The Magic Shoppe: Prosthetic Hands

Valcav nods towards the ships sailing into in the harbor. “It looks like my next big rush of customers just dropped anchor.” He begins to rummage under the counter for his tools. “Any old sailor can replace a lost or mangled hand with a hook.” Valcav grins are you. “But sometimes a simple hook won’t cut it. Sometimes you need to forget about getting the hand magically regenerated and get it upgraded instead.” He gives you a knowing wink. “So how about it, can I give you a hand?”

Ghost Hand

These unnerving prosthetics were first created by a cabal of necromancers who harvested the ectoplasmic materials from unwilling spirits

Pathfinder:

Aura moderate necromancy Price 12,800 gp; Slot hands; CL 9th; Weight 1 lb. ;

DESCRIPTION

This partially transparent pale green hand is made from sticky ectoplasm and feels cool to the touch.

BENEFITS

A ghost hand must be attached to its wearer’s wrist in place of a missing hand in order to function.  Attaching the prosthetic requires a special operation by a trained specialist who must have at least 10 ranks in Heal. The wearer must succeed at a DC 20 Fortitude or their body rejects the hand and they take 1d4 points of Constitution damage.

Once attached, a ghost hand functions as if it were a normal hand. The wearer’s sense of touch is deadened by the hand’s ectoplasmic material leaving them unable to feel heat or cold through it. If the wearer makes an unarmed strike with a ghost hand, it deals force damage rather than bludgeoning damage. Three times per day the wearer can turn ghost hand incorporeal and resolve a single unarmed strike against touch AC instead of normal AC.  

If the wearer of a ghost hand has the Deflect Arrows feat they can treat projectiles created by the magic missile spell as if they were arrows.

CONSTRUCTION REQUIREMENTS

Feats Craft Wondrous Item; Spells animate dead, spectral hand,; Cost 6,400 gp

5e:

Wondrous item, very rare (requires attunement)

You can only use a ghost hand if it is attached to your wrist in order to replace one of your missing hands. While the hand is being attached you must succeed on a DC 15 Constitution saving throw or have your Constitution score reduced by 1d4 until you take a long rest. Once it is attached all of the unarmed strikes you make with the hand deal force damage rather than bludgeoning damage. If you are a 3rd level monk, you can deflect or catch missiles made by the magic missile spell.


Thief’s Hand

Some cutthroat thieves guilds will have prospective members remove their own hands to be fit with one of these prosthetics as a test of loyalty.

Pathfinder:

Aura moderate illusion and transmutation Price 6,400 gp; Slot hands; CL 6th; Weight 1 lb.;

DESCRIPTION

With a snap of its fingers, this silver hand shimmers and appears to be made of flesh

BENEFITS

A thief’s hand must be attached to its wearer’s wrist in place of a missing hand in order to function.  Attaching the prosthetic requires a special operation by a trained specialist who must have at least 6 ranks in Heal. The wearer must succeed at a DC16 Fortitude or their body rejects the hand and they take 1 point of Constitution damage.

Once attached, a thief’s hand functions as if it were a normal hand. It also conceals an exquisite set of thieves’ tools within the palm of the hand. These tools provide a +4 competence bonus on Disable Device checks.

As a swift action, the wearer can alter the appearance of the thief’s hand. It loses its metallic sheen and takes on the wearer’s skin tone appearing as if it were a natural limb. This increases the DC of Perception checks made to visually check if the wearer +5. A creature that touches the prosthetic gets a Will save to notice the illusionary disguise.

CONSTRUCTION REQUIREMENTS

Feats Craft Wondrous Item; Spells disguise self; knock Cost 3,200 gp

5e:

Wondrous item, uncommon (requires attunement)

You can only use a thief’s hand if it is attached to your wrist in order to replace one of your missing hands. While the hand is being attached you must succeed on a DC 11 Constitution saving throw or have your Constitution score reduced by 1 until you take a long rest. There is a set of magical thieves’ tools built into the hand. When used they give you advantage on all checks to pick locks or disable traps. You can change the color but not the texture of the prosthetic in order to hide it. Intelligence (Investigation) checks are made at disadvantage to observe if the thief’s hand is hiding anything. If someone pats you down and brushes the thief’s hand they are entitled to a DC 14 saving throw to recognize it has been magically altered.


Hammer Hand

These weapons are often wielded by famous gladiators as their signature item.

Pathfinder:

Aura moderate transmutation Price 9,600 gp; Slot hands; CL 7th; Weight 6 lb. ;

DESCRIPTION

The fingers of this oversized slate gray hand form into a fist with a metallic grinding sound.

BENEFITS

A hammer hand must be attached to its wearer’s wrist in place of a missing hand in order to function. Attaching the prosthetic requires a special operation by a trained specialist who must have at least 8 ranks in Heal. The wearer must succeed at a DC18 Fortitude or their body rejects the hand and they take 1d3 point of Constitution damage.

Once attached, a hammer hand functions as if it were a normal hand. However, the fingers are thick and awkward to move giving the wearer a -2 on Dexterity-based skill check. As a standard action, the wielder can lock the fingers of the hammer hand together transforming it into a solid mass that deals damage as if it were a masterwork adamantine warhammer. Once per day the wielder of a hammer hand can lock the fingers around a target by succeeding at a grapple combat maneuver check. The grappled target is held in place as if struck by an anchoring weapon.

While the fingers of the hammer hand are locked together the wielder is prevented from taking actions that require the use of two hands.

CONSTRUCTION REQUIREMENTS

Feats Craft Magic Arms and Armor; Spells bull’s strength, levitate; Cost 4,800 gp

5e:

Wondrous item, rare (requires attunement)

You can only use a hammer hand if it is attached to your wrist in order to replace one of your missing hands. While the hand is being attached you must succeed on a DC 13 Constitution saving throw or have your Constitution score reduced by 1d3 until you take a long rest. You can spend an action to lock the fingers of the hammer hand together allowing you to wield it as a warhammer. Additionally once per day when you successfully grapple an enemy with the hammer hand you can lock the fingers around them. This holds them in place as if they were attached to an immovable rod. When you lock the fingers of the hammer hand, you are prevented from undertaking actions that require you to use both hands.

 



About Michael Vail-Steele

Michael has been playing RPGs regularly since 2012. In addition to RPGs he's also a fan of puns and bad movies. He hopes you will enjoy these trips through his imagination, and asks you to please wipe your feet.

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