Diamond Hand
contributed by Red Raven

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +2 Diamond Hand (+1), Monk-like Abilities
2nd +2 +3 +3 +3 Diamond Body
3rd +3 +3 +3 +3 Diamond Hand (+2), Improved Evasion
4th +4 +4 +4 +4 Diamond Skin
5th +5 +4 +4 +4 Diamond Hand (+3), Diamond Break
6th +6 +5 +5 +5 Diamond Soul
7th +7 +5 +5 +5 Diamond Hand (+4), Blade Grasp
8th +8 +6 +6 +6 Diamond Mind
9th +9 +6 +6 +6 Diamond Hand (+5), Diamond Strike
10th +10 +7 +7 +7 Diamond Heart

   For many of the remote mountain monasteries, countless hours of meditation are spent focusing on freeing the mind from the body. For a few who dare though, those hours are instead spent focusing on perfecting the self and mastering the flow of one's ki energy. Such individuals are looked down upon as weak creatures, unable to free themselves from the physical world. In truth, those who study the Diamond Hand technique gain insights over their own bodies and of the world around them that allow physical feats which defy all rational thought. Diamond Hands who shatter stone and steel alike with a simple punch are not looked upon as weak for long.

Hit Die: d8

Base Attack Bonus: +6
Alignment: Any lawful
Feats: Improved Unarmed Strike, Stunning Fist, Weapon Focus (unarmed), Weapon Finesse (unarmed).
WIS: 17+
Other: Evasion class feature
Special: The impossibly difficult training of the self required to turn one's body into diamond precludes all other pursuits. If a character gains a level in a different class other than Diamond Hand before she finishes the prestige class, she loses all Diamond Hand abilities other than the BAB and save bonuses. To re-enter the class and gain back any prior Diamond Hand abilities requires more than a simple atonement; it also requires a sacrifice of 1,000 XP per previous Diamond Hand level.

Class Skills
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill points at each level: 4 + Int modifier

Class Features

Diamond Hand (Ex): Countless hours of deep meditation have focused a Diamond Handís ki into her hands, and they begin to take the properties of the unbreakable mineral. At first level, her hand may be used as a Bludgeoning, Slashing, or Piercing weapon with an effective enchantment bonus of +1, which improves by +1 every other level.

Monk-like Abilities: Levels a character takes in Diamond Hand count as an equal amount of monk levels for the purpose of calculating the character's unarmed damage, AC Bonus, unarmored speed, the number of Stunning Fist attacks per day, and any Diamond Hand abilities or effects that count monk levels. The levels also count for calculating the character's improvement of the Flurry of Blows ability, but only when using unarmed strikes.

Diamond Body (Ex): At second level, a Diamond Hand gains immunity to poisons of all kinds.

Improved Evasion (Ex): A successful Reflex save still means no damage, but hereafter the Diamond Hand only takes half damage on a failed Reflex save.

Diamond Skin (Ex): The focused ki the Diamond Hand has thus far been concentrating in her hands has extended to the rest of her body. She gains Damage Reduction equal to twice her Diamond Hand modifier/adamantine (e.g. 4/adamatine at 4th level). Furthermore, her unarmed strikes are considered to be made of admanatine for the purposes of overcoming Damage Reduction but not for overcoming the hardness of objects.

Diamond Break: When hitting an object with an unarmed strike, a Diamond Hand may use up one of her Stunning Fist attacks of day to completely ignore that object's hardness in addition to dealing extra damage equal to +1d6/her Diamond Hand modifer (e.g. 3d6 at 5th).

Diamond Soul (Su): Diamond Hands gains Spell Resistance equal to 10 + current monk level.

Diamond Mind (Ex): The concentration that is required to convince the body into becoming as diamond has changed the way Diamond Hand's mind functions. From now on, she is immune to all mind-effecting spells, fear effects, and spells from the Enchantment school.

Blade Grasp (Ex): Whenever a Diamond Hand would be struck by a weapon, she may use up one of her Stunning Fist attacks of the day to make a special disarming attempt (DC = attack roll) as a free action. If successful, she grabs the weapon away from the attacker or, against a weapon that cannot be disarmed, otherwise negates the attack. If she grabs the weapon away, she can choose to either drop it in an adjacent square immediately or simply hold onto it.

Diamond Strike (Su): The Diamond Hand's body, mind, and will have become as one, and her unarmed attacks epitomize the strength and power of diamond. Whenever she rolls a natural 20 on an attack, she may choose to use up two of her Stunning Fist attacks of the day to deal no damage with the original attack but instead force the target to make a Fortitude save or die (DC = 10 + half current monk level + Wisdom modifer). If a creature immune to critical hits fails this save, instead of dying the creature automatically takes critical damage from the Diamond Hand as if it were not immune to critical hits.

Diamond Heart (Ex): At 10th level a Diamond Hand finishes perfecting herself. She becomes immune to death effects, ability damage/drain, and negative levels. She no longer ages and cannot be magically aged, although bonuses still accrue and she still dies when her time is up. Furthermore, she now may add her Wisdom modifer to her attack and damage rolls when using unarmed strikes.