Flayerbred Hand (3.5e Class)

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Flayerbred Hand[edit]

Flayerbred Hands are freaks of nature. They give up their humanity and sanity to become freakishly powerful beasts.

Making a Flayerbred Hand[edit]

Flayerbred Hands are powerful manifesters who specialize in the deeper, mind corroding arts.

Abilities: Intelligence is the most important stat, as it is used to manifest powers. Constitution and Dexterity come next, and Strength and Wisdom are also somewhat important. Charisma is the un-needed stat for Flayerbred Hands.

Races: Shadowy or Inquisitive races are the most common Flayerbred Hands, however any race that is not an Illithid may become a Flayerbred Hand.

Alignment: Any. Like Nercomancers ,Flayerbred Hands are rarely good.

Starting Gold: 3d4×10 gp(75gp).

Starting Age: Complex.

Table: Flayerbred Hand

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Power
Maximum Power
Level Known
Fort Ref Will
1st +0 +0 +0 +2 Illithid Heritage 2 3 1st
2nd +1 +0 +0 +3 Mind Blast 10ft. 6 5 1st
3rd +1 +1 +1 +3 11 7 2nd
4th +2 +1 +1 +4 17 9 2nd
5th +2 +1 +1 +4 Illithid Feat 25 11 3rd
6th +3 +2 +2 +5 Mind Blast 15ft. 35 13 3rd
7th +3 +2 +2 +5 46 15 4th
8th +4 +2 +2 +6 58 17 4th
9th +4 +3 +3 +6 72 19 5th
10th +5 +3 +3 +7 Mind Blast 20ft., Illithid Feat 88 21 5th
11th +5 +3 +3 +7 106 22 6th
12th +6/+1 +4 +4 +8 Illithid Grapple X 2 126 24 6th
13th +6/+1 +4 +4 +8 147 25 7th
14th +7/+2 +4 +4 +9 Mind Blast 25ft. 170 27 7th
15th +7/+2 +5 +5 +9 Illithid Feat 195 28 8th
16th +8/+3 +5 +5 +10 221 30 8th
17th +8/+3 +5 +5 +10 250 31 9th
18th +9/+4 +6 +6 +11 Mind Blast 30ft. 280 33 9th
19th +9/+4 +6 +6 +11 311 34 9th
20th +10/+5 +6 +6 +12 Illithid Feat, Freakbody 343 36 9th

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Psicraft (Int), Use Psionic Device (Cha).

Class Features[edit]

Weapon and Armor Proficiency: Flayerbred Hands are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are proficient with any type of Light Armor, but not with any kind of shield. Armor does not, however, interfere with the manifestation of powers.

Power Points/Day: A Flayerbred Hand’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: Flayerbred Hand. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: . A Flayerbred Hand begins play knowing three powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.

Choose the powers known from the psion power list. A Flayerbred Hand can manifest any power that has a power point cost equal to or lower than his manifester level.

The number of times a psion can manifest powers in a day is limited only by his daily power points.

A Flayerbred Hand simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against Flayerbred Hand powers is 10 + the power’s level + the Hand’s Intelligence modifier.

Maximum Power Level Known: A Flayerbred Hand begins play with the ability to learn 1st-level powers. As he attains higher levels, a Hand may gain the ability to master more complex powers.

To learn or manifest a power, a Flayerbred Hand must have an Intelligence score of at least 10 + the power’s level.

Illithid Heritage: At first level, a Flayerbred Hand gains the Illithid Heritage(see Complete Psionic) as a bonus feat. They have altered their composition of mind and body to support unnatural figures and forms.

Mind Blast (Ps): At second level, a Flayerbred Hand learns how to project his will on others. Any creature caught in the cone-shaped blast of will must make a will save equal to 10+ Flayerbred Hand levels or be rendered helpless, any creature(Even if they make the will save) takes 1d4 ectoplasmic damage. The range of this feature extends five feet every three levels. This atribute costs 2 power points to manifest.

Illithid Grapple: At level twelve,

Illithid Feat: At this level, Flayerbred Hands

Freakbody (Ex):

Ex-Flayerbred Hands[edit]


Epic Flayebred Hand[edit]

Table: The Epic Flayebred Hand

Hit Die: d4

Level Special
23rd Bonus Feat
26th Bonus Feat
29th Bonus Feat

2 + Int modifier skill points per level.

Powers: The Hand’s manifester level is equal to his class level. The psion’s base power points do not increase after 20th level. Each time the psion attains a new level, he learns two new powers of any level or levels that he can manifest.

Bonus Feats: The epic Flayerbred Hand gains a bonus feat every three levels higher than 20th (23rd, 26th, and so on).

Human Flayerbred Hand Starting Package[edit]

Weapons: Quaterstaff.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Autohypnosis 4 Wis
Concentration 4 Con
Diplomacy 4 Cha
Knowledge (Psionics) 4 Int
Listen 2 Wis
Psicraft 4 Int
Spot 2 Wis

Feat: Psionic Talent.

Bonus Feats: Psionic Body.

Gear: Backpack, Winter Blanket, Bedroll, Traveler's outfits X2, Rations X5.

Gold: 75 Gp.

Campaign Information[edit]

Playing a Flayerbred Hand[edit]

Religion: .

Other Classes: .

Combat: .

Advancement: .

Flayerbred Hands in the World[edit]


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Flayerbred Hand Lore[edit]

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 .
10 .
15 .
20 .

Flayerbred Hands in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .

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