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ideasmith
2011-09-13, 08:16 AM
Grim Harvester

This class is intended to be a specialized sorcerer, in much the same way that conjurer is a specialized wizard, though with somewhat different specializations and (I hope) more flavor.
Hit Die : d4
Alignment : Any.

Class Skills
Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature), (Int), Profession (Wis),
Spellcraft (Int) Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.

GRIM HARVESTER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
+0|
+0|
+0|
+2| Knack, grim harvester’s scythe, harvest +2|3|1|-|-|-|-|-|-|-|-

2nd|
+1|
+0|
+0|
+3| Rebuke undead, weeder |4|2|-|-|-|-|-|-|-|-

3rd|
+1|
+1|
+1|
+3| |4|2|1|-|-|-|-|-|-|-

4th|
+2|
+1|
+1|
+4| |4|3|2|-|-|-|-|-|-|-

5th|
+2|
+1|
+1|
+4| Harvest +4|4|3|2|1|-|-|-|-|-|-

6th|
+3|
+2|
+2|
+5| |4|4|3|2|-|-|-|-|-|-

7th|
+3|
+2|
+2|
+5| |4|4|3|2|1|-|-|-|-|-

8th|
+4|
+2|
+2|
+6| |4|4|3|3|2|-|-|-|-|-

9th|
+4|
+3|
+3|
+6| |4|4|4|3|2|1|-|-|-|-

10th|
+5|
+3|
+3|
+7| Harvest +6 |4|4|4|3|3|2|-|-|-|-

11th|
+5|
+3|
+3|
+7| |4|4|4|4|3|2|1|-|-|-

12th|
+6|
+4|
+4|
+8| |4|4|4|4|3|3|2|-|-|-

13th|
+6|
+4|
+4|
+8| |4|4|4|4|4|3|2|1|-|-


14th|
+7|
+4|
+4|
+9| |4|4|4|4|4|3|3|2|-|-

15th|
+7|
+5|
+5|
+9| Quivering scythe (1/week), Harvest +8 |4|4|4|4|4|4|3|2|1|-

16th|
+8|
+5|
+5|
+10| Quivering scythe (1/day)|4|4|4|4|4|4|3|3|2|-

17th|
+8|
+5|
+5|
+10| Quivering scythe (1/hour)|4|4|4|4|4|4|4|3|2|1

18th|
+9|
+6|
+6|
+11| Quivering scythe (1/10 minutes)|4|4|4|4|4|4|4|3|3|2

19th|
+9|
+6|
+6|
+11| Quivering scythe (1/minute) |4|4|4|4|4|4|4|4|3|3

20th|
+10|
+6|
+6|
+12| What lives will die, Quivering scythe (1/round), Harvest +10 |4|4|4|4|4|4|4|4|4|4 [/table]

{table=head]Spells Known1
{table=head]Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
1st | 4+5 | 2+2| - | - | - | - | - | - | - | - |
2nd | 5+5 | 2+3 | - | - | - | - | - | - | - | - |
3rd | 5+5 | 3+3 | 0+1 | - | - | - | - | - | - | - |
4th | 6+5 | 3+4 | 1+2 | - | - | - | - | - | - | - |
5th | 6+5 | 4+4 | 2+2 | 0+1 | - | - | - | - | - | - |
6th | 7+5 | 4+5 | 2+3 | 1+2 | - | - | - | - | - | - |
7th | 7+5 | 5+5 | 3+3 | 2+2 | 0+1 | - | - | - | - | - |
8th | 8+5 | 5+5 | 3+4 | 2+3 | 1+2 | - | - | - | - | - |
9th | 8+5 | 5+5 | 4+4 | 3+3 | 2+2 | 0+1 | - | - | - | - |
10th | 9+5 | 5+5 | 4+5 | 3+4 | 2+3 | 1+2 | - | - | - | - |
11th | 9+5 | 5+5 | 5+5 | 4+4 | 3+3 | 2+2 | 0+1 | - | - | - |
12th | 9+5 | 5+5 | 5+5 | 4+4 |3+4 | 2+3 | 1+2 | - | - | - |
13th | 9+5 | 5+5 | 5+5 | 4+4 | 4+4 | 3+3 | 2+2 | 0+1 | - | - |
14th | 9+5 | 5+5 | 5+5 | 4+4 | 4+4 | 3+4 | 2+3 | 1+2 | - | - |
15th | 9+5 | 5+5 | 5+5 | 4+4 | 4+4 | 4+4 | 3+3 | 2+2 | 0+1 | - |
16th | 9+5 | 5+5 | 5+5 | 4+4 | 4+4 | 4+4 | 3+3 | 2+3 | 1+2 | - |
17th | 9+5 | 5+5 | 5+5 | 4+4 | 4+4 | 4+4 | 3+3 | 3+3 | 2+2 | 0+1 |
18th | 9+5 | 5+5 | 5+5 | 4+4 | 4+4 | 4+4 | 3+3 | 3+3 | 2+3 | 1+2 |
19th | 9+5 | 5+5 | 5+5 | 4+4 | 4+4 | 4+4 | 3+3 | 3+3 | 3+3 | 2+3 |
20th | 9+5 | 5+5 | 5+5 | 4+4 | 4+4 | 4+4 | 3+3 | 3+3 | 3+3 | 3+3 |
[/table][/table] 1 In addition to the stated number of spells known for 1st- through 9th-level spells, a grim harvester learns knack spells for each spell level, starting at 1st. The “+x” in the entries on this table represents these spells. They are learned from a different list than the grim harvester’s general spells.


Class Features
All of the following are class features of the grim harvester PC class.

Weapon and Armor Proficiency: A grim harvester is proficient with all simple weapons and scythes. They are not proficient with any type of armor or shield. Armor of any type interferes with a grim harvester’s gestures, which can cause his spells with somatic components to fail.

Spells: A grim harvester casts arcane spells which are drawn primarily from the sorcerer spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a grim harvester must (see below).
To learn or cast a spell, a grim harvester must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a grim harvester’s spell is 10 + the spell level + the grim harvester’s Intelligence modifier.
Like other spellcasters, a grim harvester can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The grim harvester. In addition, he receives bonus spells per day if he has a high Intelligence score.
A grim harvester’s selection of spells is extremely limited. A grim harvester begins play knowing five 0-level spells and two 1st-level spells of your choice. At each new grim harvester level, he gains one or more new spells, as indicated on Table: grim harvester Spells Known. (Unlike spells per day, the number of spells a grim harvester knows is not affected by his Intelligence score; the numbers on Table: grim harvester Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer spell list, or they can be unusual spells that the grim harvester has gained some understanding of by study. The grim harvester can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 3rd level, and at every odd-numbered grim harvester level after that (5th, 7th, and so on), a grim harvester can choose to learn a new spell in place of one he already knows. In effect, the grim harvester “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level grim harvester spell the grim harvester can cast. A grim harvester may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a grim harvester need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
Knack (Necromancy school and cold, darkness and death descriptors): Grim harvesters have a knack for spells of the Necromancy school and spells with the cold, darkness &/or death descriptor. A knack provides a +2 competence bonus to any Concentration check while casting or maintaining spells which the caster has a knack for, a +2 competence bonus to Spellcraft checks to identify a spell which to caster has the knack for, or to identify the effect of a spell which the caster has a knack for, and a +2 competence bonus to Use Magic Device checks to use an item built from a spell which the user has a knack for, or to use an item built from multiple spells, all of which the user has a knack for.
Knack Spells: In addition to his normal spells known, a grim harvester learns bonus knack spells as shown in the spells known table. Each knack spell must be of the descriptor which benefits from his knack, but otherwise may be chosen freely from the grim harvester, druid, and sorcerer spell lists. The grim harvester may choose spells that qualify due to energy substitution, but in that case only know the substituted form. If the spell’s components include DF, the spell instead requires a grim harvester’s scythe as a focus.
Grim Harvester’s Scythe: A grim harvester can create a grim harvester’s scythe using the magic item creation rules.

Grim Harvester’s Scythe
A grim harvester’s scythe acts as a focus for arcane spells with the DF component, provided the spell in question has the Necromancy school or has the cold, darkness, &/or death descriptor.
Moderate necromancy; CL 1st; grim harvester; Price 43 gp; Weight 10 lb.
Harvest (Ex): At 1st level, a grim harvester gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of the plant type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the bonus against plants increases by 2.
Rebuke Undead (Su): Any grim harvester of at least 2nd level, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his scythe (see Turn or Rebuke Undead).
Any grim harvester rebukes or commands such creatures.
A grim harvester may attempt to rebuke undead a number of times per day equal to 3 + his Charisma modifier. A grim harvester with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Weeder (Ex): At 2nd level, a grim harvester knows how to find the week spots of plants, and can inflict critical hits of plants, as well as forms of damage and effects that only effect creatures vulnerable to critical hits, such as harvest and quivering scythe.
Quivering Scythe (Su): Starting at 15th level, a grim harvester can set up vibrations within the body of another creature that can thereafter be fatal if the grim harvester so desires. She can use this quivering scythe attack once a week and she must announce her intent before making her attack roll. Constructs, oozes, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the grim harvester strikes successfully with a scythe or sickle, and the target takes damage from the blow, the quivering scythe attack succeeds. Thereafter the grim harvester can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her grim harvester level. To make such an attempt, the grim harvester merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the grim harvester’s level + the grim harvester’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering scythe attack, but it may still be affected by another one at a later time.
The frequency increases to 1/day at 16th level, 1/hour at 17th level, 1/10 minutes at 18th level, 1/minute at 19th level, and 1/round at 20th level.
What Lives Will Die (Su): A 20th level grim harvester can use quivering scythe on oozes, incorporeal creatures, and creatures immune to critical hits, provided the creature to be affected is alive.


Spell Lists
Grim harvesters choose their spell’s known from two lists, their general list and their knack list. Both lists count as the grim harvesters spell list for such purposes as magic item use. When reading the spells known table, the number before the ‘+’ sign is the number of spells known from the general list, and the number after the ‘+’ sign is the number of spells known from the knack list.
The grim harvester’s general list consists of:

All sorcerer spells.
The grim harvester’s knack list consists of:

All cleric, druid, and sorcerer spells of the Necromancy school.
All cleric, druid, and sorcerer spells with the cold, darkness, and/or death descriptor.