TEXT: FEAT CHAINS 
   
   
   
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  SUNHAND STYLE 
   
  The Sunhand chain is inspired by the Champion of the 
  Shining Light prestige class in Fantasy Flight Games’ book Path 
  of the Sword for 3.5 D&D. This conversion is an excellent example 
  of the ease at which most D&D classes can be boiled down to 
  either a specialty or (as in this case) a feat chain. 
  Rather than do a write up of how this feat chain can be used in 
  a campaign, I’m just gonna cut-n-paste the designer’s post that 
  accompanied the feat chain on Crafty Games’ forums. I think the 
  enthusiasm says it all. 
   
   
   
  Continuing my read through FFG's Way of the Sword, (He 
  means PATH of the Sword - Ed) the second prestige class is a 
  monk-based undead-hunter. Ok, I can get behind that. Unlike 
  many folks, I actually think a well-crafted, "focused monster 
  hunter" class has a place in game design. By 'well crafted' I 
  mean deconstructing the single-foe frenzy into the tools that 
  will let you take on that foe, but also be valuable in other 
  related situations. For example, a Drow-killer class that gains 
  dark vision and high magic resistance will do well against 
  Drow but has a place in many encounters that don't include 
  the dark elves. 
  I also really like classes that are tuned for their setting, so 
  as long as the GM puts it out there "Undead are a major threat 
  in this campaign. You'll see them probably every 3-4 
  adventures, if not more." that's valid grounds for offering 
  players an Undead stomping specialist class or character 
  options. 
  So here's this class that is intended to support undead-
  killin' monks. That's neat. Let’s toss it in the pot and start 
  boiling! 
  For the first feat I want you to imagine the typical monk 
  dropping into horse stance, striking his fist into his opposite 
  palm, and every ghoul and nightmare in the area suddenly 
  shrieking and running for their unlives. Yeah. Like that. 
  For the second feat, imagine this chain in the hands of a 
  grizzled Van Richten-style monster hunter, in a long leather 
  coat with a battered hat. A hunter who is just too damned 
  good for pissant terrors to have a chance against him. You 
  know the guy. He's what you always hoped you'd become 
  playing in that Ravenloft campaign. 
  Last feat? Pan the camera in on the golden jewelry-
  encrusted back of the Mummy Lord of the Crimson Waste. 
  Now cheer as we see a fist explode out of it, making a hole 
  big enough to see your hero on the other side. Booyah. 
   
   
   
  So, I guess that just about covers it, huh? 
   
  This feat tree was designed by Scott Gearin. 
  Art from gnoctis on deviantART 
   
  UNARMED COMBAT FEATS 
   
  SUNHAND BASICS 
  You have trained hard to drive back the creatures of the night. 
  Benefit: You gain a bonus to all saves against shaken and soul 
  drain equal to the number of Unarmed Combat feats you have. 
  Once per round, if you hit a horror adversary or undead adversary 
  with an unarmed attack, you gain 1 Edge. You may spend 5 Edge 
  to turn both horrors and undead.  
  SUNHAND MASTERY 
  The terrors of the night hold no fear for you. 
  Prerequisites: Sunhand Basics 
  Benefit: You gain wounds equal to the number of Unarmed 
  Combat feats you have. You are always aware of the exact location 
  of all standard horrors and standard undead within 30 ft., 
  preventing them from becoming hidden or invisible to you. 
  SUNHAND SUPREMACY 
  Those who dwell in darkness fear your shining fist. 
  Prerequisites: Sunhand Mastery 
  Benefit: You gain a dodge bonus to Defense equal to one-half 
  the number of Unarmed Combat feats you 
  have (round down). You also gain a trick. 
  Sunstroke (unarmed attack trick): Spend 
  2 Edge. Your attack gains keen 12. Your 
  attack instead gains keen 20 if the target 
  is a horror or undead. 
   
   
   
   
   
   
   
   
   
  
  FEAT CHAIN (LTI) 
   
   
   
  ? 
   
  SUNHAND STYLE 
   
  The Sunhand chain is inspired by the Champion of the 
  Shining Light prestige class in Fantasy Flight Games’ book Path 
  of the Sword for 3.5 D&D. This conversion is an excellent example 
  of the ease at which most D&D classes can be boiled down to 
  either a specialty or (as in this case) a feat chain. 
  Rather than do a write up of how this feat chain can be used in 
  a campaign, I’m just gonna cut-n-paste the designer’s post that 
  accompanied the feat chain on Crafty Games’ forums. I think the 
  enthusiasm says it all. 
   
   
   
  Continuing my read through FFG's Way of the Sword, (He 
  means PATH of the Sword - Ed) the second prestige class is a 
  monk-based undead-hunter. Ok, I can get behind that. Unlike 
  many folks, I actually think a well-crafted, "focused monster 
  hunter" class has a place in game design. By 'well crafted' I 
  mean deconstructing the single-foe frenzy into the tools that 
  will let you take on that foe, but also be valuable in other 
  related situations. For example, a Drow-killer class that gains 
  dark vision and high magic resistance will do well against 
  Drow but has a place in many encounters that don't include 
  the dark elves. 
  I also really like classes that are tuned for their setting, so 
  as long as the GM puts it out there "Undead are a major threat 
  in this campaign. You'll see them probably every 3-4 
  adventures, if not more." that's valid grounds for offering 
  players an Undead stomping specialist class or character 
  options. 
  So here's this class that is intended to support undead-
  killin' monks. That's neat. Let’s toss it in the pot and start 
  boiling! 
  For the first feat I want you to imagine the typical monk 
  dropping into horse stance, striking his fist into his opposite 
  palm, and every ghoul and nightmare in the area suddenly 
  shrieking and running for their unlives. Yeah. Like that. 
  For the second feat, imagine this chain in the hands of a 
  grizzled Van Richten-style monster hunter, in a long leather 
  coat with a battered hat. A hunter who is just too damned 
  good for pissant terrors to have a chance against him. You 
  know the guy. He's what you always hoped you'd become 
  playing in that Ravenloft campaign. 
  Last feat? Pan the camera in on the golden jewelry-
  encrusted back of the Mummy Lord of the Crimson Waste. 
  Now cheer as we see a fist explode out of it, making a hole 
  big enough to see your hero on the other side. Booyah. 
   
   
   
  So, I guess that just about covers it, huh? 
   
  This feat tree was designed by Scott Gearin. 
  Art from gnoctis on deviantART 
   
   
  UNARMED COMBAT FEATS 
   
  SUNHAND BASICS 
  You have trained hard to drive back the creatures of the night. 
  Benefit: You gain a bonus to all saves against shaken and soul 
  drain equal to the number of Unarmed Combat feats you have. 
  Once per round, if you hit a horror adversary or undead adversary 
  with an unarmed attack, you gain 1 Edge. You may spend 5 Edge 
  to turn both horrors and undead.  
  SUNHAND MASTERY 
  The terrors of the night hold no fear for you. 
  Prerequisites: Sunhand Basics 
  Benefit: You gain wounds equal to the number of Unarmed 
  Combat feats you have. You are always aware of the exact location 
  of all standard horrors and standard undead within 30 ft., 
  preventing them from becoming hidden or invisible to you. 
  SUNHAND SUPREMACY 
  Those who dwell in darkness fear your shining fist. 
  Prerequisites: Sunhand Mastery 
  Benefit: You gain a dodge bonus to Defense equal to one-half 
  the number of Unarmed Combat feats you 
  have (round down). You also gain a trick. 
  Sunstroke (unarmed attack trick): Spend 
  2 Edge. Your attack gains keen 12. Your 
  attack instead gains keen 20 if the target is 
  a horror or undead. 
   
   
   
  
SOURCE: textdata/thevault/FantasyCraft/Homebrew/05 - Feats - Sunhand Style (ver 2.0) (LtI).pdf