Westhart
2017-12-27, 09:56 AM
So, not 100% done, but I'd like some PEACHing. Have some problems filling in a couple of dead levels, so suggestions there are always welcome. While this can be used to make the Paladin a prestige class, and as a rework of the blackguard the bladelord is not necessarily a rework of the paladin and can be used with one (although if you like Paladin's Grod did a much better one then Wizards did :smalltongue:) and takes any focus off of spellcasting to be replaced with mostly combat ability. So, here we go:
The Harbringer
Hit Die: d12
Requirements
To qualify to become a Harbringer, a character must fulfill all of the following criteria.
Alignment: Any Evil
Base Attack Bonus: +5
Feats: Any 3 vile feats, any 3 fighter bonus feats
Skills: Knowledge (Religion) 2 ranks
Class Skills: The class skills (and the key ability for each skill) are
Skill Points at Each Level: 6 + Int modifier
Level
Base Attack Bonus
Ref Save
Fort Save
Will Save
Special
Bonus Feats
1st
+1
+0
+2
+2
Rebuke, Rollin' with the Devil
+1 Vile Feat
2nd
+2
+0
+3
+3
Archfiend's Blessings, Representative of the Abyss
+1 Fighter Feat
3rd
+3
+1
+3
+3
Path to Hel
+1 Vile Feat
4th
+4
+1
+4
+4
Archfiend's Blessings, Rally the Damned
+1 Fighter Feat
5th
+5
+1
+4
+4
Mettle, Immortality
+1 Vile Feat
6th
+6
+2
+5
+5
Archfiend's Blessings, Preclaimed
+1 Fighter Feat
7th
+7
+2
+5
+5
+1 Vile Feat
8th
+8
+2
+6
+6
Archfiend's Blessings, Damning Blades
+1 Fighter Feat
9th
+9
+3
+6
+6
Slayer's Grace
+1 Vile Feat
10th
+10
+3
+7
+7
Archfiend's Blessings, Fiendish Decadence
+1 Fighter Feat
Class Features
All of the following are class features of the Harbringer.
Weapon and Armor Proficiency: The Harbringer gains no new proficiencies with either weapons or armor.
Bonus Feats: At every odd level the Harbinger may select one vile feat. At every even level the Harbringer may select a fighter bonus feat. They must meet the prerequisites for these feats.
Special: The Harbringer may select Martial Stance and Martial study as many times as they wish with their fighter bonus feats, however when doing so they can choose only from the Shadow Hand, White Raven, and Devoted Spirit Disciplines. If they take it with a feat not granted from this class they use the usual limitations, and they do not need to choose from the available disciplines.
Rebuke: A Harbringer rebukes creatures with an evil alignment, and turns creatures of good alignment as a cleric of his level. If the Harbringer could already rebuke undead (or other creatures) the levels stack with other classes that grant it to determine effective rebuking level.
Rollin' with the Devil (Ex): The Harbringer never automatically fails on a roll of one and a number of times per day equal to their wisdom modifier they may count a roll as its inverse, such as a 1 as a 20, 2 as 19, and so on. The ability to invert a roll may be used once every 1d4 rounds.
Archfiends Blessings: The Harbinger gains several powers from the most powerful of fiends, and at each even level he may select one of the below abilities. An ability can not be selected more then once unless it states so.
Energy Immunity (Ex): The Harbinger is exposed through countless trials in his training, granting him immunity to an energy type of his choice (fire, cold, acid, sonic, electricity).
Special: This may be selected more then once.
Archfiend's Inner Constitution (Ex): You add your wisdom modifier to HP gained at each level, and you are immune to poison and disease, although you can still act as a carrier if you wish. Once the choice to act as a carrier is decided it can not be changed, except through magical means (such as remove disease) although you can acquire the disease again if you so wish.
Unholy Weaponry (Su):: Any weapon you wield (along with your natural weapons) has the unholy property. In addition the weapon deals additional vile damage equal to your wisdom modifier, to a max of ½ your class level. At 5th level or any higher level this gives the unholy burst property.
Soul Grasp (Su): You can physically trap the soul of a foe, that you slay in melee, in an item on your person. This works similar to a thinuan weapon, except it can be any item on your person. Note that breaking the item releases the soul trapped within. If you are using a Thinuan weapon then the soul is instead taken into the weapon, and you may have a number of soul’s captured equal to your wisdom modifier. If you are slain you can choose for your soul to go into any item on your person.
Undead Traits, Minor (Ex) The Harbinger gains some of the traits associated with undead. He gains immunity to dazing, stunning and is healed by negative energy.
Undead Traits, Major (Ex): The Harbringer gains the Undead type, with all the benefits thereof. Do not recalculate Base Saves, Base Attack Bonus or Skills. Recalculate HP (keep in mind all become d12's). In addition you can be resurrected and if so you come back as undead instead of a living creature, and you have turn resistance equal to your wisdom modifier.
Special: You must have Undead Traits, Minor to select Undead Traits, Major.
Archfiend's Embodiment (Ex): You gain a +2 profane bonus to your physical ability scores (Constitution, Strength, Dexterity).
Archfiend's Dark Thoughts (Ex): You gain a +2 profane bonus to your mental ability scores (Wisdom, Charisma, Intelligence).
Capture the Soul (Su): Once per year you may select a strike that kills a foe to capture the foe's soul in an item on his person. The person can not be resurrected etc until the item is used to store a different soul (displacing the old) or it is destroyed.
Master of Rituals (Ex):[/b] When using the sacrifice rules (BoVD) you add your level+wisdom modifier to all checks, and if you don't make a high enough check for your choens gift you can instead take one that you did meet the DC for, although you can not gain dark craft xp or gold with this ability.
Representative of the Abyss (Sp): You may cast the spells of the evil and destruction domains as spell like abilities a number of times per day equal to 1/2 your class level. Your caster level for this effect is your class level +wisdom modifier and you use wisdom for any saves that these spell like abilities would offer. The highest spell you can cast is equal to your class level-1, so that at 2nd level you can use inflict light wounds or protection from good 1/day. You also gain the domain powers of these domains. Your caster level for these spell like abilities is your character level+wisdom modifier.
Path to Hel (Su): The Harbringer may shift to any evil aligned plane as an immediate action. This ability works as greater planeshift. This ability can only be used every 1d4 rounds.
Rally the Damned (Ex): Once per encounter the Harbringer may rally any undead creature or any creature with the [Evil] subtype within level*10’. Such creatures become immune to turning, and gain temporary hit points equal to the harbinger's level+wisdom modifier. In addition all spells cast on evil creatures that are beneficial to them heal them a number of points equal to your wisdom score, and all spells/attacks/etc against enemies deal 2d4 additional points of vile damage.
Immortality (Ex): The Harbringer no longer ages, and he is immune to natural diseases (but not supernatural one such as Mummy's rot). Some rumor this is from him "eating" souls although sources are not clear... and a Harbringer wouldn't say either way.
Preclaimed (Ex): The Harbringer is immune to any effects that would affect his soul, whether mundane or magical (Thinuan weapons etc) and his soul can not be destroyed or harmed. He is immune to any alignment based effect unless it would be beneficial to him (such as the auras of some outsiders). In addition he may make a special attack a number of times per day equal to his wisdom modifier; any good creature struck by it can not heal (magically or not) for 1 hour/level unless they are in a consecrated/hallow area. In addition they take a number of points of damage each round equal to your wisdom score for 2d4 rounds.
Damning Blades (Su): Your attacks now overcome all damage reduction and regeneration of a good creature or a creature with the good subtype.
Slayer's Grace (Su): Whenever you attack a creature you gain some benefits:
1) If the creature has less HP then your wisdom score you slay it in a single stroke, although it may make a fortitude save (10+1/2 Damage) to resist this effect. Note that a successful save does not mean the creature won't die from other means, he just resists the auto-death.
2) When you fight a creature with at least a challenge rating 5 higher than you, and slay it you may drain them slightly. You gain a +1 to a random stat that was lower then you enemy's, and your enemy takes a -1 to a random stat, that was higher then yours, (which since they are dead only takes effect if they are resurrected). You can use this ability once per day, and when you do you can not be suffering from ability drain/damage/burn or negative levels. The bonus is permanent.
Fiendish Decadence: Your type changes to outsider, and you gain the evil and native subtypes. In addition whenever an effect would require you to be a certain evil aligned creature type you act as if you are of the required race. This is an extraordinary ability. In addition you gain DR/Good equal to your level+wisdom modifier. You also add all vile spells (BoVD) to your Representative of the Abyss ability and take no damage for using them.
The Harbringer
Hit Die: d12
Requirements
To qualify to become a Harbringer, a character must fulfill all of the following criteria.
Alignment: Any Evil
Base Attack Bonus: +5
Feats: Any 3 vile feats, any 3 fighter bonus feats
Skills: Knowledge (Religion) 2 ranks
Class Skills: The class skills (and the key ability for each skill) are
Skill Points at Each Level: 6 + Int modifier
Level
Base Attack Bonus
Ref Save
Fort Save
Will Save
Special
Bonus Feats
1st
+1
+0
+2
+2
Rebuke, Rollin' with the Devil
+1 Vile Feat
2nd
+2
+0
+3
+3
Archfiend's Blessings, Representative of the Abyss
+1 Fighter Feat
3rd
+3
+1
+3
+3
Path to Hel
+1 Vile Feat
4th
+4
+1
+4
+4
Archfiend's Blessings, Rally the Damned
+1 Fighter Feat
5th
+5
+1
+4
+4
Mettle, Immortality
+1 Vile Feat
6th
+6
+2
+5
+5
Archfiend's Blessings, Preclaimed
+1 Fighter Feat
7th
+7
+2
+5
+5
+1 Vile Feat
8th
+8
+2
+6
+6
Archfiend's Blessings, Damning Blades
+1 Fighter Feat
9th
+9
+3
+6
+6
Slayer's Grace
+1 Vile Feat
10th
+10
+3
+7
+7
Archfiend's Blessings, Fiendish Decadence
+1 Fighter Feat
Class Features
All of the following are class features of the Harbringer.
Weapon and Armor Proficiency: The Harbringer gains no new proficiencies with either weapons or armor.
Bonus Feats: At every odd level the Harbinger may select one vile feat. At every even level the Harbringer may select a fighter bonus feat. They must meet the prerequisites for these feats.
Special: The Harbringer may select Martial Stance and Martial study as many times as they wish with their fighter bonus feats, however when doing so they can choose only from the Shadow Hand, White Raven, and Devoted Spirit Disciplines. If they take it with a feat not granted from this class they use the usual limitations, and they do not need to choose from the available disciplines.
Rebuke: A Harbringer rebukes creatures with an evil alignment, and turns creatures of good alignment as a cleric of his level. If the Harbringer could already rebuke undead (or other creatures) the levels stack with other classes that grant it to determine effective rebuking level.
Rollin' with the Devil (Ex): The Harbringer never automatically fails on a roll of one and a number of times per day equal to their wisdom modifier they may count a roll as its inverse, such as a 1 as a 20, 2 as 19, and so on. The ability to invert a roll may be used once every 1d4 rounds.
Archfiends Blessings: The Harbinger gains several powers from the most powerful of fiends, and at each even level he may select one of the below abilities. An ability can not be selected more then once unless it states so.
Energy Immunity (Ex): The Harbinger is exposed through countless trials in his training, granting him immunity to an energy type of his choice (fire, cold, acid, sonic, electricity).
Special: This may be selected more then once.
Archfiend's Inner Constitution (Ex): You add your wisdom modifier to HP gained at each level, and you are immune to poison and disease, although you can still act as a carrier if you wish. Once the choice to act as a carrier is decided it can not be changed, except through magical means (such as remove disease) although you can acquire the disease again if you so wish.
Unholy Weaponry (Su):: Any weapon you wield (along with your natural weapons) has the unholy property. In addition the weapon deals additional vile damage equal to your wisdom modifier, to a max of ½ your class level. At 5th level or any higher level this gives the unholy burst property.
Soul Grasp (Su): You can physically trap the soul of a foe, that you slay in melee, in an item on your person. This works similar to a thinuan weapon, except it can be any item on your person. Note that breaking the item releases the soul trapped within. If you are using a Thinuan weapon then the soul is instead taken into the weapon, and you may have a number of soul’s captured equal to your wisdom modifier. If you are slain you can choose for your soul to go into any item on your person.
Undead Traits, Minor (Ex) The Harbinger gains some of the traits associated with undead. He gains immunity to dazing, stunning and is healed by negative energy.
Undead Traits, Major (Ex): The Harbringer gains the Undead type, with all the benefits thereof. Do not recalculate Base Saves, Base Attack Bonus or Skills. Recalculate HP (keep in mind all become d12's). In addition you can be resurrected and if so you come back as undead instead of a living creature, and you have turn resistance equal to your wisdom modifier.
Special: You must have Undead Traits, Minor to select Undead Traits, Major.
Archfiend's Embodiment (Ex): You gain a +2 profane bonus to your physical ability scores (Constitution, Strength, Dexterity).
Archfiend's Dark Thoughts (Ex): You gain a +2 profane bonus to your mental ability scores (Wisdom, Charisma, Intelligence).
Capture the Soul (Su): Once per year you may select a strike that kills a foe to capture the foe's soul in an item on his person. The person can not be resurrected etc until the item is used to store a different soul (displacing the old) or it is destroyed.
Master of Rituals (Ex):[/b] When using the sacrifice rules (BoVD) you add your level+wisdom modifier to all checks, and if you don't make a high enough check for your choens gift you can instead take one that you did meet the DC for, although you can not gain dark craft xp or gold with this ability.
Representative of the Abyss (Sp): You may cast the spells of the evil and destruction domains as spell like abilities a number of times per day equal to 1/2 your class level. Your caster level for this effect is your class level +wisdom modifier and you use wisdom for any saves that these spell like abilities would offer. The highest spell you can cast is equal to your class level-1, so that at 2nd level you can use inflict light wounds or protection from good 1/day. You also gain the domain powers of these domains. Your caster level for these spell like abilities is your character level+wisdom modifier.
Path to Hel (Su): The Harbringer may shift to any evil aligned plane as an immediate action. This ability works as greater planeshift. This ability can only be used every 1d4 rounds.
Rally the Damned (Ex): Once per encounter the Harbringer may rally any undead creature or any creature with the [Evil] subtype within level*10’. Such creatures become immune to turning, and gain temporary hit points equal to the harbinger's level+wisdom modifier. In addition all spells cast on evil creatures that are beneficial to them heal them a number of points equal to your wisdom score, and all spells/attacks/etc against enemies deal 2d4 additional points of vile damage.
Immortality (Ex): The Harbringer no longer ages, and he is immune to natural diseases (but not supernatural one such as Mummy's rot). Some rumor this is from him "eating" souls although sources are not clear... and a Harbringer wouldn't say either way.
Preclaimed (Ex): The Harbringer is immune to any effects that would affect his soul, whether mundane or magical (Thinuan weapons etc) and his soul can not be destroyed or harmed. He is immune to any alignment based effect unless it would be beneficial to him (such as the auras of some outsiders). In addition he may make a special attack a number of times per day equal to his wisdom modifier; any good creature struck by it can not heal (magically or not) for 1 hour/level unless they are in a consecrated/hallow area. In addition they take a number of points of damage each round equal to your wisdom score for 2d4 rounds.
Damning Blades (Su): Your attacks now overcome all damage reduction and regeneration of a good creature or a creature with the good subtype.
Slayer's Grace (Su): Whenever you attack a creature you gain some benefits:
1) If the creature has less HP then your wisdom score you slay it in a single stroke, although it may make a fortitude save (10+1/2 Damage) to resist this effect. Note that a successful save does not mean the creature won't die from other means, he just resists the auto-death.
2) When you fight a creature with at least a challenge rating 5 higher than you, and slay it you may drain them slightly. You gain a +1 to a random stat that was lower then you enemy's, and your enemy takes a -1 to a random stat, that was higher then yours, (which since they are dead only takes effect if they are resurrected). You can use this ability once per day, and when you do you can not be suffering from ability drain/damage/burn or negative levels. The bonus is permanent.
Fiendish Decadence: Your type changes to outsider, and you gain the evil and native subtypes. In addition whenever an effect would require you to be a certain evil aligned creature type you act as if you are of the required race. This is an extraordinary ability. In addition you gain DR/Good equal to your level+wisdom modifier. You also add all vile spells (BoVD) to your Representative of the Abyss ability and take no damage for using them.