Faerûnian Prestige Class : Hand of the Adama

The hand of the Adama is a benign leader, judge and jury, and protector of the common folk all rolled into one. In a land where the faith of the people is intertwined with their day-to-day activities, the hand of the Adama is the presence that helps them remember the code of conduct, settles disputes, and assists those who require aid. A hand of the Adama understands better than anyone the truths of "The One" and serves as teacher for others to gain clarity in their actions.

Clerics and paladins most often turn to the role of spiritual advisor and peacekeeper that the hand of the Adama embodies. Very rarely, a druid or ranger accepts the mantle of a hand of the Adama. No other classes have the spiritual connection necessary to serve a temple and its flock in such a manner.

Hands of the Adama often work in small groups together, or with others who are devoted in their own way to furthering the tenets of the faith. Occasionally, a hand of the Adama leaves the Golden Water on some mission or purpose, but most are not often seen far from home. The companions of a hand of the Adama must be individuals of high moral character.

Requirements

To qualify to become a Hand of the Adama, a character must fulfill all the following criteria:

Class Skills

The hand of the Adama's class skills are Concentration, Craft, Diplomacy, Heal, Knowledge (arcana), Knowledge (history), Knowledge (religion), Knowledge (the planes), Profession, Sense Motive, and Spellcraft.

Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are class features of the hand of the Adama prestige class.

Weapon and Armor Proficiency: Hands of the Adama gain no weapon or armor proficiency.

Spells Per Day/Spells Known: At each level, a hand of the Adama gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If he had more than one divine spellcasting class before becoming a hand of the Adama, he must decide to which class to add each level for the purpose of determining spells per day and spells known.

Tongues (Sp): A hand of the Adama can use tongues as the spell a number of times per day equal to his hand of the Adama level plus his Charisma bonus (minimum once per day) as a caster of a level equal to his hand of the Adama level plus his highest divine spellcaster level.

Lay on Hands (Su): A hand of the Adama can heal a total number of hit points of damage equal to his hand of the Adama level x his Charisma bonus (if any) by touch. See the paladin class feature. Paladin levels stack with hand of the Adama levels for the purpose of determining how many hit points the hand of the Adama can heal per day.

Discern Lies (Sp): Beginning at 2nd level, a hand of the Adama can use discern lies as the spell three times per day as a caster of a level equal to his hand of the Adama level plus his highest divine spellcaster level. The save DC against this ability is 14 + the hand of the Adama's Wis modifier.

Remove Disease (Sp): A hand of the Adama of 2nd level can use remove disease, as the spell, once per week at 2nd level, At 5th level and higher he can use this ability twice per week.

Divination Enhancement (Ex): Beginning at 3rd level, a hand of the Adama adds twice his hand of the Adama level to his percentage chance of success when using divination spells such as augury or divination. If a cleric 11/hand of the Adama 4 casts divination, his chance of success is 70% (base) + 15% (1% per caster level) +8% (2 x his hand of the Adsma level), or 93%.

Pierce Illusion (Su): At 4th level and above, a hand of the Adama gains the supernatural ability to penetrate illusions and disguises at will. Whenever a hand of the Adama sees an illusion or disguise spell of any sort, he immediately makes a Will save to see through it. The hand of the Adama need not interact with or touch the illusion; visual contact is enough to give the Will save.

Learn the Truth (Su): By touching a creature that has lied to him, a hand of the Adama of 5th level can force the creature to tell the truth. The creature can make a Will save (DC 15 + the hand of the Adama's Cha modifier) to resist this mind-affecting compulsion effect. If the saving throw fails, the creature must speak the true version of the lie it uttered. The hand of the Adama can use this ability at will, but only after casting discern lies (or using spell-like ability of the same name) on the creature in question.

Hand of the AdamaHit Die: d8
CLBABFortRefWillSpecialSpells per Day/Spells Known
1st+0+0+0+2Tongues, lay on hands+1 level of existing divine spellcasting class
2nd+1+0+0+3Discern lies, remove disease 1/week+1 level of existing divine spellcasting class
3rd+2+1+1+3Divination enhancement+1 level of existing divine spellcasting class
4th+3+1+1+4Pierce illusion+1 level of existing divine spellcasting class
5th+3+1+1+4Learn the truth, remove disease 2/week+1 level of existing divine spellcasting class

Source: Shining South


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