TEXT: 1
  
  1
  Credits
  -Producer-
  Scott Gladstein
  -Designer-
  Scott Gladstein, Dayton Johnson, and Christos Gurd
  -Editors-
  Ian Sisson
  -Art-
  Rui Ferreira (cover art), Corey “Thalzon” Hallberg,
  David Revoy, and Lisa Lamhut
  -Graphic Design/Layout-
  Scott Gladstein
  OGL Compatible: Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are 
  trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for 
  more information on the compatibility license
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG 
  for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC 
  does not guarantee compatibility, and does not endorse this product.
  A Product of Little Red Goblin Games, LLC
  Questions? Comments? Contact us at:
  ScottGladstein@littleredgoblingames.com
  http://littleredgoblingames.com/
  © 2016, All Rights Reserved
  The Godhand Base Class
  By Little Red Goblin Games
  
  2
  A godhand literally reaches out and grabs divine 
  power for themselves. Either by way of curse, magical 
  bindings, or other magic they seize power and 
  sacrifice an arm to contain it. Divine power surging 
  in an uncontrollable torrent they lash themselves to 
  a power too large for them to fully utilize- like a man 
  riding a storm to battle.
  Godhands are almost always outcasts, outsiders, 
  rebels, or rejects- literally stealing from the gods in a 
  last ditch effort for personal power. They tend to be 
  ostracized for their actions- their conquest for power 
  conflicting with the good nature of more lawful 
  societies. Deities hate them and divinely affiliated 
  outsiders curse their names; a displeasure that is often 
  extended to allies or accomplices of a godhand.
  The binding that occurs, empowering and sacrificing 
  a limb at the same time, is not always of their 
  working. Godhands may be born cursed with such 
  an affliction and it only manifests when triggered by 
  the need is meet. Others seek the power from other 
  sources, accepting angelic spirits into their limbs 
  with demonic magic worked by a greater demon, or 
  playing host to dying demon for the sake of revenge. 
  However, across the board there is the unifying 
  notion of a lust for personal power- a consensual 
  domination of the divine that makes godhands such 
  renegades.
  What is bound in their arm varies. Some are 
  ambitious enough to bind a lesser deity, a very 
  powerful angle, greater demon, or some form of raw 
  divine energy (perhaps a portion of a major deity’s 
  power). Legendary divine artifacts, the bones of a 
  saint, or other more exotic things can also serve the 
  needs of a godhand.
  Hit Dice: D10.
  Godhand
  A Base Class for the Pathfinder Roleplaying Game
  “To Hell with the angels!” Cried the forlorn priest, betrayed by those he served as he sacrifices his hand against a 
  blood-moon and having it consumed by the forces of darkness so that he might claim bloody revenge against them. 
  He would still serve his goddess- but her angels needed to fall for their betrayal...
  ~  ~  ~
  “I need more POWER! I will not lose to the likes of you!” Raged the Bjorne the warrior, the bloody stump where his 
  arm once was now the perfect receptacle for the pact he craved. With a flourish he invoked the ancient blood magic 
  of his people, his arm reforming before his very eyes as he charged down his foe in the arena. Comprised of clotted 
  blood, bone spikes, and bathed in the light of hell itself- but he cared not for today he was to be crowned king...
  ~  ~  ~
  “I have no choice...” The voice came quiet and on frosted breath as Emeril stood against the orcish horde. Unbinding 
  the bandages on his left arm a great feathers fell to the snow. The radiant symbol of the untaped purity he had stolen 
  thrumming and begging to be set free, “Not yet my friend... I need you for a while longer... 
  just until I reclaim these lands...”
  ~  ~  ~
  
  3
  Role:
  Godhands are men and women who threw a bridle 
  on a storm- they are fierce front-line fighters. Their 
  primary ability scores are traditionally Strength 
  (for damage), Constitution (for survivability), and 
  Charisma (for abilities). Godhands has to pull off a 
  delicate balancing act with their empowered arm 
  that wants to rebel against them. Give it too much 
  freedom and it will take control. Give it too little 
  and the godhand won’t be able to output enough 
  damage to contribute to the fight.
  Alignment: Any Non-Lawful
  Most godhands are anti-heroes, deviants, 
  or at the very least using wicked means 
  to a good end. They are always, in some 
  way, breaking divine law/precedent and 
  thus cannot be lawful and continue their 
  development in the class. While they 
  run the gamut from evil to good, most 
  are neutral or evil. It should 
  be noted that the power they 
  chose to channel has no 
  relationship to their alignment 
  as they have stolen and bound 
  it to themselves. A good aligned 
  godhand can have wicked power 
  bound in their arm and an evil 
  godhand can bind angelic might.
  Starting Wealth:
  3d6 × 10 gp (average 105 gp.). 
  In addition, each character begins 
  play with an outfit worth 10 gp or less.
  Class Skills
  The godhand’s class skills are Acrobatics 
  (Dex), Bluff (Cha), Climb (Str), Craft 
  (Int), Intimidate (Cha),  Knowledge (religion) (Int), 
  Knowledge (planes) (Int), Perception (Wis), Survival 
  (Wis), and Swim (Str).
  Skill Ranks per Level: 4 + Int modifier.
  Faith Jacobs, Human Godhand
  
  4
  Binding:
  The godhand has bound some form of divine energy, 
  presence, or being by sacrificing an arm. At 1st level 
  the godhand must select the nature of the power 
  bound in his new arm and what arm it is bound in 
  (henceforth referred to as the “divine arm”). The 
  godhand’s divine arm functions as a normal arm 
  would (complete with appropriate slots) unless 
  specially noted.
  Class Features:
  The following are the class features of the godhand.
  Weapon and Armor Proficiency:
  The godhand is proficient with all simple and martial 
  weapons, light armor, medium armor, and shields 
  (except tower shields).
  Table 1-1: The Godhand
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Unarmed 
  Damage*
  1st
  +1
  +0
  +2
  +2
  Binding, God’s hand, rebellion
  1d6
  2nd
  +2
  +0
  +3
  +3
  Morphology, overdrive
  1d6
  3rd
  +3
  +1
  +3
  +3
  Divine destruction
  1d6
  4th
  +4
  +1
  +4
  +4
  Domination 1/day, morphology
  1d8
  5th
  +5
  +1
  +4
  +4
  Spontaneous morphology
  1d8
  6th
  +6/+1
  +2
  +5
  +5
  Morphology
  1d8
  7th
  +7/+2
  +2
  +5
  +5
  Domination 2/day
  1d8
  8th
  +8/+3
  +2
  +6
  +6
  God mode, morphology
  1d10
  9th
  +9/+4
  +3
  +6
  +6
  Controlled overdrive
  1d10
  10th
  +10/+5
  +3
  +7
  +7
  Domination 3/day, morphology
  1d10
  11th
  +11/+6/+1
  +3
  +7
  +7
  Spontaneous morphology
  1d10
  12th
  +12/+7/+2
  +4
  +8
  +8
  Morphology
  2d6
  13th
  +13/+8/+3
  +4
  +8
  +8
  Domination 4/day
  2d6
  14th
  +14/+9/+4
  +4
  +9
  +9
  Morphology
  2d6
  15th
  +15/+10/+5
  +5
  +9
  +9
  Controlled overdrive
  2d6
  16th
  +16/+11/+6/+1
  +5
  +10
  +10
  Domination 5/day, morphology
  2d8
  17th
  +17/+12/+7/+2
  +5
  +10
  +10
  Spontaneous morphology
  2d8
  18th
  +18/+13/+8/+3
  +6
  +11
  +11
  Morphology
  2d8
  19th
  +19/+14/+9/+4
  +6
  +11
  +11
  Domination 6/day
  2d8
  20th
  +20/+15/+10/+5
  +6
  +12
  +12
  Eternal, morphology
  2d10
  *Only applies to the godhand’s divine arm.
  
  5
  God’s Hand (Su):
  At 1st level, the godhand gains the Improved 
  Unarmed Strike feat as a bonus feat.
  In addition, the godhand’s divine arm deals unarmed 
  damage as if it were a monk of equal level (the 
  damage is indicated on Table 1-1: The Godhand).
  Attacks from the divine arm are always treated 
  as good or evil aligned (depending on what they 
  selected in the binding class feature) for the purpose 
  of overcoming damage reduction.
  Rebellion:
  A godhand struggles against the raw torrent of power 
  locked inside his arm. It’s too much for a mortal 
  vessel to bear safely and this manifests in rebellions 
  from it’s arm.
  At the start of each round when a divine arm is 
  active, the godhand must make a Will save (DC 10 + 
  godhand level). If he fails, he rolls a d4 and consults 
  table 1-2 below. All penalties last until the start of 
  their next turn.
  The godhand may alternatively accept taking 1/2 his 
  godhand level in damage (minimum 1 damage) to 
  ignore this failed effect. The choice choice must be 
  made before the result on table 1-2 is rolled.
  A godhand may bind either an evil or good aligned 
  force into their divine arm. This does not need to 
  reflect the godhand’s own alignment. Regardless of 
  the alignment of the power bound in the godhand’s 
  divine arm- it resents being bound there.
  Once these choices have been made they cannot be 
  changed.
  A divine arm has two states; active and suppressed. 
  A suppressed divine arm functions like a normal 
  arm and considered an “undrawn” weapon (i.e it 
  doesn’t threaten). It gains no benefits from being a 
  divine arm in this state but the arm does not rebel 
  (see the rebellion class feature). An active divine arm 
  gains all the benefits for being an divine arm but 
  the arm rebels at the start of each round. Activating 
  and suppressing a divine arm takes the same action 
  as drawing or sheathing a weapon (allowing it to be 
  used with feats like Quick Draw). When activating a 
  divine arm, the godhand can have any morphologies 
  he knows and wishes active upon activating it.
  The arm has a very distinctive and clearly divine 
  appearance reflecting the nature of the arm. It is 
  often larger than the other arm, creating a visible 
  asymmetry in the godhand’s silhouette. As they 
  progress in level it becomes more lavish, much 
  larger, and far more difficult to hide. It takes a DC 
  10 + godhand level Disguise check to disguise its 
  appearance from a casual observer. A suppressed 
  divine arm reduces the DC by 5 (so it is DC 5 + 
  godhand level).
  A divine arm radiates an aura of the alignment of 
  the power sealed within it as if it were a paladin or 
  anti-paladin of equal level, though this is clearly 
  separate from the godhand’s own (example: a detect 
  evil spell on an evil godhand with an evil divine arm 
  would detect the godhand’s own evil alignment but a 
  distinctly separate evil source from their arm).
  Table 1-2: Rebellion
  1d4
  Behavior
  1
  You act normally but at a -2 penalty on attack 
  and damage rolls as the divine arm resists you. 
  Increase This penalty by 1 at 5th (-3), 10th (-4), 
  15th (-5), and 20th (-6) level.
  2
  Divine arm takes a move action, swinging around 
  and lashing ineffectively.
  3
  You deal 1d8 points of damage + Str modifier to 
  yourself with divine arm.
  4
  You must attack the nearest creature of the 
  opposing alignment of the divine arm regardless 
  if ally or enemy.
  
  6
  Some morphs are marked as (Function) morphs the 
  god hand may only use one (Function) morph per 
  attack and may choose which one he wishes to use as 
  part of making the attack.
  Antimagic Disruptor (Form): Forming his 
  hand into a multi-pronged implement of disruption, 
  this form can disrupt magical energy and banish 
  outsiders. While this form morph is active, the 
  divine arm otherwise functions as per normal but 
  the godhand gains SR equal to 10 + 1/2 godhand 
  level + Charisma. In addition, any time the godhand 
  confirms a critical hit against an outsider whose 
  alignment opposes their divine arm’s, that creature is 
  subject to a dismissal spell, using the godhand’s level 
  as the caster level and his Charisma as his casting 
  ability score. Finally, if a godhand confirms a critical 
  hit with his divine arm with an antimagic disruptor 
  against a spellcaster said spellcaster must make a 
  Will save (DC 10 + godhand level) or be unable to 
  cast spells, activate spell-completion items, or spell-
  like abilities for a number of rounds equal to the 
  godhand’s Charisma modifier.The godhand must be 
  at least 6th level to select this morphology.
  Arm Wrestler: The godhand can cause his 
  hand to grow and even split to allow it to grapple 
  larger targets. A godhand can grapple creatures of 
  any size and no penalties are assigned to the godhand 
  for doing so. In addition, the godhand gains the 
  Improved Grapple feat.
  Overdrive:
  Starting at 2nd level a godhand can flood himself 
  with the energy from his arm as a free action, 
  breaking down the seals that bind the power in their 
  arm slightly. This flood of energy grants him a +1/4 
  godhand level (minimum +1) sacred or profane bonus 
  (depending on the alignment of their divine arm) on 
  attack rolls until the start of his next turn, but also 
  gives a penalty equal to half the bonus granted on 
  Will saves against rebellion on the following turn 
  (minimum -1).
  Morphology (Su):
  At 2nd level and every even level thereafter the 
  godhand learns to manipulate their godhand’s growth 
  and form as they gain in power and understanding. 
  Their new arm is not so much a physical one as it is 
  a representation of the seal and the power it holds 
  given form. Manipulating that allows it to function in 
  many unique ways. A godhand may only select each 
  morphology once unless otherwise stated.
  A godhand may only have 1 form morph active at 
  once (regardless of the number of divine arms he 
  has). Activating a form morph or switching between 
  form morphs is a swift action that may be done as an 
  immediate action. Magic items, such as rings, that are 
  worn on the hand (or other body part) merge into the 
  new form when using form morphs and continue to 
  function.
  
  7
  Flash Freeze Fist (Function): The 
  godhand may, up to a number of times per day up 
  to his Charisma modifier, elect to have his divine 
  arm deal its damage as cold damage when making 
  an attack. If this attack deals damage then the 
  target’s must make a Fortitude save (DC 10 + ½ god 
  hand level + his Charisma modifier) or have it’s 
  body grow brittle and freeze, forcing the target to 
  take an additional 2d6 damage each time it takes 
  bludgeoning damage for the rest of the round.
  Forceful Palm (Function): The godhand 
  may, up to a number of times per day up to his 
  Charisma modifier, elect to have his divine arm deal 
  its damage as force damage when making an attack. 
  If this attack deals damage then the opponent must 
  make a Fortitude save (DC 10 + ½ god hand level + 
  his Charisma modifier) or be knocked back 5 feet per 
  godhand level.
  God Cannon: A number of times per day equal 
  to the godhand’s Charisma modifier the godhand 
  may make a ray attack against a creature within 30 
  feet that deals 2d6 points of positive energy damage 
  or negative energy damage per 2 levels of godhand + 
  the godhand’s Charisma modifier depending on the 
  alignment of the divine arm (good = positive, evil 
  = negative). Please remember that positive energy 
  “damage” heals most creatures and negative energy 
  heals undead. The godhand may double the number 
  of d6s inflicted by this morphology when declaring 
  the attack roll by electing the overcharge it. Doing 
  so inflicts a -8 penalty on Will saves against rebellion 
  on the following turn. While in godmode, all god 
  cannon attacks are automatically overcharged.
  Golden Seals: The godhand’s seals grow in such 
  a way that they better allow for access to god mode. 
  This may be taken as many times as is desired, each 
  time adding one additional use of god mode per day. 
  The godhand must be at least 10th level to select this 
  morphology.
  Armor of God: The godhand gains a sacred 
  or profane bonus to his AC while his divine arm is 
  active equal to his Charisma modifier to a maximum 
  of 1/3rd his level (minimum of +1).
  Binding Wards: The godhand improves the 
  binding on this divine arm, lessening the chance of 
  rebellion. He adds his Charisma modifier on Will 
  saves against rebellion.
  Destabilized Power: The godhand lets tiny 
  chinks and vents form in their bindings, allowing the 
  divine arm’s power to leak out in greater amounts. 
  The godhand takes a -1 penalty on Will saves against 
  rebellion but the bonus on damage rolls from divine 
  destruction equals godhand level (rather than 1/2 
  godhand level).
  Double Fist Punch: The godhand gains Two 
  Weapon Fighting as a bonus feat, even if he does 
  not meet the prerequisites. In addition, while he 
  possesses more than 1 divine arm (such as with 
  his god mode or eternal class features) then he 
  doesn’t take the -2 penalty for attacking with his off 
  handed unarmed strike. The godhand may select 
  this morphology again at 6th level, giving him the 
  Improved Two-Weapon Fighting and Double Slice 
  feats, and one final time at 12th level to gain the 
  Greater Two-Weapon Fighting and Two-Weapon 
  Rend feats.
  
  8
  Mystic Seals: The godhand’s seals take a turn 
  for the magical. His divine arm counts as if it were 
  a magic weapon with an enhancement bonus equal 
  to 1/4th his godhand level to a maximum of +5 at 
  20th level. If this is combined with the weapon 
  of god morphology the godhand is considered 2 
  levels higher for the purpose of determining the 
  enhancement bonus provided by weapon of god. As 
  these seals are not as strongly attuned to their original 
  purpose, the godhand takes a -2 penalty on Will saves 
  against rebellion.
  One Punch: The godhand gains Vital Strike as 
  a bonus feat and may use that feat on one attack 
  granted at the end of a charge. When he uses 
  Vital Strike with his divine arm he adds double 
  his Strength modifier on the attack and treats his 
  godhand level as 4 higher than it actually is until the 
  end of his next turn. The godhand must be at least 6th 
  level to select this morphology. At 12th level he gains 
  Improved Vital Strike and adds 3 times his Strength 
  modifier to that attack. At 16th level he gains Greater 
  Vital Strike and adds 4 times his Strength modifier to 
  that attack.
  One-Winged Angel: The godhand gains a 
  single wing, either demonic or angelic in appearance 
  (depending on the alignment of the divine arm). 
  This grants the godhand a single wing attack (a 
  secondary attack) appropriate for their size category 
  (1d4 for medium creatures). Attacks from this wing 
  are considered to be the alignment of the divine arm 
  for the purposes of overcoming damage reduction. 
  Wings attacks gain the benefit of Mystic Seals, 
  though they cannot have their form changed by 
  other morphologies. While in god mode, a godhand 
  with the one-winged angel morphology gains a 
  second wing attack as well as a fly speed with average 
  maneuverability equal to his newly modified land 
  speed.
  Hand of the Beast (Form): The godhand 
  gains claws, razors, blades or other slashing 
  implements. The godhand’s divine arm becomes a 
  claw attack, he gains the Feral Combat Training feat 
  as a bonus feat, and may use it with all the benefits 
  of God’s Hand and other class features. The claw 
  attack deals 1d6 damage at 1st level, and has the 
  same damage progression as shown on Table 1-1: The 
  Godhand. Finally, all attacks with this morphology 
  active cause an amount of bleed damage on a hit equal 
  to his 1/2 Charisma modifier (minimum 1).
  Improved Function: The godhand may use 
  each of his (Function) powers an additional number 
  of times per day equal to ½ his god hand level. The 
  godhand must be at least 10th level to select this 
  talent.
  Inferno Hand (Function): The godhand 
  may, up to a number of times per day up to his 
  Charisma modifier, elect to have his divine arm deal 
  its damage as fire damage when making an attack. 
  If this attack deals damage then the target catches 
  on fire, taking the godhand’s unarmed damage for 
  an additional 1d4 rounds at the start of its turn, a 
  Reflex save (DC 10 + ½ god hand level + his Charisma 
  modifier) negates this extra damage. A burning 
  creature can attempt a new save as a full-round action. 
  Dropping and rolling on the ground grants a +4 
  bonus on this save. Creatures that touch a burning 
  creature with or attack it with natural weapons or 
  unarmed attacks take fire damage as though hit by 
  the burning creature and must make a Reflex (at the 
  same DC) save to avoid catching on fire.
  
  9
  Thunder Strike (Function): The godhand 
  may, up to a number of times per day up to his 
  Charisma modifier, elect to have his divine arm deal 
  its damage as electricity damage when making an 
  attack. If this attack deals damage then the creature 
  struck must make a Fortitude save (DC 10 + ½ god 
  hand level + his Charisma modifier) or fall prone as it 
  seizes up.
  Titanic Hand (Form): The godhand’s divine 
  arm swells and bulges, stretching and lengthening 
  until it becomes a massive lash with a fist on the end 
  of it. While in his form he gains 5 additional feet of 
  reach (a medium sized godhand now has a reach of 5 
  feet). This may be taken twice. If taken a second time, 
  the godhand must be at least 6th level and it increases 
  his reach while in this form by a further 5 feet (for a 
  total of +10 feet).
  Vampiric Strike (Function): The godhand 
  may, up to a number of times per day up to his 
  Charisma modifier, elect to have his divine arm deal 
  its damage as negative energy damage when making 
  an attack. If this attack deals damage then the target 
  must make a Will save (DC 10 + ½ god hand level + 
  his Charisma modifier) at the start of each of their 
  turns for 1d4 rounds or gain a temporary negative 
  level. The god hand gains an amount of temporary hit 
  points equal to twice the creatures HD each time they 
  take a negative level in this fashion. These negative 
  levels dissipate after 1 minute, as do the temporary 
  hit points granted by this ability.
  Weapon of God (Form): Select a single one-
  handed weapon the godhand is proficient in the 
  use of (ranged or melee). He may, as a swift action, 
  shift his divine arm to that weapon type. While in 
  this form he does not gain the improved unarmed 
  damage from his God’s Hand class feature, however 
  the godhand gains a +1 enhancement bonus to attack 
  and damage rolls with the weapon for every 4 levels 
  of godhand he possesses. If the weapon is a ranged 
  one the ammunition cost 1 HP from the godhand 
  each time it is fired as it uses shards from the body 
  Petrifying Fist (Function): The godhand 
  may, up to a number of times per day up to his 
  Charisma modifier, elect to roll twice his normal 
  number of weapon damage die when making an 
  attack with his divine arm, this damage is always 
  bludgeoning damage. If this attack deals damage then 
  the target begins to petrify. They take a penalty to 
  their Dexterity score equal to 1d4, plus an additional 
  -1 per four godhand levels, which does not stack with 
  itself and cannot drop the target’s Dexterity score 
  below 1. While this penalty persists they have DR/
  bludgeoning equal to twice this penalty. A successful 
  Fortitude save (DC 10 + ½ god hand level + his 
  Charisma modifier) halves the penalty to Dexterity as 
  well as the associated damage reduction.
  Phoenix Hand (Function): The godhand 
  may, up to a number of times per day up to his 
  Charisma modifier, elect to have his divine arm deal 
  its damage as positive energy damage when making 
  an attack. This heals living creatures as normal. If 
  this attack deals damage to a creature they become 
  sickened for 1d4 rounds. If this heals a creature then 
  the godhand may also heal that creature an amount 
  of ability score damage, drain, or negative levels up to 
  1+1/4th his godhand level, in any combination.
  Shield of God (Form): The godhand can 
  turn his divine arm into a divine shield. It provides 
  a shield bonus equal to his 1.5x Strength modifier 
  while in this form. While this form morph is active 
  the arm only functions as the shield and can not hold 
  anything (though it retains item slots).
  Stolen Protection: Stealing some of the 
  energy for his own protection, the godhand gains 
  elemental protection like angels or demons do. A 
  godhand with with a good aligned divine arm gains 
  Resistance 5 + 1/2 godhand level on acid and cold and 
  as a bonus against petrification. A godhand with with 
  an evil aligned divine arm gains Resistance 5 + 1/2 
  godhand level on fire and acid and as a bonus against 
  poison.
  
  10
  Spontaneous Morphology:
  At 5th level, once per day a godhand can, as a free 
  action, select a morphology he does not possess and 
  count as if he knows it for a number of rounds equal 
  to 2 + his Charisma modifier. He must still activate 
  it as per normal. Every 6 levels thereafter he may do 
  this one additional time per day (to a maximum of 3 
  times at 17th level). A godhand may use this ability 
  multiple times simultaneously (as part of the same 
  free action) if he wishes. If a morphology has a daily 
  use limitation (such as god cannon), any uses of that 
  morphology while using this ability count toward 
  that morphology’s daily limit.
  God Mode (Su):
  At 8th level, as a swift action once per day, the 
  godhand may open the floodgates on the power 
  of their divine arm. This causes him to enter “god 
  mode” for a number of rounds equal to his Charisma 
  modifier. While in this state all of of his arms become 
  divine arms, he cannot suppress his divine arms, and 
  he gains a +20 foot movement speed boost. Once he 
  has finished his god mode, he suffers a -8 penalty on 
  Will saves against rebellion for as many rounds as he 
  was in god mode.
  Controlled Overdrive:
  At 9th level, a godhand gains a mastery over 
  overdriving his divine arm. The penalty to his Will 
  save against rebellion is reduced by 1/2 his Charisma 
  modifier (rounded up) when he overdrives. At 15th 
  level when he overdrives, he suffers no penalty on the 
  following round from doing so.
  Eternal (Su):
  At 20th level, the godhand can finally fully tap into 
  and control their divine arm. They no longer suffer 
  rebellion checks and all of their arms become divine 
  arms.
  to create the ammunition. A weapon created in this 
  fashion cannot be disarmed or thrown. Changing it 
  back or to another weapon is a swift action. This may 
  be selected multiple times, each time it gives the 
  godhand a new weapon form.
  Divine Destruction (Su):
  At 3rd level, the godhand’s divine arm gains a sacred 
  or profane bonus (depending on the alignment of 
  their divine arm) on attack and damage rolls equal to 
  1/2 their godhand level when striking a creature of 
  an opposing alignment to their divine arm (example: 
  an evil god hand gains a bonus when attacking 
  good aligned creatures even if the godhand is good 
  aligned). This bonus stacks with that from overdrive.
  Domination:
  Starting at 4th level, a godhand can dominate his 
  divine arm- giving it no chance to rebel for one 
  turn. He may do this once per day at 4th level and 
  1 additional time per day every 3 levels thereafter, 
  to a maximum of 6 times per day at 19th level. The 
  choice may be made at the start of his turn, after the 
  rebellion Will save, or after the result is rolled on 
  table 1-2.
  
  11
  Spellcasting:
  At 1st level, a magehand casts arcane spells drawn 
  from the Magus spell list. A magehand must choose 
  and prepare his spells ahead of time.
  To learn, prepare, or cast a spell, the magehand must 
  have a Charisma score equal to at least 10 + the 
  spell level. The Difficulty Class for a saving throw 
  against a magehand’s spell is 10 + the spell level + the 
  magehand’s Charisma modifier.
  To cast a spell a magehand must have his magic arm 
  active.
  A magehand can cast only a certain number of 
  spells of each spell level per day. His base daily spell 
  allotment is given on Table 2-3: Magehand Spells per 
  Day. In addition, he receives bonus spells per day if he 
  has a high Charisma score.
  A magehand may know any number of spells. He 
  must choose and prepare his spells ahead of time 
  by getting 8 hours of sleep and spending 1 hour 
  mucking about with his magic arm. While doing this, 
  the magehand decides which spells to prepare.
  Cantrips: A magehand can prepare a number of 
  cantrips, or 0-level spells, each day, as noted on Table: 
  Magehand under “Spells per Day.” These spells are 
  cast like any other spell, but they are not expended 
  when cast and may be used again.
  Magehands are a special kind of godhand who use 
  legendary magical artifacts or enormous sources of 
  arcane energy to fuel their arms. They are capable 
  of limited spellcasting and are noxious to other 
  casters as their hands draw in arcane energy. Their 
  understanding of magic is raw and not as skilled as 
  other casters.
  Binding:
  Rather than binding a divine source of power a 
  magehand binds an arcane one. It does not radiate a 
  strong aura of an alignment but the magehand must 
  decide on a school of magic it will radiate strongly. A 
  magehand refers to his divine arm as his magic arm 
  but otherwise functions with other class features that 
  specific a divine arm.
  God’s Hand:
  Attacks from the divine arm are always treated as 
  if they were magic for the purpose of overcoming 
  damage reduction rather than an alignment.
  Rebellion:
  In addition to the normal penalties associated with a 
  rebelling hand, if the magehand fails their Will save 
  they cannot cast any spells from their spell list until 
  the end of their turn.
  If they roll a 4 on Table 1-2 they attack the creature 
  with the highest caster level they can reach regardless 
  if is an ally or enemy.
  Magehand
  An Archetype for Godhands for the Pathfinder Roleplaying Game
  
  12
  Magic Property: The godhand gains the ability 
  to enhance his magic arm as a swift action for 1 
  minute. He may grant his magic arm a single magical 
  weapon property with an effective bonus no greater 
  than to 1 + 1/5th his godhand level. They can be used 
  to add any of the following weapon properties to 
  his weapon: flaming, flaming burst, frost, icy burst, 
  shock, shocking burst, and speed. The magehand may 
  select this talent multiple times, each time he does he 
  may add one additional property to this list. 
  When using god cannon the magehand becomes an 
  elemental type of damage of the magehand’s choosing 
  (chosen each time it fires).
  Any sacred or profane bonuses provided by godhand 
  morphologies are instead enhancement bonuses.
  This modifies the morphology class feature.
  Mystic Mode:
  At 8th level, as a swift action once per day, the 
  magehand may open the floodgates on the power 
  of their magic arm. This causes him to enter “mystic 
  mode” for a number of rounds equal to his Charisma 
  modifier. While in this state both he cannot suppress 
  his magic arm and he gains a +2 caster level bonus, 
  and all spells are quickened (as per the Quicken Spell 
  metamagic), and maximized (as per the Maximize 
  Spell metamagic). Once he has finished his god 
  mode, he suffers a -8 penalty on Will saves against 
  rebellion for as many rounds as he was in mystic 
  mode.
  This replaces god mode.
  Arcane Armature:
  At 2nd level the magehand gains the Spell Combat 
  and Spell Strike class features of the magus. At 9th 
  level the magehand gains the Improved Spell Combat 
  class feature of the magus. The magehand uses his 
  Charisma in place of his Intelligence modifier for 
  the purpose of Spell Combat and Improved Spell 
  Combat. The magehand may only use spellstrike with 
  his magic arm. 
  This replaces overdrive and improved overdrive.
  Magical Destruction (Su):
  At 3rd level, the magehand ’s magic arm gains an 
  enhancement bonus on attack and damage rolls equal 
  to 1/2 their godhand level when striking a creature 
  with the ability to cast spells or use spell-like abilities 
  of at least 2nd level. This enhancement bonus stacks 
  with the bonus provided by mystic seals.
  This replaces divine destruction.
  Morphology:
  At 2nd level, the magehand automatically gains 
  mystic seals as their first morphology. His 2nd 
  morphology, at 4th level, is automatically antimagic 
  disruptor.
  Godhands do not have access to the one-winged 
  angel or stolen protection morphologies.
  In addition, they gain access to these unique 
  morphologies:
  Artifact Protection: The powerful magics 
  from the godhand’s magic arm extend to himself. 
  When in an antimagic field he may make a Will save 
  (DC 10 x2 the spell effects level) to ignore the effects 
  of that spell for 1 hour.
  
  13
  Eternal (Su):
  At 20th level, the magehand can finally fully tap into 
  and control their magic arm. They no longer suffer 
  rebellion checks and they may cast all spells as those 
  they were quickened and maximized while their 
  magic arm is active. Finally, the penalty they inflict 
  via their void hand class feature improves to -4.
  This modifies the eternal class feature.
  Void Hand (Su):
  At 5th, any enemy creatures within 30 feet of the 
  magehand (except for the magehand) take a -1 
  penalty to their caster level for the purposes of any 
  spell or spell like abilities that they cast. At 11th level 
  this improves to -2 and at 17th it becomes -3.
  This replaces spontaneous morphology.
  Table 2-2:  
  Level
  0th
  1st
  2nd
  3rd
  4th
  5th
  6th
  1st
  4
  2
  —
  —
  —
  —
  —
  2nd
  5
  3
  —
  —
  —
  —
  —
  3rd
  6
  4
  —
  —
  —
  —
  —
  4th
  6
  4
  2
  —
  —
  —
  —
  5th
  6
  4
  3
  —
  —
  —
  —
  6th
  6
  4
  4
  —
  —
  —
  —
  7th
  6
  5
  4
  2
  —
  —
  —
  8th
  6
  5
  4
  3
  —
  —
  —
  9th
  6
  5
  4
  4
  —
  —
  —
  10th
  6
  5
  5
  4
  2
  —
  —
  11th
  6
  6
  5
  4
  3
  —
  —
  12th
  6
  6
  5
  4
  4
  —
  —
  13th
  6
  6
  5
  5
  4
  2
  —
  14th
  6
  6
  6
  5
  4
  3
  —
  15th
  6
  6
  6
  5
  4
  4
  —
  16th
  6
  6
  6
  5
  5
  4
  2
  17th
  6
  6
  6
  6
  5
  4
  3
  18th
  6
  6
  6
  6
  5
  4
  4
  19th
  6
  6
  6
  6
  5
  5
  4
  20th
  6
  6
  6
  6
  6
  5
  5
  Table 2-1: Magehand Spells Per Day
  Level
  0th
  1st
  2nd
  3rd
  4th
  5th
  6th
  1st
  3
  1
  -
  -
  -
  -
  -
  2nd
  4
  2
  -
  -
  -
  -
  -
  3rd
  4
  3
  -
  -
  -
  -
  -
  4th
  4
  3
  1
  -
  -
  -
  -
  5th
  4
  4
  2
  -
  -
  -
  -
  6th
  5
  4
  3
  -
  -
  -
  -
  7th
  5
  4
  3
  1
  -
  -
  -
  8th
  5
  4
  4
  2
  -
  -
  -
  9th
  5
  5
  4
  3
  -
  -
  -
  10th
  5
  5
  4
  3
  1
  -
  -
  11th
  5
  5
  4
  4
  2
  -
  -
  12th
  5
  5
  5
  4
  3
  -
  -
  13th
  5
  5
  5
  4
  3
  1
  -
  14th
  5
  5
  5
  4
  4
  2
  -
  15th
  5
  5
  5
  5
  4
  3
  -
  16th
  5
  5
  5
  5
  4
  3
  1
  17th
  5
  5
  5
  5
  4
  4
  2
  18th
  5
  5
  5
  5
  5
  4
  3
  19th
  5
  5
  5
  5
  5
  5
  4
  20th
  5
  5
  5
  5
  5
  5
  5
  
  14
  2. The License: This License applies to any Open Game Content 
  that contains a notice indicating that the Open Game Content 
  may only be Used under and in terms of this License. You must 
  affix such a notice to any Open Game Content that you Use. No 
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  and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All 
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  15
  • 
  Pathfinder Roleplaying Game Reference Document. © 
  2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.
  • 
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  • 
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 
  2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  • 
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, 
  Paizo Publishing, LLC; Authors: Dennis Baker, Jesse 
  Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, 
  Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin 
  McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K 
  Reynolds, and Russ Taylor.
  • 
  Godhand © 2016, Little Red Goblin Games LLC; Authors: 
  Scott Gladstein, Dayton Johnson, Ian Sisson, and Christos 
  Gurd
  Product Identity:
  Little Red Goblin Games LLC company names and logo; and 
  logos; all trade dress, and graphic design elements.
  All artwork belongs to their respective artists except where 
  contractual provision allows Little Red Goblin Games LLC the 
  right to use it (as was the case with all art in this book).
  Open Content:
  All content not reserved above as product identity (including 
  mechanics and proper names) book are Open Game Content 
  as described in Section 1(d) of the Pathfinder Compatibility 
  License.
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  must clearly indicate which portions of the work that you are 
  distributing are Open Game Content.
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  publish updated versions of this License. You may use any 
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  Open Game License v 1.0a Copyright 2000, Wizards of the 
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  System Reference Document. Copyright 2000, Wizards of 
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  Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  • 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Inc.; 
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