Hand of the Dead
The Hands are one half of the bifurcated clergy of the Ombesh. This all-female sect is responsible for interactions with the undead, particularly bubun (zombies), which they create, command, and use for indentured labour. They are the commanders and leaders among the priesthood, and their political authority is considerable. They render sentences for major crimes and are the source of moral authority underlying the system of justice. They attend births, caring for mothers and children, and the care of children to become Corpseborn after their mothers’ deaths.
|Level||BAB||BDB||BMB||Fort Save||Ref Save||Will Save||Special|
|1||+0||+0||+0||+2||+2||+2||Hallow, Investigate haunt|
Hit Die: d8
Ability requirement: Charisma 16
Class Skills: Bluff, Craft, Diplomacy, Disguise, Heal, Intimidate, Knowledge (all), Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand
Skill points: 6 + Int
Weapon and Armor Proficiency: All simple weapons, light armor and shields
1st level: Hallow: Hands can call upon their holy power to benefit themselves and their allies. A Hand may use her hallow power twice per day plus half her Hand level (rounding down). There are three distinct basic functions of this power:
- As a standard action, a Hand may expend a hallow power to grant herself and all allies within 30 feet a +1 morale bonus to all saving throws for a number of rounds equal to two plus her Charisma modifier. This bonus increases to +2 at 4th level, +3 at 8th level, +4 at 12th level, and +5 at 16th level.
- As a standard action, a Hand may expend a hallow power to grant herself (but not anyone else) a +1 competence bonus to any one ability check or skill roll. This bonus increases to +2 at 4th level, +3 at 8th level, +4 at 12th level, and +5 at 16th level.
- As a standard action, a Hand may expend a hallow power to channel positive energy to neutralize a haunt within 30 feet. This causes 1d6 points of damage plus 1d6 points of damage for every two levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on), with a Will save for half damage (DC: 10 + ½ level + Charisma modifier).
Using the hallow power does not provoke attacks of opportunity.
1st level: Investigate Haunt: The Hand may identify disembodied spirits in the vicinity. She may make a Perception check to detect spirits within sight range, even if they are incorporeal or invisible.
2nd level: Interdiction: Once per day, as a standard action, the Hand may designate one 5-foot square adjacent to her. Anyone, friend or foe, wishing to enter that square must make a Will save (10 + ½ level + Charisma modifier) or be unable to enter that square for the duration of the effect (1 round / level). Mindless creatures, including bubun, are not affected by this power. At 8th level the square may be any square within 10 feet of the Hand, and at 14th level, any square within 15 feet of the Hand.
3rd level: Command Zombie: As a move action, a Hand may give commands to one bubun (zombie) which will be understood and followed to the best of its ability. Learning the intonation and force of these commands is an art that is passed down through the Hands and never taught to outsiders. This power can be used as often as desired - if a zombie is given a task, it will continue to perform it without direct control until such time as the task is complete or it is given a different command. As such, even a relatively low-level Hand could command a large number of zombies performing rote tasks such as planting or harvesting. At each level above 3rd, the number of zombies the Hand can control at a time doubles (4th = 2; 5th = 4; 6th = 8, etc.). A Hand may take control of a zombie commanded by another Hand by succeeding at an opposed Diplomacy check.
5th level: Create Zombie: The Hand’s most renowned ability is the power to turn a dead body into a zombie. This ritual requires over an hour of preparation and is not undertaken lightly, but is automatically successful and can be used multiple times per day. The body must be reasonably intact and fresh. The process of creating a zombie preserves it from substantial further decay for a period of seven years, although they can be damaged and destroyed.
6th level: Enhance zombie: The Hand may use her hallow power to give all the zombies under her control +2 to attack and damage for a number of rounds equal to two plus her Charisma modifier. This bonus increases to +3 at 10th level, +4 at 14th level, and +5 at 18th level.
7th level: At this level, the Hand may use her hallow power to remove curse.
9th level: Control Haunt: As a standard action, the Hand can manipulate incorporeal spirits in order to direct them to a specific known location, object, or person within a 10km range. Upon a successful Intimidate check, the haunt is compelled to change the focus of its activities permanently, but is otherwise undamaged and unaffected.
11th level: At this level, the Hand may use her hallow power to sanctify a building or natural area as per the hallow spell.
13th level: Holy Strike: Once per day, as a standard action, the Hand may make a powerful gesture to channel the power of life and death, releasing a blast of deadly energy in a 40-foot radius around her, with dire effects (Fortitude save, DC 10+½ Hand level + Charisma modifier):
Those with equal or higher hit dice/levels as the Hand are deafened for 1d4 rounds (save = unaffected).
Those with 1 to 4 fewer hit dice/levels than the Hand are blinded and deafened for 2d4 rounds (save = blinded for 1d4 rounds).
Those with 5 to 8 fewer hit dice/levels than the Hand are blinded, deafened and paralyzed for 1d10 minutes (save = paralyzed for 1d4 rounds).
Those with 9+ fewer hit dice/levels than the Hand are killed instantly (save = 3d6 + 1/level damage).
15th level: Zombie Legion: You can instill rudimentary tactics into your zombie hordes. Choose any one feat (including teamwork feats). All of the zombies currently under your control get that feat. In addition, they learn how to get into position to flank without your command and they gain a +2 dodge bonus to AC against attacks of opportunity from movement.