Difference between revisions of "Hand (sage study)"

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[[File:Hand (sage study).jpg|right|490px|thumb]]
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'''Hand''' is a [[Sage Study|sage study]] in the [[Sage Field|field]] of the [[Way of the Stick (sage field)|Way of the Stick]], using the open hand to confront both weapon and bodily attacks by humanoids and monsters. The direction and position of the hand is used to control enemy strikes, turning them aside or weakening their force, but more importantly applying enormous force in attaking through direction all the body's energy into the character's attacking hand. The abilities below enhance the character's existing open hand attacks as listed according to the character's level.
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'''Hand''' is a [[Sage Study|sage study]] in the [[Sage Field|field]] of the [[Way of the Stick (sage field)|Way of the Stick]], focusing on the use of the empty hand to both defend against and deliver [[Open Hand (ability)|open hand]] strikes with devastating precision and force. Rooted in the ancient martial traditions of the east, the study treats the hand not merely as a weapon, but as a channel through which the whole of the body's strength, breath and spirit may be concentrated. With proper training, the angle, rotation and position of the hand can deflect swords, redirect spears, disrupt the stance of charging beasts or unbalance opponents mid-strike, all while leaving the practitioner poised to respond with a sudden, explosive counterattack.
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More than a set of techniques, the Hand is an art of internal alignment — the drawing in of force through the feet, legs and spine, concentrating that momentum into a single, fluid point of contact. A well-placed strike does not rely on muscle, but on timing, structure and the unity of breath and motion. Masters of this study are said to strike with such precision that they can shatter wood, stun the mind or even arrest the motion of charging beasts with a single palm.
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The study enhances the character's innate open hand techniques, building on those available through level-based advancement. Through practice, these techniques refine the character's ability to parry, redirect, penetrate and overwhelm — making the hand itself a living instrument of martial power.
  
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== Sage Abilities ==
 
== Sage Abilities ==
 
The [[Sage Ability|sage abilities]] below are those acquired by a character through the study, according to status.
 
The [[Sage Ability|sage abilities]] below are those acquired by a character through the study, according to status.
  
 
=== Amateur Status ===
 
=== Amateur Status ===
* '''[[Disarm (sage ability)|Disarm]]''': disarms enemies of their weapons with a skillful and precise technique: instead of attempting to overpower the weapon, it's energg is redirected.  The character then swiftly steps inside the adversary's guard, applies pressure to the adversary's wrist and forcing them to release their grip on the weapon.  Requires the normal [[Roll to Hit|roll to hit]], causes no damage.
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:* '''[[Disarm (sage ability)|Disarm]]''': disarms enemies of their weapons with a skillful and precise technique: instead of attempting to overpower the weapon, it's energg is redirected.  The character then swiftly steps inside the adversary's guard, applies pressure to the adversary's wrist and forcing them to release their grip on the weapon.  Requires the normal [[Roll to Hit|roll to hit]], causes no damage.
  
* '''[[Headbutt (sage ability)|Headbutt]]''': an unconventional and specialised technique; the character, with a deep breath launches forward with a sudden and explosive burst of energy, striking the opponent's chest and causing twice the damage of a normal open hand.  Requires a roll to hit; also causes 1d6 damage to the character employing this technique.
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:* '''[[Headbutt (sage ability)|Headbutt]]''': an unconventional and specialised technique; the character, with a deep breath launches forward with a sudden and explosive burst of energy, striking the opponent's chest and causing twice the damage of a normal open hand.  Requires a roll to hit; also causes 1d6 damage to the character employing this technique.
  
* '''[[Pin (sage ability)|Pin]]''': pins an opponent to the ground using a combination of precise movements, leverage and control.  The character moves into the opponent's hex intending to [[Grappling (hand-to-hand)|grapple]], begun by firmly grasping the opponent's wrist.  With remarkable speed and control, the opponent's arm is twisted behind the back, as he or she is put off balance; continuing the motion, the character uses leverage to guide the opponent to the ground, while maintaining control over the pinned arm.  Requires roll to hit, causes open hand damage.
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:* '''[[Pin (sage ability)|Pin]]''': pins an opponent to the ground using a combination of precise movements, leverage and control.  The character moves into the opponent's hex intending to [[Grappling (hand-to-hand)|grapple]], begun by firmly grasping the opponent's wrist.  With remarkable speed and control, the opponent's arm is twisted behind the back, as he or she is put off balance; continuing the motion, the character uses leverage to guide the opponent to the ground, while maintaining control over the pinned arm.  Requires roll to hit, causes open hand damage.
  
 
=== Authority Status ===
 
=== Authority Status ===
* '''[[Four-knuckle Strike (sage ability)|Four-knuckle Strike]]''': Concentrates and narrows the character's open hand strike, with fingers held out and only the knuckles bentAllows the breaking of the enemy's forearm, collar-bone or jaw, disabling their attack arm, armour class or will to fight if the enemy is stunned.  The blow can only be accomplished as a second hit after the first in the same roundCauses 2-5 [[Injury|injury points]] damage.
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:* '''[[Seize Weapon (sage ability)|Seize Weapon]]''': a skill requiring precise timing and control.  As the enemy's weapon arcs towards its target, the character sidesteps and closes the distanceWith an iron grip, the character guides the weapon from the adversary's grip, seizes the weapon and steps back, all as one fluid motionRequires roll with -3 to hit modifier, causes no damage.
  
* '''[[Knife-hand Block (sage ability)|Knife-hand Block]]''': blocks using the front arms to sweep away attacks; increases the character's armour class by four points, but reduces the character's return attacks to 1 per round, regardless of level.   
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:* '''[[Throw (sage ability)|Throw]]''': Using leverage and precise technique, gaining a position on the enemy that allowes gaining a grip on the enemy's arm, just above the elbow.  Catching the enemy off balance, the character guides the other's momentum in a desired direction, sending him or her sprawling to the ground.  Requires roll to hit; causes half normal open hand damage; stun locks the opponent as he or she returns to a fighting positionCannot throw opponents into friendly hexes.
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=== Expert Status ===
 
=== Expert Status ===
* '''[[Concussive Wave (sage ability)|Concussive Blast]]''': requires three rounds concentration, so that it cannot be used in melee; when released with both hands, the momentum-strengthened strike will obliterate objects up to 600 lbs., including solid wood, stone or crafted metal.
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:* '''[[Disrupt Pulse (sage ability)|Disrupt Pulse]]''': delivers a precise three-finger strike that may be made gently enough to cause no damage, yet releases the target from magical [[Fear (effect)|fear]], [[Paralysis|paralysis]] or effects such as [[Hold Person|hold person]].  When used as a damaging open hand attack, prevents the target from [[Regenerate (ability)|regenerating]] [[Hit Points|hit points]] or using [[Shapechange (ability)|shapechanging]] abilities for two [[Combat Round|rounds]]. As the "pulse" being interrupted is energy, not biological, constructs able to regenerate are affected.
  
* '''[[Tiger Claw (sage ability)|Correct Effort]]''': a strike using the index finger and thumb, with the attack directed towards the neck or enemy's eyeA stun against a humanoids neck lasts for 2-3 rounds, not one.  An attack on the eye needs a successful hit 5 points above the number needed to hit; the eye is destroyed, doubling damage done and causing 3-5 injury points.
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:* '''[[Whispering Palm (sage ability)|Whispering Palm]]''': Delivers a focused surge of force that reaches the target without requiring physical contact, while still affecting an enemy as though contact were made; otherwise produces normal open hand damage with the hand stopping short at a distance of one inchUseful against dangerous or corrupted flesh, creatures with acidic flesh, molds, slimes, etcetera.
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=== Sage Status ===
 
=== Sage Status ===
* '''[[Absolute Strike (sage ability)|Absolute Strike]]''': by directing a hammer strike against the ground, the monk can topple all enemies to the ground within 25 ft., or five combat hexes, from the blow's center. All persons affected by the blow suffer 1-4 damage and are stunned if they do not make a saving throw.
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:* '''[[Gating Touch (sage ability)|Gating Touch]]''': suspends the target's ability to cast spells or activate magical effects at will for five rounds. Suppresses innate powers, spell-like abilities and magical items that require user intent, as the flow of force within the target is momentarily sealed. May be used only once per day per target.
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:* '''[[Quivering Palm (sage ability)|Quivering Palm]]''': strikes the opponent with a precise, subtle blow that disrupts the flow of life within their body, causing death at the will of the character. Implants a hidden wave of energy that may be released at will, causing sudden death if the target fails to resist. functions only if the strike lands and the target is vulnerable to such disruption.  Limited to effect against humanoids.
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:* '''[[Thousand-fold Fist (sage ability)|Thousand-fold Fist]]''': following the accumulation of twenty successful open hand strikes that cause damage, the character may unleash a single, devastating blow. the strike glows with gathered energy and inflicts four times the normal damage. resets upon use and may not be activated again until another twenty damaging strikes have been made.  New hits may not be accumulated beyond the 20 gained until the fist is unleashed.
  
* '''[[Quivering Palm (sage ability)|Quivering Palm]]''': creates vibrations in the body of the victim that can be made to paralyse or kill, depending on how the palm is applied by the attacking character.
 
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See [[Monk Sage Abilities]]
 
See [[Monk Sage Abilities]]
  
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[[Category: Reviewed]]

Latest revision as of 16:02, 15 April 2025

Hand (sage study).jpg

Hand is a sage study in the field of the Way of the Stick, focusing on the use of the empty hand to both defend against and deliver open hand strikes with devastating precision and force. Rooted in the ancient martial traditions of the east, the study treats the hand not merely as a weapon, but as a channel through which the whole of the body's strength, breath and spirit may be concentrated. With proper training, the angle, rotation and position of the hand can deflect swords, redirect spears, disrupt the stance of charging beasts or unbalance opponents mid-strike, all while leaving the practitioner poised to respond with a sudden, explosive counterattack.

More than a set of techniques, the Hand is an art of internal alignment — the drawing in of force through the feet, legs and spine, concentrating that momentum into a single, fluid point of contact. A well-placed strike does not rely on muscle, but on timing, structure and the unity of breath and motion. Masters of this study are said to strike with such precision that they can shatter wood, stun the mind or even arrest the motion of charging beasts with a single palm.

The study enhances the character's innate open hand techniques, building on those available through level-based advancement. Through practice, these techniques refine the character's ability to parry, redirect, penetrate and overwhelm — making the hand itself a living instrument of martial power.

Sage Abilities

The sage abilities below are those acquired by a character through the study, according to status.

Amateur Status

  • Disarm: disarms enemies of their weapons with a skillful and precise technique: instead of attempting to overpower the weapon, it's energg is redirected. The character then swiftly steps inside the adversary's guard, applies pressure to the adversary's wrist and forcing them to release their grip on the weapon. Requires the normal roll to hit, causes no damage.
  • Headbutt: an unconventional and specialised technique; the character, with a deep breath launches forward with a sudden and explosive burst of energy, striking the opponent's chest and causing twice the damage of a normal open hand. Requires a roll to hit; also causes 1d6 damage to the character employing this technique.
  • Pin: pins an opponent to the ground using a combination of precise movements, leverage and control. The character moves into the opponent's hex intending to grapple, begun by firmly grasping the opponent's wrist. With remarkable speed and control, the opponent's arm is twisted behind the back, as he or she is put off balance; continuing the motion, the character uses leverage to guide the opponent to the ground, while maintaining control over the pinned arm. Requires roll to hit, causes open hand damage.

Authority Status

  • Seize Weapon: a skill requiring precise timing and control. As the enemy's weapon arcs towards its target, the character sidesteps and closes the distance. With an iron grip, the character guides the weapon from the adversary's grip, seizes the weapon and steps back, all as one fluid motion. Requires roll with -3 to hit modifier, causes no damage.
  • Throw: Using leverage and precise technique, gaining a position on the enemy that allowes gaining a grip on the enemy's arm, just above the elbow. Catching the enemy off balance, the character guides the other's momentum in a desired direction, sending him or her sprawling to the ground. Requires roll to hit; causes half normal open hand damage; stun locks the opponent as he or she returns to a fighting position. Cannot throw opponents into friendly hexes.

Expert Status

  • Disrupt Pulse: delivers a precise three-finger strike that may be made gently enough to cause no damage, yet releases the target from magical fear, paralysis or effects such as hold person. When used as a damaging open hand attack, prevents the target from regenerating hit points or using shapechanging abilities for two rounds. As the "pulse" being interrupted is energy, not biological, constructs able to regenerate are affected.
  • Whispering Palm: Delivers a focused surge of force that reaches the target without requiring physical contact, while still affecting an enemy as though contact were made; otherwise produces normal open hand damage with the hand stopping short at a distance of one inch. Useful against dangerous or corrupted flesh, creatures with acidic flesh, molds, slimes, etcetera.

Sage Status

  • Gating Touch: suspends the target's ability to cast spells or activate magical effects at will for five rounds. Suppresses innate powers, spell-like abilities and magical items that require user intent, as the flow of force within the target is momentarily sealed. May be used only once per day per target.
  • Quivering Palm: strikes the opponent with a precise, subtle blow that disrupts the flow of life within their body, causing death at the will of the character. Implants a hidden wave of energy that may be released at will, causing sudden death if the target fails to resist. functions only if the strike lands and the target is vulnerable to such disruption. Limited to effect against humanoids.
  • Thousand-fold Fist: following the accumulation of twenty successful open hand strikes that cause damage, the character may unleash a single, devastating blow. the strike glows with gathered energy and inflicts four times the normal damage. resets upon use and may not be activated again until another twenty damaging strikes have been made. New hits may not be accumulated beyond the 20 gained until the fist is unleashed.


See Monk Sage Abilities