
Purity of body
+2/+2
6
+4
+5
+5
+5
Absorb Disease 1/wk
+3/+3
7
+5
+5
+5
+5
Wholeness of body
+4/+4
8
+6/+1
+6
+6
+6
Sacrifice 1d10
+5/+5/+0
9
+6/+1
+6
+6
+6
Toughness
+6/+6/+1
10
+7/+2
+7
+7
+7
Ki strike (lawful), Lesser Touch of the Phoenix
+7/+7/+2
11
+8/+3
+7
+7
+7
Diamond body
+8/+8/+3
12
+9/+4
+8
+8
+8
Absorb Disease 1/day, Transfer Disease 1/week, Sacrifice 2d6
+9/+9/+4
13
+9/+4
+8
+8
+8
Toughness
+9/+9/+4
14
+10/+5
+9
+9
+9
+10/+10/+5
15
+11/+6/+1
+9
+9
+9
Quivering palm
+11/+11/+6/+1
16
+12/+7/+2
+10
+10
+10
Ki strike (adamantine), Sacrifice 2d8
+12/+12/+7/+2
17
+12/+7/+2
+10
+10
+10
Timeless body, Tongue of the Sun and Moon
+12/+12+/7/+2
18
+13/+8/+3
+11
+11
+11
Transfer Disease 1day
+13/+13/+8/+3
19
+14/+9/+4
+11
+11
+11
+14/+14/+9/+4
20
+15/+10/+5
+12
+12
+12
Greater Touch of the Phoenix, Sacrifice 2d10
+15/+15/10/+5

Brother (or Sister) of the Scarred Hand Special Abilities
Altruism(Ex): A Brother of the Scarred Hand may transfer some of his life force into a touched recipient as a standard action. The amount of hit points the Brother of the Scarred Hand may transfer per day is equal to his class level x 2 x his Charisma bonus. A Brother may transfer as many hit points as he wishes up to his daily limit, but must make a Concentration check DC 10 + number of hit points transferred or fail and be stunned for a round. He may bring his hit points to a negative total, and may indeed bring himself to -10 hp (killing him).

Sacrifice(Su): the Brother of the Scarred Hand may make an unarmed attack to inflict or cure the listed amount of damage, plus his Cha bonus. He may use his unarmed attacks simultaneously with this supernatural ability. Each use of this ability for curing causes one point of Con damage if he fails a Fortitude save, DC 20. The Brother may not use this ability on himself.

Flurry of Blows: The Brother may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a brother reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A Brother must use a full attack action to strike with a flurry of blows. When using flurry of blows, a monk may attack only with unarmed strikes.

Unarmed Strike: At 1st level, a Brother gains Improved Unarmed Strike as a bonus feat. A Brother's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Brother may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a Brother striking unarmed. A Brother may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a Brother's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A Brother's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A Brother's unarmed strike always does 1d3 damage (for a Medium Brother); he may cause extra damage by using the Sacrifice ability, above.

Great Fortitude: the brother gains +2 to all Fortitude saves.

Toughness: Brother of the Scarred Hand gains three bonus HP at 3rd, 9th and 13th level.

Ki Strike (Su): At 4th level, a Brother's unarmed attacks are empowered with ki. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's Brother level. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Purity of Body (Ex): At 5th level, a Brother gains immunity to all diseases except for supernatural and magical diseases.

Absorb Disease(Ex): Once per week, the 6th level Brother of the Scarred Hand gains the ability to remove from a subject one disease by touch and take it into his own body. This supernatural ability does not function against supernatural and magical diseases, such as lycanthropy or mummy rot. This ability instantly kills green slime with no ill effect against the Brother. At 12th level, the Brother can absorb disease once per day.

Wholeness of Body (Su): At 7th level or higher, a Brother can heal his own wounds. He can heal a number of hit points of damage equal to twice his current Brother level each day, and he can spread this healing out among several uses.

Diamond Body (Su): At 11th level, a Brother gains immunity to poisons of all kinds.

Lesser Touch of the Phoenix(Su): the Brother of the Scarred Hand may make the ultimate sacrifice: by taking Death into his body, he may once per week restore life to a fallen comrade. The recipient may not have been dead for a number of rounds greater than the Brother's Cha modifier. The attempt brings the recipient back to life as if Raise Dead had been cast. The Brother then must make a Fort save, DC 25, or perish immediately. Even if the Brother makes the saving throw, he immwediately drops to 1 hit point, as if he had been successfully Raised from the Dead. The raised comrade returns to life as if Raise Dead had been cast on him.

Transfer Disease(Su): Once per week, the 12th level Brother of the Scarred Hand gains the supernatural ability to remove from a subject one non-magical disease by touch and transfer it to another living creature. The Brother must be touching both subjects at the same time, and the recipient may resist the transfer with a successful Fortitude save, DC 10+1/2 the Brother's class level + his Cha bonus. Diseases transferred in this manner ignore their normal incubation period, and must be fought by the recipient's immune system immediately. A creature may absorb a disease that already infects his body. The save DCs against the disease increase by 2 for each instance of the same disease absorbed.

Quivering Palm (Su): Starting at 15th level, a Brother can set up vibrations within the body of another creature that can thereafter be fatal if the Brother so desires. He can use this quivering palm attack once a week, and he must announce her intent before making his attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the Brother strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the Brother can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his Brother level. To make such an attempt, the Brother merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the Brother's level + the Brother's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.

Timeless Body (Ex): Upon attaining 17th level, a Brother no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when his time is up.

Tongue of the Sun and Moon (Ex): A Brother of 17th level or higher can speak with any living creature.

Greater Touch of the Phoenix(Su): Once per week, the Brother may bring a fallen comrade back to life as if True Resurrection had been cast, subject to a time limit equal to the Brother's Cha bonus in days. The Brother must then make a Fortitude save, DC 30, or perish.

Notes
When I updated this prestige class, I decided to just make it a regular class. It's essentially a Monk without most of the special combat moves, AC bonus and extra movement, with healing powers in their stead.