Faerûnian Prestige Class : Gray Hand Enforcer
"Come here, little demon, and stop tormenting the nice townsfolk ... I will squash you like a bug." - Harshnag the Grim
Gray Hand enforcers are highly trained members of the Gray Hands, Waterdeep's elite, high-powered fighting force. They answer only to the Lords of Waterdeep and are selected for their ability to deal quickly with enemies of unusual personal power. Through rigorous training, Gray Hand enforcers gain the ability to shrug off physical damage and magical attacks alike.
Barbarians, fighters, and rangers most commonly become Gray Hand enforcers, although members of all classes and many races (particularly monstrous humanoids and giants) have served among the ranks of the Gray Hands.
The most important requirement of a Gray Hand enforcer is the ability to deal damage, followed closely by the ability to take large amounts of damage. Melee-oriented characters should emphasize Strength and Constitution, while those specializing in ranged or sneak attacks should focus on Dexterity and Constitution, and then Strength. Spellcasters are best served by emphasizing their primary mental attribute to maximize the number of bonus spells they can cast. Spellcasters should also focus on Constitution to improve their hit points as well as Dexterity and Wisdom to improve their saving throws.
To qualify to become a Gray Hand Enforcer, a character must fulfill all the following criteria:
- Alignment: Any nonevil
- Skills: Intimidate 5 ranks
- Feats: Endurance, Toughness, and either Power Attack or Empower Spell.
- Special:: Base attack bonus +7 or ability to cast 4th-level spells.
Special: Must be a member of the Gray Hands (see page 37, Waterdeep).
Skill Points at Each Level: 2 + Int modifier.
All of the following are class features of the Gray Hand enforcer prestige class.
Weapon and Armor Proficiency: Gray Hand enforcers gain no proficiency with any weapons, armor, or shields.
Spellcasting: A Gray Hand enforcer continues training in magic. At every Gray Hand enforcer level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class you belonged to before adding the prestige class. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Gray Hand enforcer, you must decide to which class you add the new level for purposes of determining spells per day, caster level, and spells known.
Damage Reduction (Ex): At 1st level, a Gray Hand enforcer gains damage reduction. Subtract 1 from the damage you take each time you are dealt damage from a weapon or natural attack. Damage reduction can reduce damage to 0 but not below 0. This ability improves to damage reduction 2/- at 3rd level, and damage reduction 3/- at 5th level.
Gray Hand Token: All Gray Hand enforcers are given a small token, usually a clasp, ring, or brooch in the shape of a human hand, fingers together and palm out. Civic officials of Waterdeep (including Lords, magistrates, and Watch and Guard officers) know the token by sight. You gain a +5 bonus on any Charisma-based skill checks made against an officer or official of Waterdeep if you show the token. A bearer of the token may not be arrested or hindered in Waterdeep unless the arresting official is a Lord, magistrate, or civilar of the Guard or Watch.
Dragonward Strike (Su): By calling upon the power of Ahghairon's dragonward, the Gray Hand enforcer can launch a mighty attack. Beginning at 2nd level, you can make a single melee attack with a +4 bonus on the attack roll and a bonus on the damage roll equal to your Gray Hand enforcer level. You must declare the strike before making the attack.
Instead of using the dragonward strike to make a melee attack, you can empower a single spell as if you had applied the Empower Spell feat. You do not have to prepare the spell as an empowered spell ahead of time, and this does not increase the level of the spell. You can use a dragonward strike once per day, or two times per day beginning at 4th level.
In either case, the dragonward strike is only usable within 10 miles of Waterdeep, since it relies on proximity to Ahghairon's spell.
Spell Resistance (Ex): At 4th level, you gain spell resistance equal to 5 + your character level. For example, as a fighter 10/Gray Hand enforcer 4, you would have spell resistance 19.
Lords' Boon (Su): At 5th level, you gain the ability to heal your own wounds. You can, heal 20 hit points each day. You can use the healing all at once, or spread it out among several uses.
|Gray Hand Enforcer||Hit Dice: d10|
|1st||+1||+2||+0||+0||Damage reduction 1/-, Gray Hand token||-|
|2nd||+2||+3||+0||+0||Dragonward strike 1/day||+1 level of existing spellcasting class|
|3rd||+3||+3||+1||+1||Damage reduction 2/-||+1 level of existing spellcasting class|
|4th||+4||+4||+1||+1||Spell resistance 5 + character level, dragonward strike 2/day||+1 level of existing spellcasting class|
|5th||+5||+4||+1||+1||Damage reduction 3/-, Lords' boon||+1 level of existing spellcasting class|
Gray Hand Enforcers in the world
The Gray Hands are the elite strike force in the employ of the Lords of Waterdeep. When called upon, they battle fearlessly against any threat to the City of Splendors. The Gray Hands organization is described in detail on Gray Hands of Waterdeep.
The Gray Hands are an elite organization, fully backed by Waterdeep's treasury. Don't worry about collateral damage in service to the Lords; destruction of private property is never your concern. If you need a weapon or suit of armor, the Watchful Order of Magists & Protectors would be happy to fabricate such for you as quickly as they can. You must still pay for personal armaments, but simply having the ear of the city's most powerful spellcasters is helpful enough.
Gray Hand enforcers are an unknown quantity outside the City of Splendors. In Waterdeep, the Gray Hands have acquired a fearsome reputation. Word that the members of the Gray Hands have been spotted is enough to send most Waterdhavians fleeing, as any battle involving Gray Hand enforcers is likely to result in a lot of collateral damage and civilian casualties.
Gray Hand Enforcer Lore
The Gray Hands are well known in the City of Splendors, although their exact role in service to the Lords is the subject of some confusion. Characters who succeed on a Knowledge (local Waterdeep) check can learn the following information, including the information from lower DCs.
DC 10: The Lords of Waterdeep are served by an elite team of adventurers, known as the Gray Hands.
DC 15: The Gray Hands are dispatched only when the City Watch or City Guard cannot handle a problem. If you see a large frost giant heading your way, get out of the area as fast as you can.
DC 20: The leader of the Gray Hands is the ranger Jardwim. He's tough as nails and as inflexible as the Blackstaff. He figures if the Lords need his merry little band, then things are long past the discussion stage. Your only hope if you cross the Gray Hands is to surrender or die.
The Gray Hand enforcers are most commonly encountered by renegade adventuring companies who believe themselves powerful enough to mess with anyone without consequence. The Gray Hands can also be brought in if the PCs take on a foe too powerful for them in or around the streets of Waterdeep, but the Gray Hands aren't really in the business of rescuing adventurers who can't take care of themselves.
Source: City of Splendors: Waterdeep