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(Created page with '==Dreadmaster of Bane== ''PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.'' <br> === Requ…')
 
 
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==Dreadmaster of Bane==
==Horned Harbinger==


''PRESTIGE CLASS:  This class is not available at character creation and must be unlocked by meeting special requirements, listed below.'' <br>
''PRESTIGE CLASS:  This class is not available at character creation and must be unlocked by meeting special requirements, listed below.'' <br>
The horned harbingers are agents of the fallen Lord of Bones. Some claim their creation heralds the restoration of Myrkul's mantle of godhood, while others view their continued existence as the last remnants of Myrkul's dwindling power. Each horned harbinger touched the Crown of Horns at some point since the Time of Troubles, although not all creatures who have done so have become members of this class.


=== Requirements===
=== Requirements===
To qualify to become a Dreadmaster, the character must fulfill the following criteria.
To qualify to become a Horned Harbinger, the character must fulfill the following criteria.


* '''Alignment: ''' Lawful Evil
* '''Alignment: ''' Any evil
* '''Skills: ''' Intimidate 8 ranks, Sense Motive 6 ranks, Knowledge: Local 4 ranks.
* '''Skills: ''' Knowledge: Planes 8 ranks, Knowledge: Religion 8 ranks
* '''Feats:''' Skill Focus(Intimidate), Spell Focus (Enchantment), Leadership, Fealty To Bane.
* '''Feats:''' Godsbane, Iron Will
* '''Base Attack Bonus:''' +4
* '''Special:''' Must worship Myrkul as a deity
* '''Spellcasting:''' Able to cast 3rd level divine spells
* '''Special:''' Must worship Bane as a deity


===Class Skills===
===Class Skills===
The class skills of the Dreadmaster are:  
The class skills of the Horned Harbingers are:  
* Bluff
* Concentration
* Concentration
* Craft: Alchemy
* Craft: Alchemy
* Craft: Tailoring/Leatherworking
* Craft: Woodworking
* Craft: Jewelcrafting
* Craft: Weapons
* Craft: Armor
* Craft: Armor
* Craft: Jewelcrafting
* Heal
* Craft: Tailoring & Leatherwork
* Craft: Weapon
* Diplomacy
* Gather Information
* Intimidate
* Intimidate
* Lore
* Knowledge: Arcana
* Knowledge: Arcana
* Knowledge: Geography
* Knowledge: History
* Knowledge: Local
* Knowledge: Nobility & Royalty
* Knowledge: Religion
* Knowledge: Religion
* Lore
* Profession: Cook
* Profession: Cook
* Sense Motive
* Profession: Woodcutter
* Profession: Fisher
* Spellcraft
* Spellcraft


=== Class Features ===
=== Class Features ===


'''Base Attack Bonus Progression:''' Medium
'''Hit Die:''' d8
 
'''Base Attack Bonus:''' Medium.
 
'''High Saves:''' Fortitude and Will.
 
'''Weapon Proficiencies:''' Horned harbingers gain no weapon proficiencies.
 
'''Armor Proficiencies:''' Horned harbingers gain no armor proficiencies.
 
'''Skill Points:''' 2 + Int Modifier.
 
 
'''Spells per Day/Spells Known:''' Horned Harbingers continue and increase their devotion to Myrkul. At each odd numbered harbinger level, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in Cleric or Favored Soul. If the character has more than one applicable divine spellcasting class, he must pick one to improve. He does not however, gain any other benefit a character of that class would have gained (level dependent domain powers, etc).
 
 
'''Bonus Feats:''' At 3rd, 4th, 7th and 9th level, a horned harbinger cast select from the following bonus feats. Divine Vengeance, Empower Turning, Extra Turning, Extra Turning II, Extra Turning III, Divine Resistence, Divine Might, Divine Shield.
 
 
'''Rebuke Undead:''' The character can rebuke or command undead as a cleric of a level equal to his horned harbinger class level. If the character could already rebuke undead, these levels stack with that ability.
 
 
'''Harbinger's Touch:''' Once a day, the horned harbinger becomes able to call upon the power of the old death, Myrkul, to slay his enemies with a single touch. The harbinger rolls 1d10 x (Harbinger Levels multiplied by 2). If this is greater than the target's hit points, the creature dies instantly with no save. Anything that protects against death effects protects against this ability. At level 5 the harbinger can use this twice a day, and at level 10 three times.
 
 
'''Death Watch:''' The horned harbinger becomes aware of all death and dying around him at will. When used, this ability will tell you whether there are creatures who are near to death, undead, or neither alive or dead within a 30 yard radius about you and their direction. This ability will also detect invisible or hiding creatures under those effects.
 
 
'''Create Lesser Minion:''' Once a day beginning at level 2, the horned harbinger is able to call forth a lesser minion to do his bidding until destroyed or dismissed. At level 5 this increases to twice per day.


'''Skill Points at Each Level: ''' 2 + Int modifier


''' Hit Dice:''' D8
'''Create Minion:''' Once a day beginning at level 6, the horned harbinger is able to call forth a minion to do his bidding until destroyed or dismissed.


''' Weapon and Armor Proficiency:'''  The Dreadmaster gains no new proficiencies with weapons or armor.


'''Spells per Day/Spells Known:''' When a new Dreadmaster level is gained the character gains new spells per day (and spells known, if applicable) as though he had gained a level in whatever divine spellcasting class gave him access to 3rd-level divine spells. If the character has more than one applicable divine spellcasting class, he must pick one to improve.
'''Create Greater Minion:''' Once a day beginning at level 8, the horned harbinger is able to call forth a greater minion to do his bidding until destroyed or dismissed.


'''Dominating Aura:''' At 1st level, a Dreadmaster emanates a persistent aura. This has two effects. First, the Dreadmaster becomes immune to fear. The aura itself extends 20ft and affects all enemies that enter it with a -4 penalty to save vs fear. At levels 3, 5, 7 and 9 the reach of this aura extends by 10ft.


'''Insidious Insight:''' At 2nd level, the Dreadmaster is experienced in dealing with others. He gains a +2 circumstance bonus to diplomacy and gather information.
'''Captain of Undeath:''' At level 5, the horned harbinger becomes able to command two minions at once.


'''Summon Cohort:''' At 3rd level, the Dreadmaster can summon his followers to him. The summoning lasts for 1 hour per Dreadmaster level plus 1 hour per 3 non-Dreadmaster level. As the Dreadmaster gains levels, his summoned followers improve. At 6th and 8th level, the Dreadmaster can summon an additional type of creature to his side.


'''Rodcraft:''' At 4th level, the Dreadmaster becomes more attuned to symbols of power as tools of dominance and subjugation. He gains Craft Wand as a bonus feat.
'''Reaching Death:''' At level 7, the horned harbinger becomes able to create his minions over a large distance, giving a tactical advantage in some scenarios.


'''Fanatical Loyalty:''' At 5th level, the Dreadmasters influence over his followers is so strong that he can ask them to die for him. When Fanatical Loyalty is cast on a Dreadmasters follower, the follower will take most of the damage dealt to the Dreadmaster. This effect lasts for 1 round per Dreadmaster level or until the follower dies. The Dreadmaster may use this ability once per day at 5th level, and twice per day at 7th level.


'''Special Cohort: ''' At 8th level, the Dreadmaster attains a special cohort. This follower does not count toward the summon limit. As the Dreadmaster gains power, so does his cohort. At 10th level, the Dreadmaster may summon a different follower
'''General of Undeath:''' At level 10, the horned harbinger becomes able to command three minions at once.

Latest revision as of 08:22, 5 September 2022

Horned Harbinger

PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.

The horned harbingers are agents of the fallen Lord of Bones. Some claim their creation heralds the restoration of Myrkul's mantle of godhood, while others view their continued existence as the last remnants of Myrkul's dwindling power. Each horned harbinger touched the Crown of Horns at some point since the Time of Troubles, although not all creatures who have done so have become members of this class.

Requirements

To qualify to become a Horned Harbinger, the character must fulfill the following criteria.

  • Alignment: Any evil
  • Skills: Knowledge: Planes 8 ranks, Knowledge: Religion 8 ranks
  • Feats: Godsbane, Iron Will
  • Special: Must worship Myrkul as a deity

Class Skills

The class skills of the Horned Harbingers are:

  • Concentration
  • Craft: Alchemy
  • Craft: Tailoring/Leatherworking
  • Craft: Woodworking
  • Craft: Jewelcrafting
  • Craft: Weapons
  • Craft: Armor
  • Heal
  • Intimidate
  • Lore
  • Knowledge: Arcana
  • Knowledge: Religion
  • Profession: Cook
  • Profession: Woodcutter
  • Profession: Fisher
  • Spellcraft

Class Features

Hit Die: d8

Base Attack Bonus: Medium.

High Saves: Fortitude and Will.

Weapon Proficiencies: Horned harbingers gain no weapon proficiencies.

Armor Proficiencies: Horned harbingers gain no armor proficiencies.

Skill Points: 2 + Int Modifier.


Spells per Day/Spells Known: Horned Harbingers continue and increase their devotion to Myrkul. At each odd numbered harbinger level, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in Cleric or Favored Soul. If the character has more than one applicable divine spellcasting class, he must pick one to improve. He does not however, gain any other benefit a character of that class would have gained (level dependent domain powers, etc).


Bonus Feats: At 3rd, 4th, 7th and 9th level, a horned harbinger cast select from the following bonus feats. Divine Vengeance, Empower Turning, Extra Turning, Extra Turning II, Extra Turning III, Divine Resistence, Divine Might, Divine Shield.


Rebuke Undead: The character can rebuke or command undead as a cleric of a level equal to his horned harbinger class level. If the character could already rebuke undead, these levels stack with that ability.


Harbinger's Touch: Once a day, the horned harbinger becomes able to call upon the power of the old death, Myrkul, to slay his enemies with a single touch. The harbinger rolls 1d10 x (Harbinger Levels multiplied by 2). If this is greater than the target's hit points, the creature dies instantly with no save. Anything that protects against death effects protects against this ability. At level 5 the harbinger can use this twice a day, and at level 10 three times.


Death Watch: The horned harbinger becomes aware of all death and dying around him at will. When used, this ability will tell you whether there are creatures who are near to death, undead, or neither alive or dead within a 30 yard radius about you and their direction. This ability will also detect invisible or hiding creatures under those effects.


Create Lesser Minion: Once a day beginning at level 2, the horned harbinger is able to call forth a lesser minion to do his bidding until destroyed or dismissed. At level 5 this increases to twice per day.


Create Minion: Once a day beginning at level 6, the horned harbinger is able to call forth a minion to do his bidding until destroyed or dismissed.


Create Greater Minion: Once a day beginning at level 8, the horned harbinger is able to call forth a greater minion to do his bidding until destroyed or dismissed.


Captain of Undeath: At level 5, the horned harbinger becomes able to command two minions at once.


Reaching Death: At level 7, the horned harbinger becomes able to create his minions over a large distance, giving a tactical advantage in some scenarios.


General of Undeath: At level 10, the horned harbinger becomes able to command three minions at once.