Hand (sage study)
From The Authentic D&D Wiki
Hand is a sage study in the field of the 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.
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
- Four-knuckle Strike: Concentrates and narrows the character's open hand strike, with fingers held out and only the knuckles bent. Allows 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 round. Causes 2-5 injury points damage.
- 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.
Expert Status
- 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.
- Correct Effort: a strike using the index finger and thumb, with the attack directed towards the neck or enemy's eye. A 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.
Sage Status
- 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.
- 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.