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    Default The Far Hand [4e Paragon Path] (PEACH)

    Far Hand
    “So, you believe I must be next to you to break your skull with my fist? I urge you to reconsider,” -Mywr the Bold, Far Hand Disciple
    Prerequisites: Monk, monk unarmed strike class feature, flurry of blows class feature

    [Picture Should Go Here. Anyone Have Suggestions?]

    You are the master of an ancient tradition, the Psionic Fist tradition, practiced by the Far Hands. The Far Hands are a group of monks who, through intensive training of mind and body, have learned to channel their psyche into a physical manifestation of their fist, able to mirror the movements of the monk’s own fist perfectly. Masters of the Far Hand technique learn to coordinate with their projection, the psionic fist, cutting off the avenues available for their foes and delivering a beating from both sides of the battlefield.
    Perhaps you are a member of one of their monasteries, or in your travels you discovered a scroll of Far Hand disciplines. Or perhaps your natural psionic talent has led you to this style of its own volition, just as the originators of the Far Hand technique did. Whatever the method, your training in the Psionic Fist tradition has honed your body and mind to a razor point – or, rather, a knuckled fist.

    Far Hand Path Features:
    Psionic Fist (11th level): You gain the Psionic Fist encounter power below.
    Unerring Knuckles (11th level): You can use your dexterity modifier for the attack and damage rolls of melee basic attacks made with your monk unarmed strike class feature. If you possess the Melee Training feat, you can immediately retrain it (this does not count towards your limit on retrainings per level-up).
    Far Handed Action (11th level): When you spend an action point to take an extra action and your psionic fist is present in the encounter, you can teleport it up to 6 squares and make a melee basic attack with your monk unarmed strike, as if you occupied the psionic fist’s space, in addition to taking the extra action.
    Master’s Psionic Fist (16th level): When you use your flurry of blows class feature, you can include as a target one enemy adjacent to your psionic fist as an additional target.

    Far Hand Path Powers:
    Psionic Fist
    You create a projection of your fist far away, which attacks your enemies as if you were there next to them
    Encounter Psionic, Conjuration
    Minor Action Ranged 10
    Effect: You conjure a hand of violet energy in an unoccupied square within range. The hand can be used to manipulate its environment or lift an object of up to 30 pounds as a minor action, as if it were your own hand. For skill checks, it uses your skill check modifiers, though it can only perform tasks that require a single hand, and it can float in the air without a surface to support it. You can make melee basic attacks with your monk unarmed strike as if you occupied its square, and it can benefit from a magical ki focus that you wield.
    As a move action, you can teleport the hand 6 squares. As it can float, it can be teleported into the air. If, at the end of your turn, the fist is more than 20 squares away from you, it dissipates. The hand lasts until the end of the encounter, or until you dismiss it as a minor action.

    One-Two Warp
    As your blow hits home, you channel your psionic power to launch the enemy through space… right into another punch.
    Encounter Implement, Psionic
    Standard Action Melee touch
    Target: One enemy
    Attack: Dexterity vs. Reflex
    Hit: 1d10 + Dexterity modifier damage and you teleport the target to a square adjacent to your psionic fist. You can then make a melee basic attack with your monk unarmed strike using your psionic fist as the origin square against the target as a free action

    Greater Psionic Fist Focus
    Your psionic fist temporarily takes on a more physical manifestation, capable of executing more complex maneuvers
    Encounter * Psionic
    Free Action Personal
    Trigger: You start your turn
    Effect: Until the end of your next turn, you can use the grab power as if you occupied the space of your psionic fist. Grabs made in this way can be sustained normally. Additionally, until the end of your next turn, you can perform melee touch attacks with the psionic and implement keywords as if you occupied the fist’s space.

    Warp Fist Dance
    You and your psionic fist move around the battlefield, pulverizing foes with knuckles real and conjured
    Daily* Psionic, Weapon, Teleportation
    Standard Action Close Burst 15
    Effect: You can make a melee basic attack with your monk unarmed strike against each target in the burst, even those to whom you are not adjacent. After all the attacks have been resolved, you can teleport yourself and your psionic fist to any unoccupied square in the burst within reach of an enemy.
    Last edited by Shadow_Elf; 2011-04-02 at 04:52 PM.
    My Homebrew
    Currently DMing: Heroes on a Sea of Swords - IC - OOC - OOC II - OOC III
    Many thanks to the very talented Kymme for making an Avatar of my incredibly-specific D&D character!

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    Default Re: The Far Hand [4e Paragon Path] (PEACH)

    You should refine Far handed Action's wording so it means you get the MBA in addition to the extra action. Unless you meant to spend an AP to do that, though in that case the AP feature is kind of crap. Also either way the wording needs to be redone slightly.

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    Default Re: The Far Hand [4e Paragon Path] (PEACH)

    Quote Originally Posted by Sir Homeslice View Post
    You should refine Far handed Action's wording so it means you get the MBA in addition to the extra action. Unless you meant to spend an AP to do that, though in that case the AP feature is kind of crap. Also either way the wording needs to be redone slightly.
    Fix'd. Anything else that jumps out as an issue?
    My Homebrew
    Currently DMing: Heroes on a Sea of Swords - IC - OOC - OOC II - OOC III
    Many thanks to the very talented Kymme for making an Avatar of my incredibly-specific D&D character!

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    Default Re: The Far Hand [4e Paragon Path] (PEACH)

    Quote Originally Posted by Shadow_Elf View Post
    Fix'd. Anything else that jumps out as an issue?
    Unerring Knuckles should mention that if you had Melee Training prior to getting the feature, you can immediately retrain it. The utility doesn't seem all that good, to be honest.

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    Default Re: The Far Hand [4e Paragon Path] (PEACH)

    Quote Originally Posted by Sir Homeslice View Post
    Unerring Knuckles should mention that if you had Melee Training prior to getting the feature, you can immediately retrain it. The utility doesn't seem all that good, to be honest.
    Good idea and fair point. I added that caveat to Unerring Knuckles and I also changed the utility to give you the same abilities for 2 rounds/encounter instead of 1 encounter/day (because, realistically, when are you going to know at the start of an encounter that you are going to want to be making grabs and use other powers with your fist?).
    My Homebrew
    Currently DMing: Heroes on a Sea of Swords - IC - OOC - OOC II - OOC III
    Many thanks to the very talented Kymme for making an Avatar of my incredibly-specific D&D character!

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    Default Re: The Far Hand [4e Paragon Path] (PEACH)

    Before I let this fall away and consider it done with, does anyone have any last suggestions for the path? Picture suggestions would be especially appreciated.
    My Homebrew
    Currently DMing: Heroes on a Sea of Swords - IC - OOC - OOC II - OOC III
    Many thanks to the very talented Kymme for making an Avatar of my incredibly-specific D&D character!

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