Thousand Hand Zenith (3.5e Prestige Class)

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Thousand Hand Zenith[edit]

"The Path of a thousand miles begins with a flick of pain."

"A True Warriors Path can only be seen by the actions they take upon enlightenment with a mound of corpses they stand upon."

—Vasune, Human, Creator, tomfoolery
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By [img src link]

Literally created this upon being asked about a DND martial arts style for a homebrew game -_-

Becoming a Thousand Hand Zenith[edit]

In exchange for knowledge of the unique style of martial arts this particular Monastery uses. They must take an oath of truth telling (no lieing) and once earned must never betray an ally before they betray you.


Entry Requirements
Alignment: Lawful Neutral.
Base Attack Bonus: +5.
Skills: Tumble 5 Ranks, Climb 5 Ranks, Balance 2 Ranks.
Feats: Improved Unarmed Strike, Combat Reflexes, Panther Style(Pathfinder Source).
Special: Wisdom 15, Dexterity 15, Witnessing a Master and invited to begin training.
Table: Thousand Hand Zenith

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +2 Slow Fall, Panther Claw
2nd +1 +3 +3 +3 Bonus Style- Monkey
3rd +2 +3 +3 +3 Evasion
4th +3 +4 +4 +4 Style Fusion
5th +3 +4 +4 +4 Still Mind, Bonus Style- Dragonfly
6th +4 +5 +5 +5 Dragonfly Wings
7th +5 +5 +5 +5 Style Perfection
8th +6/+1 +6 +6 +6 Zenith Mastery

Class Skills (4 + Int modifier per level)
The Thousand Hand Zenith's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex)..

Class Features[edit]

Slow Fall(Ex): At 1st level or higher, a Thousand Hand Zenith within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 30 feet shorter than it actually is.

Panther Claw(Ex): At 1st level, while using Panther Style, you can spend a free action, instead of spending a swift action, to make a retaliatory unarmed strike. You can make a number of retaliatory unarmed strikes on your turn equal to your Wisdom modifier.

Bonus Style(Ex): At 2nd level a Thousand Hand Zenith begins to expand their martial prowess as they come upon a style to defend themselves against tripping attacks and thus came to watch and understand Monkeys. They have then learnt the Monkey Style-You add your Wisdom bonus on Tumble and Balance checks. While using this style, you take no penalty on melee attack rolls or to AC while prone. Further, you can crawl and stand up from lying prone without provoking attacks of opportunity, and you can stand up as a swift action if you succeed at a DC 20 Tumble check.

Evasion(Ex): At 3rd level or higher if a Thousand Hand Zenith makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a Thousand Hand Zenith is wearing light armor or no armor. A helpless Thousand Hand Zenith does not gain the benefit of evasion.

Style Fusion(Ex): At 4th level due to the strange way a Zennith has learnt their style they had begun to simplify and fuse their teachings into new forms. Allowing them to use more then one style at a time. This allows one to use 2 styles at once for 3+con mod minutes per day due to stress it places on the body.

Still Mind(Ex): A Thousand Hand Zenith of 5th level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Bonus Style(Ex): At 5th level A Thousand Hand Zenith observes their surroundings while meditating only to stumble upon the strange flight of a Dragonfly and thus developed a weird style involving jumping. Dragonfly Style-You add your Wisdom modifier to Jump or Balance checks in addition to your Dexterity modifier. While using this style, when you are adjacent to a vertical surface or object capable of supporting your weight, such as a wall or a tree, you gain a +1 bonus on melee attack rolls against opponents your size or smaller, as if you were on higher ground.

Dragonfly Wings(Ex): At 6th level A Thousand Hand Zenith while using Dragonfly Style, the bonus on your melee attacks increases to +2 and applies to opponents up to two size categories larger than you. In addition, you can substitute a creature your size or larger in place of a vertical surface. You can freely use a willing creature in such a manner, but using a hostile creature requires a successful Balance check with a DC Reflex Saving throw. If you fail this check by 5 or more, you provoke an attack of opportunity from the hostile creature.

Style Perfection(Ex): At 7th level due to the strange way a Zenith has learnt to perfect their style they had begun to further simplify and fuse their teachings into new forms. Allowing them to use more then one style at a time. This allows one to use all 3 styles at once for 3+con mod minutes per day due to stress it places on the body.

Zenith Mastery(Ex): At 8th level a Zenith earns the right to challenge their master in order to learn the peak abilities of their Monastery in order to represent their order and become a sentry to help protect their secrets and punish those who disobey the oaths. The abilities they learn after defeating their master are:

  • Dragonfly Flight- While using Dragonfly Style, you can attempt an Jump check to high jump as a move action, and then immediately glide as the spell for 1 round. If you have not used your standard action after using Dragonfly Flight to make a high jump and start gliding, you can charge while gliding. This charge follows the rules for charging when you are only able to take a standard action.
  • Monkey Moves- While using Monkey Style, you gain a Wisdom bonus on Climb checks. You can also can climb and crawl at half your speed; you can take a 5-foot step by jumping, crawling, or climbing; and you retain your Dexterity bonus to AC while climbing. Further, while using Monkey Style, when you use your unarmed strike to hit an opponent twice or more on your turn, you can spend a swift action to take a 5-foot step even if you have moved this round.


Ex-Thousand Hand Zenith[edit]

A Zenith who ceases to be lawful neutral, who willfully Kills and ally, or who grossly violates the code of conduct loses all Zennith abilities. She may not progress any farther in levels as a Zenith. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.

Campaign Information[edit]

Playing a Thousand Hand Zenith[edit]

Combat: Up in face, close combat

Advancement: Once the Path hath begun one does not like to stray beside their base class(s)

Resources: Wisdom and Tutelage, little funds, powerful backing against small armies

Zeniths in the World[edit]

Go straight to the heart of danger, for there you will find safety.

Not Much is Known if at all, all is known as a small Monastery of monks have practiced this since ancient times.

NPC Reactions: At first sight "Oh that's a monk", upon getting to know them fear for the fact of the bodies that lay in their past.

Thousand Hand Zenith Lore[edit]

Characters with ranks in Know(Religion) or History(at a +5 DC) can research Thousand Hand Zenith to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Religion (History)
DC Result
11 (16) They Abhor violence and enjoy peace on a remote mountain on a island.
16 (21) They have means to protect themselves.
21 (26) They practice 3 particular styles of martial arts. (for every +2 pass the DC they learn one style Panther, Monkey, Dragonfly in that order)
26 (31) The Progenitor of this class was only ever fearful of one of their students.

Zeniths in the Game[edit]

Only 8th level masters of this class would freely roam without permission as the secrecy is most important to their Monastery, only to invite trainees or an event threatens their order.

Adaptation: see above

Sample Encounter: Run

EL whatever: treat this as a CR 15+ creature.



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