Tyr - Hand (Character Kit)

Class Information 	Class Information
Racial Requirements 	Human
Ability Requirements 	Strength 14,Wisdom 9
Prime Requisite 	Wisdom
Hit Die Type 	d8
Attack as 	Priest
Save as 	Priest
Advance as 	Priest
Spell Ability? 	Yes
Exceptional Strength? 	Yes
Exceptional Constitution?	Yes
Starting Cash (x10 gp) 	3d6
Proficiencies 	Proficiencies
Weapon Slots 	2
Additional Slot 	4
Nonproficiency Penalty 	-3
Nonweapon Slots 	4
Additional Slot 	3
Available Categories 	General, Priest
Bonus Proficiencies 	Law, tracking
Recommended Proficiencies	Blindfighting
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==Overview==
The scales are the priests of Tyr who judge evildoers, but Tyr's hands are the priests who actively track down and capture any malefactors. Hands of Tyr are similar to paladins in motivations, but they are still priests and members of Tyr's clergy.
Hands are responsible for defending the weak and hunting down criminals and outlaws. If there are no local law authorities or scales of Tyr to judge an apprehended miscreant, the hands often dispense summary justice at the scene of the crime.
==Description==
Hands of Tyr wear white plate armor and full helms. Over their armor, they wear white and gold tabards with the symbol of Tyr embroidered in gold on the chest. Each hand wields a warhammer as the primary weapon, and hands never use shields. Hands of Tyr convey an image of themselves as pure, invincible, unstoppable instruments of the law. In that respect, they succeed rather well.
==Role-Playing==
Each hand has the burning obsession to preserve the laws of his home city, province, or kingdom, no matter where they might be in the Realms. The primary duties of the hand are defending the helpless and hunting down criminals anywhere in the Realms and bringing them to justice. "Thou shalt not get away with it" is the sacred credo of the hand. Tireless agents of law and good, hands will go to nearly any lengths to catch a lawbreaker. However, a hand will never harm innocents or break any laws to bring a criminal to justice, no matter what the provocation or who the miscreant is.
On many occasions, the hand forgets to "defend the weak" in his passion to aggressively hunt down of criminals who've evaded justice. If the hands have a flaw, it is this single-minded, obsessive pursuit of justice. It often cools their compassion towards the weak and helpless, and leaves little or no mercy for criminals, no matter what provoked their lawbreaking.
==Special Abilities==
A hand can detect evil at will up to a range of 60 feet, just like paladins can.
When a hand reaches 7th level and she is allowed to handle items at the crime scene or any personal effects of an escaped criminal, she can use a unique form of find the path to track down the felon. This ability can be used once a month and, aside from operating until the felon has been captured, has all the normal abilities of a find the path spell.
==Special Disadvantages==
If a criminal who is captured personally by a hand escapes justice, the priest will abandon all other duties and obsessively hunt down the felon. The hand's total concentration and full resources are dedicated to hunting down the fugitive of Tyr's judgement. For every twenty days that pass without capturing the criminal, the priest suffers a cumulative -1 (or +1, if applicable) penalty to all die rolls. If 200 days pass without the arrest or death of the criminal, the hand becomes ill and bedridden (Strength 2), and another hand of Tyr or a paladin must pursue the felon. If the criminal is captured or slain, the hand recovers his health and loses any penalties; if the villain isn't captured within a year of escaping, the hand dies.