Imprinted Arm

The Imprinted Arm is an individual infected with a ‘curse’ of sorts, giving them an arm with special powers.

Role: Unarmored front-line fighters. Glass cannons.

Alignment: See Imprints for alignment restrictions

Hit Die: d12

Class Skills

The Imprinted Arm’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Planes) (Int), Perception (Wis), and Swim (Str).

Skill Ranks per Level: 2 + Int modifier.

Table: Imprinted Arm
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Imprint Arm (1d6), Imprint, Imprint Power
2nd +2 +3 +0 +0 Imprint Ability, Ignite Arm (1d6)
3rd +3 +3 +1 +1 Bypass DR (Magic)
4th +4 +4 +1 +1 Imprint Arm (1d8), Ignite Arm (2d6)
5th +5 +4 +1 +1 Imprint Ability
6th +6/+1 +5 +2 +2 Ignite Arm (3d6)
7th +7/+2 +5 +2 +2 Sealing Wounds
8th +8/+3 +6 +2 +2 Imprint Arm (1d8), Imprint Ability, Ignite Arm (4d6)
9th +9/+4 +6 +3 +3 Bypass DR (Cold Iron/Silver)
10th +10/+5 +7 +3 +3 Indestructible Arm, Ignite Arm (5d6)
11th +11/+6/+1 +7 +3 +3 Imprint Ability
12th +12/+7/+2 +8 +4 +4 Imprint Arm (2d6), Ignite Arm (6d6)
13th +13/+8/+3 +8 +4 +4 Destructive Force
14th +14/+9/+4 +9 +4 +4 Imprint Ability, Ignite Arm (7d6)
15th +15/+10/+5 +9 +5 +5 Bypass DR (Adamantine)
16th +16/+11/+6/+1 +10 +5 +5 Imprint Arm (2d8), Ignite Arm (8d6)
17th +17/+12/+7/+2 +10 +5 +5 Imprint Ability
18th +18/+13/+8/+3 +11 +6 +6 Ignite Arm (9d6)
19th +19/+14/+9/+4 +11 +6 +6 Bypass DR (Alignment)
20th +20/+15/+10/+5 +12 +6 +6 Imprint Arm (2d10), Imprint Ability, Ignite Arm (10d6)

Class Features

All of the following are class features of the imprinted arm.

Weapon and Armor Proficiency

Imprinted Arms are proficient with all simple and their Imprinted Arm, however he isn’t proficient with armor or shields and wearing armor or shields incurs their Armor Check Penalty to attacks regardless of if he’s proficient with them.

Imprint Arm (Ex)

The imprinted arm’s primary arm (if ambidextrous pick one) becomes laced with power from his selected Imprint (see below). The arm may look monstrous, or beautiful depending on the imprint selected. He cannot wield a complicated weapon or item within his imprint arm due to the complexity and inability for precision.

His imprint arm is considered to be both an unarmed strike and a natural weapon for the purpose of feats and class abilities which affect them. Damage for his imprint arm starts at 1d6 and increases by one step at 4th level and every 4 levels thereafter. Monk levels, brawler levels, or levels from classes which have progressing unarmed strikes stack for the purpose of determining his imprint arm/unarmed strike’s damage dice.


Imprints are innate powers hidden within him which have suddenly and violently erupted into a powerful weapon. Imprints do not show up until early adulthood, and often lead to those who acquire this power to become outcasts in society due to the monstrous nature being plain for all to see.

A list of Imprints and their associated abilities can be found on the Imprints page.

Ignite Arm (Su)

At 3rd level the imprinted arm can coat his imprint arm in one of the following energy types: fire, cold, electricity, or acid. This adds 1d6 damage of the selected energy type upon his unarmed strike. This damage increases by 1d6 for every two levels beyond 3rd. Ignite arm lasts for a number of rounds per day equal to 3 + Constitution modifier (these rounds need not be consecutive).

Bypass DR (Ex)

At 3rd level, the imprinted arm is able to bypass magic DR with his imprint arm. At 9th level he can bypass cold iron and silver DR, at 15th level he’s able to bypass adamantine DR, and at 19th level he is able to bypass the DR of one alignment (if true neutral, choose one.) Example: A LG Imprinted Arm is able to bypass the DR of chaos or evil, though he must choose one when he gains this ability and this cannot be changed.

Sealing Wounds (Ex)

At 7th level the imprinted arm’s curse works its way through his body fully as the symbiote attempts to ensure its master will not die. He gains fast healing equal to his Constitution modifier.

Indestructible Arm (Ex)

At 10th level, his imprint arm hardens and grows incredible tough, making it unable to be destroyed by another creature unless the imprinted arm is slain. In addition to this he reduces penalties affecting his attack rolls, damage rolls, CMB checks, or skill checks performed with his imprint arm by an amount equal to his Constitution modifier (minimum of 1). This cannot reduce self-imposed penalties (such as those from power attack).

Destructive Force (Ex)

At 13th level the imprinted arm negates 1 point of DR he’s unable to bypass with his imprint arm. Once he’s able to bypass DR/adamantine, this increases to 3 points, and once he’s able to bypass DR/alignment this increases once more to 5 points.

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