Title Goes Here
Content will go here
Player's Guide Places People History Beliefs

 
 


Hand Of Truendore
Magicanical hand of Gnomish creation
This strange and unsettling item was once a prized possession of Sir Roven of Truendore. During a battle with a particularly nasty spell caster, Roven was subject to a Grim Revenge spell. Unable to resist the spell, it caused Rovens left hand to literally tear itself off, dying in the process, and instantly coming back to unlife as a tiny wraith. Already injured, Roven fell unconscious after experiencing such an excruciating event.

While small in size, the wraith, which had been Rovens hand, still posed a threat to the remaining party members. It was quickly vanquished, being chopped to pieces by the swing of a greatsword. When he awoke, Roven was happy to be alive, but in need of a new left hand. Not having access to a cleric powerful enough to regenerate his lost appendage, Roven sought the help of the Gnomes.

While the others helped the Gnomes complete the new Airship Faith, Roven was busy having a new hand installed. A combination of both magic and mechanical devices, the new hand was stronger and more versatile than any made of flesh. The hand was made of adamantine and had not only claws for climbing, but also blades for combat. While Roven never became truly skilled with these new weapons, he was always glad to know he would never be without a blade at hand.

Later, Roven was once again subjected to a Grim Revenge spell. While the spell did rip his hand from his body, it was not living matter and therefore could not become a wraith. Soon after, Roven had his biological hand regenerated, and so the Hand of Truendore was created.


The Hand of Truendore

Masterwork adamantine, semi-mechanical, semi-magical, medium sized, humanoid left hand; having four fingers and a thumb. It functions in all manners like a normal hand, except for the following:

First: As a free action the user can extend short claws from the tip of each finger. These claws are adamantine and can aid in climbing or be used to attack. When used as a weapon these claws deal 1d4 lethal slashing or piercing damage (plus 1/2 strength) and critical on 20 (x2). Unless the user originally had a claw attack, this is treated as an exotic weapon. Unless the user takes Exotic Weapon Proficiency (Claw), the user suffers a -4 penalty to attack.

Second: As a move equivalent action, the user can extend a set of large dagger-like claws from the top of the hand. These claws function similar to a short sword, and deal 1d6 lethal slashing or piercing damage (plus strength) and critical on 19-20 (x2). The claws are treated as an exotic weapon. Unless the user takes Exotic Weapon Proficiency (Claw), the user suffers a -4 penalty to attack.

One feat, Exotic Weapon Proficiency (Claw), can be used to properly operate both functions of the Hand of Truendore.

The hand must be installed into the stump of a users arm by a Gnomish savant, who specializes in the construction and interface of artificial limbs.

Installation requires several checks to complete:
DC 15 Craft-Metalworking (or similar skill)
DC 25 Knowledge-Engineering
Dc 20 Heal check (or casting of a Heal spell)
Installation takes three full days to complete in which the person having the hand installed must be present for at least 8 hours per day and can do nothing strenuous during the off hours, due to fatigue.

The Hand of Truendore does not count as a magical weapon, but could easily be enchanted as such. Enchanting the claws also bestows the same magic upon the blades.

Hand Of Truendore was created by Chris Kordella

Related Articles: IV. War In Sellador, The Scarlet Hand, Darkglow, Sir Aeric of Dhoesone, Sir Roven Of Truendore.

Contributor: Chris Kordella