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    Sep 2007

    Default [3.5 Base Class]Harrowed [PEACH]

    OOC Introduction
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    It's been years in the making, but may I now present the finalized version of my Harrowed class, now with a new feature - Harrowings! You'll note that they've lost their bonus feats, and that's been done on purpose, but they still have their very own feat list for those who really want to explore the Monster Within. Without further ado, here's the main structure of the class, with the next few posts being Harrowings, Feats, and Prestige Classes, in that order. Please, PEACH and enjoy!


    The Harrowed
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    Aryllia communes with The Monster Within

    “Trapping the beast within you does not make you a monster, child. Knowing when to unleash it – that is what makes you human.”Jozan, to Aryllia, a Harrowed.

    Sorcerers are born with raw magic flooding their veins. Bards tap into the strange and whimsical powers in music, where clerics draw powers down from gods and druids up from the earth itself. For these individuals, power is a blessing.

    For the Harrowed, it is a curse.

    The Harrowed are unfortunates that, for whatever reason, have found themselves trapped in an unending battle for their souls. Hurled back into the realms of the living from those of the dead, each Harrowed struggles with a being trapped within them, fighting for control of their bodies, their souls, and their sanity. The fact that they can steal a measure of this monster’s power is bitter comfort to most Harrowed, who know that their control over their abilities is fickle at best.

    Abilities: Wisdom is the most important ability to a Harrowed, as it increases their Will save and therefore their control over themselves and their abilities. Charisma increases the save DCs of their powers, and Dexterity is essential for accurate use of their Shadowmental Touch. Many Harrowed find Intelligence to be a useful ability, especially those of a more careful, investigative bent.

    Role: A Harrowed serves as a ranged damager and supernatural investigator for her party. Where some spells fail – or simply have yet to be invented – a Harrowed can hound clues to the ground using supernatural senses, the spirits of the deceased, and even by tracking the mystic resonances left behind by her quarry. Depending on her selection of feats, a Harrowed may serve in myriad other ways to an adventuring party, limited only by their tolerance and her inventiveness.

    Background: Most Harrowed wake up some place in the wilderness or on the outskirts of civilization with no memory of who they are or how they came to be there. Many of these Harrowed will take the names of objects, equipment, kindly strangers, or even concepts as their own. It is worth noting that these Harrowed almost instinctually realize what they are and take steps to master themselves almost immediately. A few Harrowed are instead born like normal members of their race and raised from childhood. Those that aren’t promptly slain for being “unholy witch children” typically manifest their powers around the ages of three to five, struggling early and often with the monster within. They typically leave their homes early in order to protect those around them – or are forced out when the community either exiles them or lays in ashes at their feet.

    Harrowed enjoy a peculiar kind of immortality – whenever they would be permanently slain, they reincarnate once again, going through the same cycle of struggle and destruction over and over again. So far, no one has caught on to this pattern, though some extremely old Harrowed are beginning to catch snatches of memories that they have never lived – and investigating thoroughly.

    Organization: None. Each Harrowed is a wholly unique case, and they are typically so rare as to be nearly unheard of. One Harrowed encountering another may be surprised, angry, pleased, or just about any conceivable reaction, really. It’s worth noting that the name “Harrowed” is typically applied to them only by beings who truly understand their predicament – ancient celestials, the eldest of fiends, and over-deities. Others may call the Harrowed witches, fiends, or even sorcerers; no universally accepted name for them exists.

    Alignment: Any. Many Harrowed tend towards good, and/or lawful alignments due to the instinctive “fight” reaction associated with their monster, but quite a few turn to evil, either having become corrupted from within or hoping that their base debaucheries will appease the dark force within them.

    Races: Harrowed hail from almost any race, though each race only possesses a meager handful at most. Curiously enough, non-mortal races – that is, those incapable of dying of old age, such as planetouched, most outsiders, or sentient constructs – never produce Harrowed, and members of these races cannot gain levels in the Harrowed class. Many Harrowed are human, probably due to that race’s prodigious breeding rate, but some of the oldest living Harrowed are elves.

    Religion: Harrowed tend to reject religion out of spite; to them, the gods are weaklings at best and sadistic tormentors at worst, unworthy of worship or even consideration. Some Harrowed even blame the gods for their condition; of these, a few turn to religion in the vain hope that their patron deity will lift their curse.

    Other Classes: Harrowed often possess a deep-seated resentment for classes that either possess innate magical power (such as sorcerers) or who gain it from a higher force (such as clerics or druids). Harrowed tend to express this by being snappy and short-tempered around these individuals, and biting, sarcastic remarks (“Why don’t you just snap your fingers and magic it away, then?”) are very common. Harrowed tend to be more tolerant of those who earned their power through sacrifice or study (such as wizards or paladins), but they only truly feel at ease around non-magical classes such as barbarians, rogues, fighters, and monks. This isn’t to say that the Harrowed is completely open to these individuals – how can they really understand the Harrowed, after all? – but they do find forming relationships with them to be much easier and far less tense.

    Adaptation: Many details of the Harrowed condition have been left intentionally vague so that the Dungeon Master may more easily work them into their world (but see one possible example below). Mechanically speaking, the Harrowed can be adapted quite easily, usually by altering their Tenebrous Touch class feature, or by removing or introducing feat lines or additional Harrowings.

    Hit Die: D8.

    Starting Gold: 3d4 x 10 gold.

    Class Features

    Class Skills: The Harrowed’s class skills (and the key ability for each skill) are as follows: Craft (Int), Decipher Script (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (All skills, chosen individually) (Int), Profession (Wis), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha)

    Skill Points at First Level: (4 + Intelligence Modifier) x 4
    Skill Points Per Level After First: 4 + Intelligence Modifier

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |The Monster Within, Tenebrous Touch (1d6), Harrowing

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Two-World Eyes (Darkvision)

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Tenebrous Touch (2d6), Harrowing

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Death Sight

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Tenebrous Mantle, Tenebrous Touch (3d6), Harrowing

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Tenebrous Touch (Melee)

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Glimpse the Soul, Tenebrous Touch (4d6), Harrowing

    8th|
    +6/+1
    |
    +2
    |
    +2
    |
    +6
    |Evil Eye

    9th|
    +6/+1
    |
    +3
    |
    +3
    |
    +6
    |Bestial Resilience 10, Tenebrous Touch (5d6), Harrowing

    10th|
    +7/+2
    |
    +3
    |
    +3
    |
    +7
    |Two-World Eyes (Detect Magic)

    11th|
    +8/+3
    |
    +3
    |
    +3
    |
    +7
    |Tenebrous Touch (6d6), Harrowing

    12th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |Read the Soul, Scent the Occult

    13th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |Tenebrous Touch (7d6), Harrowing

    14th|
    +10/+5
    |
    +4
    |
    +4
    |
    +9
    |Tenebrous Touch (Unholy Infusion)

    15th|
    +11/+6/+1
    |
    +5
    |
    +5
    |
    +9
    |Dark Whispers, Tenebrous Touch (8d6), Harrowing

    16th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    |Two-World Eyes (Magical Darkness), Sense the Unseen

    17th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    |Tenebrous Touch (9d6), Harrowing

    18th|
    +13/+8/+3
    |
    +6
    |
    +6
    |
    +11
    |Bestial Resilience 20

    19th|
    +14/+9/+4
    |
    +6
    |
    +6
    |
    +11
    |Tenebrous Touch (10d6), Harrowing

    20th|
    +15/+10/+5
    |
    +6
    |
    +6
    |
    +12
    |Tenebrous Fury[/table]

    Weapon and Armor Proficiency: Harrowed are proficient with all simple weapons, one martial weapon of their choice, and light armor.

    The Monster Within (Su): The Harrowed shares her body and soul with a being of elemental power, dark purpose, and terrible will, constantly fighting it for control of her body and mind. Though the Harrowed can draw upon some of the beast’s power, in doing so she risks losing control; whenever the Harrowed uses one of her activated supernatural abilities from this class (as well as certain Harrowed feats – see feat descriptions for details), she must make a Will save (see the ability descriptions for save DCs) or lose control of her body to the monster for one round per character level (the ability is still activated as intended; that is, Tenebrous Touch still attacks its target, Tenebrous Mantles still activate, et cetera). The Harrowed may not choose to fail this save. If they succeed at the saving throw, they do not need to save again for that particular ability (or feat) for a number of rounds equal to their Charisma modifier.

    The monster within the Harrowed is highly intelligent and invariably Chaotic Evil, but it knows it only has a limited amount of time in which to enjoy its freedom. While acts of murder, rape, destruction and betrayal are not out of line with the monster’s behavior, it is equally likely to party hard, kiss a random barmaid, gorge itself on fine food, and other indulgent behaviors. While the Harrowed is possessed in this manner, her player should treat her alignment as Chaotic Evil (if her player cannot be trusted to portray this, the DM is encouraged to treat her as an NPC for the duration). Generally speaking, the monster does not form long-term plans, unable to think past the next point of escape and freedom. The Harrowed's abilities and feats do not provoke Will saves against the Monster Within while the Harrowed is under its control.

    It is worth noting that the monster prefers its body to be free and unencumbered, the better to cater to its whimsical nature. The Harrowed may wear light armor without penalty, but medium armor imposes a -4 penalty to Will saves against the monster, while heavy armor imposes a -8 penalty. The Harrowed suffers no such penalties for being encumbered, but it is highly likely that the monster will shed any offending items – such as backpacks – when it takes control.

    Attempts to remove the monster from the Harrowed inevitably fail – spells fizzle out, powerful artifacts come to naught, and even greater deities strive in vain as their powers fail again and again. This trait is universal amongst Harrowed, and is a source of extreme speculation among those sages familiar with the Harrowed’s condition.

    There is, however, a minor benefit to the monster’s presence in the Harrowed’s mind and body, beyond the power that the Harrowed can steal from it – the beast’s foul will bolsters the Harrowed’s own, providing them with a +4 bonus to will saves vs. mind-affecting abilities, as well as soul-displacement effects such as Trap the Soul and Magic Jar.

    Tenebrous Touch (Su): The simplest expression of her power, the Harrowed can tap into the monster within, siphoning off a measure of its anger, its hatred, and its essence and unleashing it as a ranged touch attack (max range 60 feet). At first level, the Harrowed’s player chooses one of the following elements. This choice, once made, cannot be changed.

    Hellfire: The Harrowed’s beast is suffused with unholy, chaotic flame. Her beast is likely to be destructive, violent, and impatient, like a malevolent wildfire. Starting at level one, the Harrowed’s Tenebrous Touch deals 1d6 points of damage, plus an additional 1d6 per two class levels thereafter, half of which is fire and half of which stems directly from unholy power and is not subject to any kind of resistance. Hellfire can ignite objects and beings on fire as though it were alchemist’s fire; a being who fails a reflex save (DC 10 + ½ Harrowed class level + the Harrowed’s charisma modifier) ignites in unholy flame, lasting for a number of rounds equal to the Harrowed’s class level or until they douse themselves in water or succeed at a reflex save (DC 10 + ½ Harrowed class level + the Harrowed’s charisma modifier) to put it out.

    Spoiler
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    Hell's fire has many manifestations, all of them hostile.


    Frigid Hate: The Harrowed’s beast is suffused with creeping, slithering cold, unfeeling and unforgiving. It is likely to be methodical, sadistic, and cunning. Starting at level one, the Harrowed’s Tenebrous Touch deals 1d6 points of damage, plus an additional 1d6 per two class levels thereafter, half of which is cold and half of which stems directly from unholy power and is not subject to resistance of any kind. Creatures struck by Frigid Hate must succeed at a fortitude save (DC 10 + ½ Harrowed class level + the Harrowed’s charisma modifier) or suffer a -2 penalty to attack rolls, reflex saves, and dexterity-based skill checks for a number of rounds equal to the Harrowed’s class level. Frigid Hate may freeze five cubic feet of liquid per d6 of damage it deals, provided that said liquid is not a living being (thus, a Harrowed could freeze a pond, but not a water elemental).

    Caustic Fury: The Harrowed’s beast is a spiteful, acidic thing, suffused with the worst elements of the earth beneath her feet. It is likely to be patient, unforgiving, and implacable. Starting at level one, the Harrowed’s Tenebrous Touch deals 1d6 points of damage, plus an additional 1d6 per two class levels thereafter, half of which is acid and half of which stems directly from unholy power and is not subject to resistance of any kind. Caustic fury clings to its victims, forcing them succeed at a reflex save (DC 10 + ½ Harrowed’s class level + the Harrowed’s charisma modifier) or suffer half of the damage dealt (rounded down) the following round at the beginning of the Harrowed’s turn.

    Sky's Rage: The Harrowed’s beast is infused with rotting wind and sickly lightning. It is likely to be devious, fickle, and tempestuous. Starting at level one, the Harrowed’s Tenebrous Touch deals 1d6 points of damage, plus an additional 1d6 per two class levels thereafter, half of which is electricity and half of which stems directly from unholy power and is not subject to resistance of any kind. The Tenebrous Touch is accompanied by an incredible flash of lightning, forcing all those within five feet of the victim to succeed at a fortitude save (DC 10 + ½ Harrowed’s class level + the Harrowed’s charisma modifier) or be partially blinded; all of their attacks suffer a 20% miss chance for one round per class level.

    Sun's Wrath: The Harrowed's beast is infused with the pure destructive power of positive energy, turning the fundamental building block of life into a weapon of utter devastation. It is likely to be persistent, spontaneous, and obsessed with creation. Starting at level one, the Harrowed’s Tenebrous Touch deals 1d4 points of damage, plus an additional 1d4 per two class levels thereafter (upgraded to 1d8 against beings normally damaged by positive energy, such as the undead), half of which is positive energy and the other half of which stems directly from unholy power and is not subject to resistance of any kind (note that this is positive energy damage, and thus does not heal beings normally healed by positive energy). This Tenebrous Touch may strike incorporeal creatures without penalty.

    Death's Grasp: The Harrowed's beast is infused with the raw essence of the void, destroying all that it touches. It is likely to be cold, persistent, methodical and deadly. Starting at level one, the Harrowed’s Tenebrous Touch deals 1d6 points of damage, plus an additional 1d6 per two class levels thereafter, half of which is negative energy and the other half of which stems directly from unholy power and is not subject to resistance of any kind (undead and other beings normally healed by negative energy are still harmed by this ability; its violence simply overwhelms their natural ability to absorb the energy). Undead beings overload from being struck by this Tenebrous Touch; they must succeed at a Will save (DC 10 + ½ Harrowed’s class level + the Harrowed’s charisma modifier) or be slowed for a number of rounds equal to the Harrowed's class levels.

    Indomitable Will: The Harrowed's beast is a being of pure, malevolent will, forcing itself on the world around it. It is likely to be charismatic, driven, and determined. Starting at level one, the Harrowed’s Tenebrous Touch deals 1d4 points of damage, plus an additional 1d4 per two class levels thereafter, half of which is force damage and the other half of which stems directly from unholy power and is not subject to resistance of any kind. Beings struck by the Harrowed's Tenebrous Touch must succeed at a Fortitude save (DC 10 + ½ Harrowed’s class level + the Harrowed’s charisma modifier) or be pushed five feet per class level in any straight line of the Harrowed's choosing (if the being's . Selecting this Tenebrous Touch inflicts a persistent -2 penalty on the Harrowed's Will saves.

    Screaming Hatred: The Harrowed's beast howls its fury at its own imprisonment, sending its shrieks forth to destroy all it can touch. It is likely to be thoroughly insane, enraged, and spiteful. Starting at level one, the Harrowed’s Tenebrous Touch deals 1d4 points of damage, plus an additional 1d4 per two class levels thereafter, half of which is sonic damage and the other half of which stems directly from unholy power and is not subject to resistance of any kind. Beings struck by the Harrowed's Tenebrous Touch must succeed at a Fortitude save (DC 10 + ½ Harrowed’s class level + the Harrowed’s charisma modifier) or be deafened for 1d2+1 rounds.

    Activating Tenebrous Touch is a standard action. Regardless of the element chosen, a Harrowed is immune to the damage and effects of her own Tenebrous Touch, though not those of other Harrowed, even those who have chosen the same element. Activating Tenebrous Touch provokes a will save (see The Monster Within) against DC 11.

    At sixth level, as a swift action that does not provoke attacks of opportunity, the Harrowed may infuse her melee weapon with her Tenebrous Touch, dealing Tenebrous Touch damage in addition to weapon damage for a single attack, as well as triggering the secondary effects of her Tenebrous Touch. This extra damage is not multiplied in the event of a critical hit. If the Harrowed misses, the attack is not wasted, and remains imbued in her weapon until she strikes a being or object, dismisses the effect as a free action, or fails to use it within a number of rounds equal to her charisma modifier. Infusing her weapon provokes a will save (see The Monster Within) against DC 16, though striking with her weapon thereafter does not.

    At fourteenth level, once per day as a standard action, the Harrowed may forgo making a normal Tenebrous Touch attack and instead lash out with a ray of pure unholy energy. This attack deals the same damage as her Tenebrous Touch, though the source is pure unholy energy, not subject to any form of resistance. A being struck by this attack must succeed at a fortitude save (DC 10 + ½ Harrowed’s class level + the Harrowed’s charisma modifier) or die, overwhelmed by profane power. Good-aligned beings suffer a -2 penalty to this save. Using this ability in place of a normal Tenebrous Touch does not trigger the Tenebrous Touch’s normal secondary effects. Using this ability in place of her Tenebrous Touch provokes a will save (see The Monster Within) against DC 24.

    Harrowings: At first level, and again every two levels thereafter, the Harrowed chooses a Harrowing from the list presented below; once made, this choice cannot be altered - any given Harrowed's Harrowings are theirs for life.

    Two-World Eyes (Su): The energies of the beast within infuse the Harrowed, seeping into her senses and allowing her to sense those energies that are similar to it. Starting at second level, the Harrowed’s senses sharpen in a mostly mundane way; she gains darkvision out to a range of sixty feet (or her existing darkvision improves by sixty feet). Darkvision is exactly like normal vision, except that it is in black-and-white only, and the Harrowed can function just fine with no light at all.

    Starting at tenth level, the Harrowed can see magical auras and manifestations; she benefits from a constant detect magic effect. Additionally, the Harrowed can sense those beings whose nature, like her beast’s, is formed of the fundamental blocks of creation; she automatically detects any creatures with the elemental type (or the air, cold, earth, fire, or water subtypes) within her field of vision, as though she enjoyed the benefits of a true seeing spell. The Harrowed automatically knows if the creature she perceives possesses the elemental type, as well as if it possesses any of the aforementioned subtypes.

    Starting at sixteenth level, the Harrowed’s darkvision functions even in magical darkness, and her supernatural perception sharpens to incredible acuity; the Harrowed detects all beings with the elemental type, the outsider type, or the air, cold, earth, extraplanar, fire, or water subtypes as though she possesses blindsight out to sixty feet, but only with regard to those beings (when those beings are within that range, she may also perceive her surroundings in this manner, but not beings without the aforementioned types or subtypes). Nothing short of an antimagic field (or similar effects) may foil this perception.

    A blind or otherwise visually-impaired Harrowed still benefits from these abilities, but her sense of sight is limited only to the supernatural sense granted by this ability; that is, at second level, a blind Harrowed may still “see” magical auras, at tenth level the Harrowed may still “see” beings with the proper types and subtypes, and at tenth level the Harrowed benefits from blindsight with regards to those beings with the proper types and subtypes, but she is still blind with regard to those beings and effects that do not fit those criteria.

    Upon acquiring this ability, the Harrowed’s eyes change to a deep, clearly inhuman color, such as blood red, dark violet, or even a kaleidoscopic rainbow of colors. Many Harrowed develop catlike slits for pupils, or other, stranger shapes. The Harrowed’s Tenebrous Touch often changes color to match that of her eyes.

    Death Sight (Su): As a Harrowed’s power grows, she becomes more sensitive to resonances from the lands of the dead. Starting at fourth level, the Harrowed develops a sort of second sight relating to the dead; when she sees a corpse, no matter how old it is, she can instantly tell how long it has been dead, and what, in general, killed it (examples might include poison, lacerations, magical fire, and divine punishment). Additionally, if the corpse has been dead less than a number of days equal to the Harrowed’s class level, she may converse with it as though using speak with dead as a cleric of her class level. A Harrowed may only use this ability once on any given corpse.

    The Harrowed may use this ability to determine if a being or corpse is or is not undead, and by what means (infection, spell, transformative process, et cetera) it joined the ranks of the unliving, if so.

    Using Death Sight to speak with dead provokes a will save (see The Monster Within) at DC 12.

    Tenebrous Mantle (Su): As the Harrowed’s stolen power grows, her body becomes more and more suffused with the dark elemental energies of the monster within her. With an act of will, a Harrowed of fifth level or higher may force these energies from her skin, becoming wreathed in a protective layer of Tenebrous energy. Once per encounter, as a swift action that does no provoke attacks of opportunity, the Harrowed may activate this ability. While this ability is active, she becomes shrouded in a raging manifestation of her Tenebrous energy. Any being striking her in melee with a natural or non-reach manufactured weapon takes Tenebrous Touch damage on their first successful attack, as well as suffering the secondary effect of the Harrowed’s Tenebrous Touch. Additionally, while her Tenebrous Mantle is active, the Harrowed has DR X/- against projectile attacks, where X is equal to her class level. This damage reduction counts against conjured projectiles (such as acid arrows), but not against rays or force effects (such as magic missiles).

    Using Tenebrous Mantle provokes a Will save (see The Monster Within) against DC 15, and lasts for a number of rounds equal to the Harrowed’s charisma modifier.

    After gaining this ability, the Harrowed’s footprints flicker and gutter with weak Tenebrous energy, adding a +5 circumstance bonus to those attempting to track her (with obvious exceptions made for common sense, such as cold energy in the arctic tundra), even when the ability is not active.

    Glimpse the Soul (Su): The Harrowed’s senses continue to expand past the mundane, giving her glimpses of the auras that all beings with souls possess. Starting at level seven, she may concentrate and scrutinize these auras in order to gain information about their bearers. As a full-round action, the Harrowed may observe any being with a soul (including elementals, outsiders, and intelligent constructs) and make a sense motive check (DC = the creatures hit dice + its wisdom modifier). If she succeeds, the Harrowed may learn one of the following: one component of the creature’s alignment (good-evil, law-chaos), its current mood, its relative intelligence (in general terms; “animal intelligence” “stupid” “clever” and “brilliant” would all be appropriate readings), or if it is currently bearing any objects containing trapped souls. The Harrowed may attempt this check more than once on any given creature in a day, but each time she does, the DC increases by five.

    Using Glimpse the Soul provokes a will save (see The Monster Within) against DC 15.

    Evil Eye (Su): Temporarily shifting her soul from behind her eyes, a Harrowed of level eight or higher can allow her beast to glare out into the world, inflicting its hate and rage on unfortunate victims. Once per encounter, as a swift action that does not provoke attacks of opportunity, the Harrowed may glare at her foe as a gaze attack. Her victim must succeed at a will save (DC 10 + ½ Harrowed’s class level + the Harrowed’s charisma modifier) or suffer a -4 profane penalty to all ability scores, skill checks, saving throws, and attack rolls for a number of rounds equal to the Harrowed’s charisma modifier.

    Activating the Evil Eye provokes a will save (see The Monster Within) against DC 20.

    Bestial Resilience (Su): As her Tenebrous energy continues to infuse her body, the Harrowed begins to develop a tolerance for it. At level nine, the Harrowed gains resistance 10 to whatever form of damage her Tenebrous Touch deals (acid, cold, electricity, fire, force, negative energy, positive energy, or sonic). At level 18, this improves to resistance 20.

    Read the Soul (Su): Starting at level twelve, as a full-round action, the Harrowed can lock onto the aura of any intelligent being within her view. Activating this ability is a standard action, and while she concentrates on that being, the Harrowed may tell any of the following: if that being lies, if it activates a supernatural or spell-like ability, if it changes alignment (but not what alignment it changes to), or if it becomes possessed. A Harrowed may only read one aura at a time this way, and concentrating on the task takes a standard action each round to maintain.

    Activating Read the Soul provokes a Will save (see The Monster Within), and maintaining it provokes a will save (see The Monster Within) every other round; both of these saves are against DC 20.

    Scent the Occult (Su): As the Harrowed infuses more of herself with the stolen power of her beast, its senses continue to bleed through into her own. At level twelve, her sense of smell sharpens and takes on a supernatural edge, allowing her to hound down magic by scent. This functions almost identically to the scent special quality, with the exception that she may only detect magical beings (that is, beings with supernatural or spell-like abilities, or those beings capable of casting spells, or beings created by magic, such as certain undead and constructs) and effects this way. A Harrowed may track the movement of these beings and effects by scent, as well as being able to distinguish the type of magic she is dealing with (arcane or divine) and its source (inherent, learned, or granted).

    Note that a Harrowed can only track where a spell or effect has been; she could, for example, follow the path of a programmed image, but she could not trace it back to its caster unless the image happened to pass near there.

    A Harrowed can identify spells or magical items by scent, but doing so imposes a -8 penalty on the appropriate Knowledge (Arcana) or Spellcraft roll.

    Dark Whispers (Ex): A Harrowed can, in a limited fashion, project their mind and afflict others with the dark whispers and desires of the monster within. Starting at level fifteen, twice per encounter, the Harrowed may activate this ability as a swift action that does not provoke attacks of opportunity. The Harrowed designates a victim, who immediately begins hearing insidious, whispering, demanding voices in his head, forcing him to succeed at a will save (DC 10 + ½ Harrowed’s class level + the Harrowed’s charisma modifier) or go insane for a number of rounds equal to the Harrowed’s charisma modifier. While insane, the victim suffers a -6 penalty to wisdom and is unable to tell friend from foe, lashing out violently against the nearest available victims. Victims who succeed at the will save are immune to further uses of this ability – by any Harrowed – for 24 hours. This is a mind-affecting ability.

    Dark Whispers has an alternate effect on beings with intelligence scores that are normally immune to mind-affecting abilities; they must succeed at a Will save or the psychic shock of their intimate contact with the Harrowed's beast instead deals them 6d6 points of damage.

    Harrowed are immune to the effects of Dark Whispers.

    Activating this ability provokes a will save (see The Monster Within) against DC 25.

    Sense the Unseen (Su): The most profound sharpening of her senses, a Harrowed of level sixteen or higher gains the ability to see even invisible or ethereal creatures. The Harrowed sees these creatures as though they were not invisible, though ethereal creatures appear somewhat transparent and hazy. A Harrowed may also sense the presence of nearby creatures on the Plane of Shadow, though she may only detect whether any such creatures are present within a forty foot radius of her, and not their exact type or location. Likewise, the Harrowed may sense the presence of incorporeal creatures within forty feet of her, but not their exact type or location.

    Tenebrous Fury (Su): At level twenty, the Harrowed has mastered the most destructive and potent of her powers. Once per encounter, by tapping into her own rage and fury and magnifying it with that of her beast, she becomes a beacon of dark elemental energy, creating and releasing it at a prodigious rate. When she activates her Tenebrous Fury, the Harrowed can make her Tenebrous Touch attacks as attack actions; that is, she may make as many Tenebrous Touch attacks as her base attack bonus allows. Additionally, all of the Harrowed's melee attacks are imbued with her Tenebrous Touch. This effect lasts for a number of rounds equal to her Charisma modifier.

    Activating Tenebrous Fury provokes a will save (see The Monster Within) against DC 34. Activating Tenebrous Fury is a free action.
    Last edited by Lord_Gareth; 2011-02-24 at 11:50 AM.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    Default Re: [3.5 Base Class]Harrowed [PEACH]

    Harrowings
    "I woke up this morning in a strange place, covered in blood, with half-foot claws that I didn't have yesterday. How do you think I feel?"
    Aryllia, a Harrowed, responds to a friendly 'How are you?'

    As a Harrowed's existence progresses, the monster within them begins to warp its prison, body and soul, either out of spite or in a futile attempt to free itself. These changes are almost never voluntary on the Harrowed's part (with the exception of the most twisted or subservient of Harrowed) and often happen seemingly overnight. While these Harrowings can benefit the Harrowed, sometimes greatly, most of them are decidedly uncomfortable with their lack of control over their own bodies, and are understandably conflicted about the benefits they gain thereby. It does not help that many of these changes make the Harrowed more bestial and more savage, furthering the distance the Harrowed maintain from everyday beings.

    Some Harrowings have prerequisites; the Harrowed must meet all of these requirements before he can select that particular Harrowing. Any given Harrowing may only be selected once, unless its description says otherwise.

    Several Harrowings give the Harrowed access to natural attacks; a Harrowed may only have up to three total natural attacks gained through this class, plus an additional one for every five class levels. Damage values listed for natural attacks are for medium Harrowed.

    Spoiler
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    Harrowed gain increasing distance from humanity as their beast shapes them.


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    Bestial Senses (Ex)
    Effect: A Harrowed that develops this Harrowing gains keen senses; they gain a +2 racial bonus to Spot and Listen checks, as well as the Scent special quality. Listen and Spot become class skills for the Harrowed.

    The range of the Harrowed's Scent the Occult ability doubles when she develops this Harrowing. The Harrowed can automatically differentiate between "mundane" scents and scents picked up by her Scent the Occult ability.

    Bestial Agility (Ex)
    Prerequisites: One or more other Harrowings, Climb 2 ranks
    Effect: A Harrowed that develops this Harrowing becomes extraordinarily agile, gaining a climb speed equal to half of their base land speed, as well as a +2 racial bonus to Jump and Swim checks. Jump and Swim become class skills for the Harrowed.

    Hell-Born Savagery (Ex)
    Effect: A Harrowed that develops this Harrowing develops two primary claw attacks that deal 1d6 + strength modifier slashing damage. Whenever the Harrowed chooses to channel their Tenebrous Touch through melee attacks, she may choose to channel it through two separate claw attacks instead of a manufactured weapon (essentially allowing her to make two melee Tenebrous Touch attacks).

    Nightmare Mind (Ex)
    Prerequisites: Iron Will
    Effect: A Harrowed that develops this Harrowing enjoys a +2 profane bonus on saving throws against mind-affecting spells or abilities. Additionally, if she is targeted by an unwanted telepathic intrusion or assault, such as a dominate person spell or the ego whip power, the intrusion's originator must succeed at a Will save (DC 10 + ½ Harrowed’s class level + the Harrowed’s charisma modifier) or take 2d6 + the Harrowed's class level points of damage from the psychic shock.

    Shadowed Soul (Ex)
    Prerequisites: Tenebrous Mantle
    Effect: A Harrowed that develops this Harrowing becomes swathed in shade and starlight. Her existing darkvision improves by sixty feet, and she gains the ability to see through even magical darkness without penalty. Furthermore, she gains a +2 profane bonus to attack rolls made against foes in shadowy or darker illumination. The Harrowed gains the ability to use darkness at will as a spell-like ability, cast as a sorcerer of her class level.

    Hell-Born Flight (Ex)
    Prerequisites: Four or more other Harrowings
    Effect: A Harrowed that develops this Harrowing gains a pair of wings (wing design is up to the player) that grant him a sixty foot fly speed at Good maneuverability. Additionally, the Harrowed gains Hover as a bonus feat.

    Hell-Born Butchery (Ex)
    Effect: A Harrowed that develops this Harrowing gains a bite as a secondary natural attack, dealing 1d8 + 1/2 strength modifier damage. Her bites also deal an additional 2d6 points of damage of the same type chosen for her Tenebrous Touch class feature, though it does not trigger the secondary effects.

    Bestial Lunge (Ex)
    Prerequisites: One or more other Harrowings
    Effect: A Harrowed that develops this Harrowing gains an additional ten feet added to his base land speed, as well as an extra five feet of reach. Unlike normal reach, the Harrowed's reach is not immediately apparent until she uses it; she lunges and snaps so quickly as to catch her opponents off guard.

    Unbreakable Soul (Ex)
    Prerequisites: Iron Will
    Effect: A Harrowed that develops this Harrowing is immune to negative levels and energy drain, as well as effects that would damage or alter her soul (with the exception of ressurection effects).

    Lashing Tail (Ex)
    Effect: A Harrowed that develops this Harrowing gains a tail slap as a secondary natural attack; this tail slap deals 2d6 + 1/2 strength modifier bludgeoning damage.

    Unholy Reach (Ex)
    Prerequisites: Base Attack Bonus +6
    Effect: A Harrowed that develops this Harrowing gains two tentacles as secondary natural attacks; these tentacles deal 1d6 + strength modifier damage and have an additional five feet of reach beyond the Harrowed's normal reach (though the Harrowed still threatens beings adjacent to them with the tentacles).

    Verminous Slither (Ex)
    Prerequisites: Four or more other Harrowings
    Effect: A Harrowed who develops this Harrowing gains a ten foot burrow speed. Additionally, the Harrowed gains tremorsense to a range of ten feet. The Harrowed's tunnels are self-sealing.

    Aquatic Adaptation (Ex)
    Effect: A Harrowed that develops this Harrowing gains gills that allow her to breathe water just as easily as she breathes air. Additionally, the Harrowed does not suffer damage or ill effects from water pressure, though she is still subject to damage and/or penalties that may result from all other kinds of pressure, and the Harrowed gains a swim speed equal to her base land speed. Finally, the Harrowed may move and attack normally underwater, including the use of slashing and bludgeoning weapons, as well as thrown weapons and projectiles.

    Unholy Resistance (Ex)
    Effect: A Harrowed that develops this Harrowing gains energy resistance equal to her class level plus her constitution modifier against any one energy type of her choice (if the Harrowed chooses an energy type that she has resistance to through Bestial Resistance, her resistance instead improves by an amount equal to her class level). Harrowed may select this Harrowing more than once.

    Bestial Armor (Ex)
    Effect: A Harrowed that develops this Harrowing gains toughened hide, scales, chitin, or some other form of natural armor, gaining a natural armor bonus equal to her constitution modifier.

    Profane Transcendence (Ex)
    Prerequisites: Four or more other Harrowings
    Effect: A Harrowed that develops this Harrowing changes her type to either aberration or outsider (native) (player's choice). Additionally, she gains damage reduction X/lawful or good, where X is equal to her class level.

    Otherworldly Senses (Ex)
    Prerequisites: Bestial Senses, at least five other Harrowings
    Effect: A Harrowed that develops this Harrowing gains blindsight out to thirty feet. This blindsight ceases to function if all five of the Harrowed's senses are somehow invalidated; it resumes functioning once the Harrowed has at least one functioning sense (taste, touch, sight, smell, or hearing).

    The Harrowed can automatically differentiate between the perceptions she gains from this ability and the perceptions she gains from her Two-World Eyes class feature.

    Rending Gift (Ex)
    Prerequisites: Five or more other Harrowings
    Effect: A Harrowed that develops this Harrowing has especially deadly natural attacks; the damage of all of her natural attacks increases by one die step. Additionally, if the Harrowed strikes an enemy with three or more natural attacks in a single round, they deal an additional amount of damage to that enemy equal to their class level (this extra damage is applied only up to once each round).

    Profane Hunter (Ex)
    Prerequisites: Bestial Senses, Hide 2 ranks, Move Silently 2 ranks
    Effect: A Harrowed that develops this Harrowing gains a +2 racial bonus to Hide, Move Silently, and Survival. Hide, Move Silently, and Survival become class skills for the Harrowed. Finally, the Harrowed may use Hide, Move Silently, and the tracking application of the Survival skill at her full movement speed without penalty.

    Predatory Obfuscation (Ex)
    Prerequisites: Profane Hunter, one other Harrowing
    Effect: A Harrowed that develops this Harrowing can use the Hide skill even while being observed, so long as she has cover or concealment. Furthermore, whenever the Harrowed successfully deals damage to a flat-footed opponent with either a natural weapon, manufactured weapon, or her Tenebrous Touch ability, that opponent suffers an additional 4d6 points of damage from the sheer ferocity of the attack.

    Transcendent Stride (Ex)
    Prerequisites: Two other Harrowings, Balance or Tumble 2 ranks
    Effect: A Harrowing that develops this Harrowing moves with otherworldly grace, gaining a +2 racial bonus to Balance and Tumble checks. Balance and Tumble become class skills for the Harrowed. Furthermore, the Harrowed ignores the penalties to Balance and Tumble inflicted by difficult or dangerous terrain. The Harrowed may move across water and other liquids without sinking in (though she is still subject to the effects of making contact to said liquids; acid and lava still deal her damage when she walks across them, for example).

    Unholy Communion (Su)
    Prerequisites: Nightmare Mind, five or more other Harrowings
    Effect: A Harrowed that develops this Harrowing can tap into the transcendent nature of her beast to communicate telepathically with any creature within 100 feet that has a language.

    Fiendish Sweep
    Prerequisites: Lashing Tail
    Effect: Whenever you make a successful strike with your tail slap, you may make a trip attempt against the struck enemy as a free action. You gain a +2 inherent bonus to the attempt, which does not provoke attacks of opportunity, and your victim cannot attempt to trip you back if you fail.

    Unholy Constriction
    Prerequisites: Unholy Reach, Base Attack Bonus +9
    Effect: Whenever you strike an opponent with one of your tentacle attacks, you may initiate a grapple against that opponent as a free action without provoking attacks of opportunity. Both tentacle attacks are used in this grapple, granting you a +2 competence bonus to grapple rolls made as part of this Harrowing (but preventing you from making further tentacle attacks while you maintain the grapple). If you succeed, you begin to strangle and constrict your foe with your tentacles, providing you with a number of benefits in place of the normal grapple rules:

    - As long as you remain within ten feet of your opponent, they remain immobilized (they cannot move or be moved out of their current space) rather than the normal effects of being grappled. They may still attempt to break free from the grapple once per round on their turn, rolling their Strength check or Escape Artist check against your grapple check as normal.

    - Every round at the beginning of your turn, your victim takes damage as though struck by both of your tentacles. This does not trigger additional attacks or damage such as from the Rending Gift Harrowing or the Rake special ability.

    - Whenever you channel your Tenebrous Touch through a melee attack, your victim takes damage as though struck in by your Tenebrous Touch, though they are not subject to its secondary effects.

    - However, it takes intense focus to maintain such fine control over your opponent while still multitasking; saving throws vs. The Monster Within suffer a -4 circumstance penalty as long as you continue to grapple your victim in this fashion, as well as a -4 circumstance penalty to armor class and reflex saves. The grapple ends immediately if you move or are moved a greater distance from your victim than the total reach of your tentacles.
    Last edited by Lord_Gareth; 2011-07-27 at 09:16 AM.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    Default Re: [3.5 Base Class]Harrowed [PEACH]

    Feats
    The following feats are designed with the Harrowed class in mind.

    Harrowed Feats: Feats marked with the [Harrowed] tag all require The Monster Within as a prerequisite. Additionally, many [Harrowed] feats add new supernatural abilities to a Harrowed character, or modify their existing supernatural features. If a [Harrowed] feat provokes a will save (see The Monster Within), use the class level that the Harrowed gained the feat at to determine the save DC.

    Spoiler
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    Quiescent Beast [Harrowed]
    Your beast is less disturbed by physical bindings on your person.
    Prerequisites: Proficiency with medium armor
    Benefit: You take no penalty to Will saves required by your The Monster Within class feature while wearing medium armor, and only a -4 penalty while wearing heavy armor.
    Special: A Harrowed that selects this feat may not select the Refuse Bindings feat, and vice versa.

    Refuse Bindings [Harrowed]
    You can channel the fury of your beast to release yourself from bindings and grapples.
    Benefit: As a move action, you may add your class level to all Strength checks or Escape Artists checks made to escape bindings or end a grapple for a number of rounds equal to your charisma modifier. Activating this feat provokes a Will save (see The Monster Within).
    Special: A Harrowed that selects this feat may not select the Quiescent Beast feat, and vice versa.

    Dark Deal [Harrowed]
    You've struck a shadowy deal with your beast in order to gain some measure of control.
    Prerequisites: Intelligence 13+
    Benefit: Your beast will not violently lash out against your friends or loved ones while it has control of your body (see The Monter Within), nor will it publicly commit crimes that could lead to your incarceration or execution, unless taking either course of action is necessary to preserve your life. Additionally, while committing chaotic and/or evil actions, you gain a +2 circumstance bonus to Will saves provoked by your The Monster Within class feature.

    Butchery Pact [Harrowed]
    You appease your beast through murderous action.
    Prerequisites: Non-good alignment, Dark Deal
    Benefit: Whenever you kill a being with an intelligence score of three or higher you gain a +2 profane bonus to Will saves provoked by your The Monster Within class feature for the next 24 hours, as well as a +4 profane bonus on attack and damage rolls (including for spells and other abilities) for the same period.

    Rob the Beast [Harrowed]
    Prerequisites: Two or more Harrowed feats
    Benefit: Choose one Harrowed class feature or Harrowed feat that has limited uses per day or per encounter. You gain an additional use of that class feature or feat per day or per encounter, as appropriate.
    Special: You may select this feat more than once. Each time you select it, it applies to a different Harrowed class feature or Harrowed feat.

    Piercing Energy [Harrowed]
    Prerequisites: Tenebrous Touch 3d6
    Benefit: Harrowed class features and Harrowed feats you possess that deal energy damage ignore an amount of energy resistance equal to 1.5 times your class level (rounded up). Creatures that are immune to energy damage remain immune.

    Tenebrous Eruption [Harrowed]
    You can send out mighty blasts of Tenebrous energy.
    Prerequisites: Ability Focus (Tenebrous Touch), Tenebrous Touch 3d6
    Benefit: In addition to using your Tenebrous Touch as a ranged tou ch attack, you may also manifest it as a 30 foot cone, an 80 foot line, or a 15 foot radius burst centered on (but not including) you. Instead of making a ranged touch attack or having creatures caught in the radius attempt the normal saving throws against your Tenebrous Touch's secondary effects, each victim is entitled to a Reflex save. Success indicates that they take half damage and do not suffer the secondary effects; failure indicates that they take full damage and suffer the secondary effects with no further save (a creature ignited by Hellfire may still make a save on the following rounds to put the fire out).

    This feat may not be used on Tenebrous Touch attacks composed solely of unholy power.

    Spoiler
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    A Harrowed erupts in Hellfire.



    Whispers From the Past [Harrowed]
    You can remember echoes of your past lives and apply them to your experiences today.
    Prerequisites: Wisdom 15+, 6 ranks in two or more Knowledge skills
    Benefit: You add your Wisdom modifier as a racial bonus to all Knowledge checks. You may make Knowledge checks untrained.

    Forced Harrowing [Harrowed]
    You have tapped into the power of your beast to intentionally alter your form.
    Prerequisites: Three or more Harrowings
    Benefit: Select an additional Harrowing. You gain the benefits of that Harrowing.
    Special: You may take this feat more than once. Each time, you gain the benefits of an additional Harrowing.

    Hunter in Darkness [Harrowed]
    The beast within your soul is a predator, and this common trait between you enables you to better resist its pull when on the hunt.
    Prerequisite: Two-World Eyes, Favored Enemy, Endurance
    Benefit: Your Ranger and Harrowed levels stack for the purpose of calculating your Favored Enemy ability and your Tenebrous Touch damage and DC. You may apply the damage bonus from Favored Enemy to your Tenebrous Touch damage, and gain a +2 bonus to the DC of the touch against favored enemies.

    Finally, the Harrowed may apply its Favored Enemy bonus to Will saves made to resist the beast for as long as he is pursuing the end of slaying or defeating a favored foe (so a Harrowed with Favored Enemy: Dragons +4 would gain a +4 bonus to saves made when using Tenebrous Touch against the creature, or even while infiltrating the creature's lair).

    Tenebrous Shifting [Harrowed, Wild]
    Your alternate forms are enhanced - or debased - by the beast within.
    Prerequisites: Wild Shape ability, The Monster Within.
    Benefit: Whenever you assume a new form with your Wild Shape ability, you retain any natural attacks that you already possess. If your new form would give you a natural attack of a type you already possess, that natural attack is instead treated as being one size larger. Changing forms with your Wild Shape ability provokes a Will save (see The Monster Within) against DC 18.

    In addition, your levels in Druid and Harrowed (as well as levels in prestige classes that advance your Tenebrous Touch or Wild Shape class features) stack when determining the advancement of your Tenebrous Touch and Wild Shape class features.

    Armoring Will [Harrowed]
    You can channel your Shadowmental energy into a layer of armor, held in place by your unbreakable will.
    Prerequisites: Wisdom 13+
    The Harrowed gains a deflection bonus to their armor class equal to her Wisdom modifier. Furthermore, the effects of her Bestial Resilience extend to any object and/or structure they touch.

    Phantom Blur [Harrowed]
    Focusing on the darkness within, you blur your form, making you harder to target.
    Prerequisites: Charisma 13+, Tenebrous Mantle
    The Harrowed can blur her form with wrapped shadow and twilight; once per encounter, as a swift action, the Harrowed may activate this feat, forcing a 20% miss chance on all attacks directed against her for a number of rounds equal to her charisma modifier.

    Phantom Rip [Harrowed]
    You can draw upon your connection to the realms of the dead to strike like a vengeful ghost.
    Prerequisites: Dexterity 15+, three or more other Harrowed feats
    The Harrowed can strike like a vengeful ghost; as a standard action, the Harrowed can enter a state where all of her melee attacks become touch attacks, regardless of what weapon she is using (this state lasts for a number of rounds equal to one-fourth her class level, rounded down, minimum one round). Additionally, the Harrowed's natural attacks, as well as any weapons she wields, gain the ghost touch special property for as long as she is using them, regardless of whether or not the Harrowed has activated Phantom Rip.

    Phantom Rip can be used a number of times per day equal to the Harrowed's charisma modifier.

    Chains of Will [Harrowed]
    You manifest chains of thought that help you gird your body and restrain your Beast.
    Prerequisites: Iron Will, Tenebrous Mantle, three or more other Harrowed feats.
    A Harrowed that develops this feat can manifest psychic chains of Tenebrous energy with which she restrains her beast; as a move action, she may manifest chains of Tenebrous energy that wrap around her body, providing her with a +6 armor bonus to armor class, as well as a -2 armor check penalty and 15% arcane spell failure. These chains are treated as light armor, and have a +1 enhancement bonus for every four class levels; the Harrowed may enchant her chains (or have them enchanted, if she is incapable of enchanting them herself) just like any other kind of armor. While these chains are manifested, the Harrowed enjoys a +1 insight bonus on Will saves against The Monster Within for every five class levels. Dismissing these chains is a swift action.

    Tenebrous Assassin [Harrowed]
    You have learned to deliver vicious Tenebrous Touch attacks to vulnerable opponents.
    Prerequisites: Profane Hunter harrowing, Sneak Attack, Sudden Strike or Skirmish +2d6 or Death Attack class feature(s).
    Effect: Whenever you make a Sneak Attack or Death Attack with your Tenebrous Touch, the save DC for its secondary effect and/or the save DC for your Death Attack increases by two. Additionally, you gain two free skill ranks in both Hide and Move Silently, up to your class skill maximum.

    Select a single class you possess levels in that advances the Sneak Attack, Sudden Strike, Skirmish or Death Attack features. Your levels in Harrowed stack with levels in that class for the purposes of advancing those features.
    Last edited by Lord_Gareth; 2011-07-27 at 09:18 AM.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    Default Re: [3.5 Base Class]Harrowed [PEACH]

    Prestige Classes

    The following prestige classes have been created either with the Harrowed in mind, or to combine the Harrowed with another class concept. Prestige classes that advance a Harrowed's Tenebrous Touch count as Harrowed levels for the purposes of determining its save DC and the duration of its secondary effects; prestige classes that advance a Harrowed's Harrowings count as Harrowed levels for the purposes of determining their save DCs, if any, and the effects of any level-dependent features of individual Harrowings.

    Gareth's Prestige Classes
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    None thus far


    Other Contributors
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    - The Beast Sculpted by Owrtho
    - The Tenebrous Wisp by Owrtho
    Last edited by Lord_Gareth; 2011-02-25 at 07:37 PM.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    Default Re: [3.5 Base Class]Harrowed [PEACH]

    Additional Content

    Harrowed in the World
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    Harrowed are very much a case-by-case class with regards to one's campaign setting and game, and their interactions with the game world are too diverse to make even generalizations about. However, there is one important subject that should be covered - Harrowed and agelessness. It's already been mentioned that natively ageless creatures do not become Harrowed, but there are several options that a living Harrowed might pursue in order to become immortal. These options are not recommended - death and rebirth are a part of being Harrowed, and breaking this cycle empowers the beast within and allows it to reach its grasping claws towards freedom. A Harrowed that ceases to age (that is, will never die of old age, as opposed to eternal youthfulness such as that provided by the druid class) does garner age penalties and bonuses. However, instead of gaining penalties to her physical ability scores and bonuses to her mental ability scores, the Harrowed gains bonuses to her physical ability scores and penalties to her mental ability scores as she continues her deathless state.

    Additionally, the Harrowed becomes a beacon for extraplanar beings sworn to set the wrong right; any being with the lawful or evil subtype within ten miles of the Harrowed can sense a chilling wrongness with reality and is compelled to fix it in any way they deem necessary, including and especially slaying the Harrowed in question. If the Harrowed manages to evade these hunters and their allies, they are still consumed by the Beast Within after a period of approximately two thousand years, and reincarnate as a first level Harrowed of a randomly chosen race one to ten years afterwards, far away from the world upon which they incarnated previously.
    Last edited by Lord_Gareth; 2011-03-01 at 09:31 PM.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

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    Default Re: [3.5 Base Class]Harrowed [PEACH]

    (Firstly, let me note that I'm trying to balance to tier... 3, probably, since that seems to be the intended balance point here. Capable of doing one thing reasonably well, with some versatility when not in that particular situation. I'm not going to compare everything to what an optimized fullcaster can do, because that way lies only madness. Nor am I going to compare it to a core-only fighter.)

    Does gaining the air or earth subtype from Profane Transcendence grant a fly or burrow speed? Air creatures are described as "always" having a fly speed, usually with perfect maneuverability, and earth as "usually" having a burrow speed, plus there's the fact that the air and earth subtypes don't really have any effect (compared to Fire and Cold's immunity/vulnerability combo) otherwise.

    I find it odd that all Harrowed, regardless of their chosen Tenebrous Touch element, gain the ability to inflict negative levels with it at 14th level. It seems rather out of place for a Sun's Wrath Harrowed to suddenly start slinging negative energy, for example. A suggestion might be to either add multiple possible abilities depending on what type of Touch they have, or possibly just make the enervation thing a Harrowing or feat.

    It occurs to me that Caustic Fury might be almost strictly better than Hellfire for plain damage. Hellfire technically exceeds it eventually, but the probability of a fight lasting so long is rather slim.

    I'd like to bring up the possibility of putting a cap on number of natural attacks based on level. A 9th level Harrowed with Hell-Born Savagery, Hell-Born Butchery, Lashing Tail, Rending Gift, and Unholy Reach beats even a Totemist for sheer level of melee dakka, partially compensated for by the 3/4ths BAB but there's always Phantom Rip to compensate. Limiting natural attacks to two plus one for every five class levels past 1st would make it a lot less front-loaded.

    I'm not a big fan of swift action save-or-lose effects like Dark Whispers (and if you go by the spellcaster argument, casters actually aren't likely to be quickening spells at 8th level...), but it's not necessarily a dealbreaker. The fact that it's mind-affecting helps a lot as a mitigating factor, so I dunno. I will suggest maybe swapping the level that you gain Dark Whispers and Evil Eye, since the former seems nastier than the latter. Actually, if you do that I could even see justifying Dark Whispers to have a reduced effect on creatures with immunity to mind-affecting abilities.

    Tenebrous Fury is kind of... weirdly lackluster. Mostly because it's a big boon to ranged Harrowed, but melee Harrowed have been ripping people apart that efficiently for a while now. I feel like they need some love too, whether it's allowing them to imbue all of their attacks with their Touch at once or something else.

    Still thinking over feats and additional harrowings. If anything occurs to me, I'll mention it.
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    Thumbs up Re: [3.5 Base Class]Harrowed [PEACH]

    Firstly, this is beautifully done. The mechanics are easy to understand, and line up with the flavour, so A++ for that.
    Overall, it looks well balanced. Hard to break, and easy to remain useful both in and out of combat. And it has meaningful choices with a variety of options to provide that extra dash of customisation in a character,
    I would jump at the chance to play one.

    Now with that praise out the way, I have a few nitpicks...
    There are a number of references to Shadowmental Touch/Mantle instead of Tenebrous, I'm assuming.
    Some of the class abilities might not fit every Harrowed ever, like the speak with dead option, but hey, that's what ACFs and Substitution levels are for, right?
    And some of the Harrowings seem considerably weaker than others. Bestial Senses for example, gives Scent (which is outclassed at higher levels), and a flat +2 bonus to two cross class skills.
    A scaling bonus, or making spot and listen into class skills could give it a little more oomph.

    Other than that, I'm simply blown away. I eagerly await the feats and PrCs.
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    Default Re: [3.5 Base Class]Harrowed [PEACH]

    Some Harrowings are intentionally weaker because they are available at lower levels than others. Bestial Senses now alters your class skills ^_^

    Thanks for the critique so far, changes will be made.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    Actually, I have a spare half hour, let's do this thing! (By which I mean a more in depth comparison of Harrowings)

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    Bestial Senses (Ex)
    A Harrowed that develops this Harrowing gains keen senses; they gain a +2 racial bonus to Spot and Listen checks, as well as the Scent special quality. Listen and Spot become class skills for the Harrowed.
    Hmmm, yes, very good, very good

    Bestial Agility (Ex)
    Prerequisites: One other Harrowing, Climb 6 ranks
    A Harrowed that develops this Harrowing becomes extraordinarily agile, gaining a climb speed equal to half of their base land speed, as well as a +2 racial bonus to Jump, Swim and Tumble checks.
    Climb is cross-class, so it's a mid level option, but otherwise decent. +2 Swim is odd, I would've gone for Balance, but that's not a gamebreaker.

    Hell-Born Savagery (Ex)
    Prerequisites: Strength 13+
    A Harrowed that develops this Harrowing develops two primary claw attacks that deal 1d6 + strength modifier slashing damage. Whenever the Harrowed chooses to channel their Shadowmental Touch through melee attacks, she may choose to channel it through two separate claw attacks instead of a manufactured weapon (essentially allowing her to make two melee Shadowmental Touch attacks).
    Nice. A finessing build might grumble about the 13 Str, but this looks almost mandatory for a melee build.

    Nightmare Mind (Ex)
    Prerequisites: Iron Will
    A Harrowed that develops this Harrowing enjoys a +2 profane bonus on saving throws against mind-affecting spells or abilities. Additionally, if she is targeted by an unwanted telepathic intrusion or assault, such as a dominate person spell or the ego whip power, the intrusion's originator must succeed at a Will save (DC 10 + ½ Harrowed’s class level + the Harrowed’s charisma modifier) or take 2d6 points of damage from the psychic shock.
    Decent, but the seconday effect is so situational I'd be tempted to make it deal Tenebrous Touch damage.

    Shadowed Soul (Ex)
    Prerequisites: Intelligence 13+, Tenebrous Mantle
    A Harrowed that develops this Harrowing becomes swathed in shade and starlight. Her existing darkvision improves by sixty feet, and she gains the ability to see through even magical darkness without penalty. Furthermore, she gains a +2 profane bonus to attack rolls made against foes in shadowy or darker illumination.
    Solid. Great for sneaky types, too bad it's so difficult to make a stealthy Harrowed.

    Armoring Will (Su)
    Prerequisites: Wisdom 13+
    A Harrowed that develops this Harrowing gains a deflection bonus to their armor class equal to one-half their Wisdom modifier (rounded up). Furthermore, the effects of their Bestial Resilience extend to any object and/or structure they touch.
    Great on some builds, and it'll scale up without getting ridiculous. The Supernatural tag is interesting to see.

    Hell-Born Flight (Ex)
    Prerequisites: Dexterity 13+, four other Harrowings
    A Harrowed that develops this Harrowing gains a pair of wings (wing design is up to the player) that grant him a sixty foot fly speed at Good maneuverability. Additionally, the Harrowed gains Hover as a bonus feat.
    Level 9 minimum, seems fair. Can't imagine myself ever not taking it, really.

    Phantom Blur (Su)
    Prerequisites: One other Harrowing
    A Harrowed that develops this Harrowing can blur her form with wrapped shadow and twilight; a number of times per day equal to her charisma modifier, attacks directed at the Harrowed suffer a 20% miss chance for a number of rounds equal to her class level. Activating Phantom Blur is a swift action.
    Maybe stick on a Cha 13+ pre-req to make it match the others, but I like it. Swift action activation keeps it useful at lower levels when it doesn't last as long.

    Hell-Born Butchery (Ex)
    Prerequisites: Strength 13+
    A Harrowed that develops this Harrowing gains a bite as a secondary natural attack, dealing 1d8 + strength modifier damage. Her bites also deal an additional 2d6 points of damage of the same type chosen for her Tenebrous Touch class feature, though it does not trigger the secondary effects.
    Another nice toy for melee. The energy damage is a nice touch.

    Bestial Lunge (Ex)
    Prerequisites: Dexterity 13+, one other Harrowing
    A Harrowed that develops this Harrowing gains an additional ten feet added to his base land speed, as well as an extra five feet of reach. Unlike normal reach, the Harrowed's reach is not immediately apparent until she uses it; she lunges and snaps so quickly as to catch her opponents off guard.
    I can see certain builds dipping a few levels of Harrowed just to grab this. (Not that I think that's bad thing at all. I'm all for it.)

    Unbreakable Soul (Ex)
    Prerequisites: Iron Will, Wisdom 15+
    A Harrowed that develops this Harrowing is immune to negative levels and energy drain, as well as effects that would damage or alter her soul (with the exception of ressurection effects).
    Very nice. Another potential choice for level dips.

    Lashing Tail (Ex)
    A Harrowed that develops this Harrowing gains a tail slap as a secondary natural attack; this tail slap deals 2d6 + strength modifier bludgeoning damage.
    More natural weapons. I though secondaries normally did half strength, is that intentional?

    Unholy Reach (Ex)
    Prerequisites: Dexterity 15+, Base Attack Bonus +6
    A Harrowed that develops this Harrowing gains two tentacles as secondary natural attacks; these tentacles deal 1d6 + strength modifier damage and have a ten foot reach (though the Harrowed still threatens beings adjacent to them with the tentacles).


    Verminous Slither (Ex)
    Prerequisites: Dexterity 15+, four other Harrowings
    A Harrowed who develops this Harrowing gains a ten foot burrow speed. Additionally, while burrowing, they benefit from tremorsense out to fifteen feet. The Harrowed's tunnels are self-sealing.
    Interesting. You don't see too many classes handing out burrow speeds.

    Aquatic Adaptation (Ex)
    A Harrowed that develops this Harrowing gains gills that allow her to breathe water just as easily as she breathes air. Additionally, the Harrowed does not suffer damage or ill effects from water pressure, though she is still subject to damage and/or penalties that may result from all other kinds of pressure, and the Harrowed gains a swim speed equal to her base land speed. Finally, the Harrowed may move and attack normally underwater, including the use of slashing and bludgeoning weapons, as well as thrown weapons and projectiles.
    No pre-reqs? All the other alternate movements are available around 9th level, seems a little odd to allow this one straight out the bag.

    Phantom Rip (Su)
    Prerequisites: Dexterity 15+, four other Harrowings
    A Harrowed that develops this Harrowing can strike like a vengeful ghost; as a standard action, the Harrowed can enter a state where all of her melee attacks become touch attacks, regardless of what weapon she is using (this state lasts for a number of rounds equal to one-fourth her class level). Additionally, the Harrowed's natural attacks, as well as any weapons she wields, gain the ghost touch special property for as long as she is using them, regardless of whether or not the Harrowed has activated Phantom Rip.

    Phantom Rip can be used a number of times per day equal to the Harrowed's charisma modifier.
    This looks quite powerful. Iunno... not gonna call it broken unless someone playtests it, but it's worth keeping an eye on.

    Unholy Resistance (Ex)
    Prerequisites: Constitution 13+
    A Harrowed that develops this Harrowing gains energy resistance equal to her class level plus her constitution modifier against any one energy type of her choice.
    Decent choice. I might even exempt it from the once only clause.

    Bestial Armor (Ex)
    Prerequisites: Constitution 13+
    A Harrowed that develops this Harrowing gains toughened hide, scales, chitin, or some other form of natural armor, gaining a natural armor bonus equal to her constitution modifier.
    Very nice. I think it might top the dippable Harrowings.

    Profane Transcendence (Ex)
    Prerequisites: Six other Harrowings
    A Harrowed that develops this Harrowing changes her type to either aberration or outsider (native). Additionally, she gains one of the following subtypes, depending on her Tenebrous Touch: Fire (Hellfire or Sun's Wrath), Cold (Frigid Hate or Death's Grasp), Air (Sky's Rage or Screaming Hatred), or Earth (Caustic Fury or Indomitable Will).
    Does that provide all the traits that normally come with aberration or outsider type? Seems a bit... weak otherwise.

    Otherworldly Senses (Ex)
    Prerequisites: Bestial Senses, Wisdom 15+, at least five other Harrowings
    A Harrowed that develops this Harrowing gains blindsight out to thirty feet. This blindsight ceases to function if all five of the Harrowed's senses are somehow invalidated; it resumes functioning once the Harrowed has at least one functioning sense (taste, touch, sight, smell, or hearing).
    I'm always happy to see more ways to gain blindsight.

    Rending Gift (Ex)
    Prerequisites: Improved Unarmed Strike or Improved Natural Attack, three other Harrowings
    A Harrowed that develops this Harrowing has especially deadly natural attacks; the damage of all of her natural attacks increases by one die step. Additionally, if the Harrowed strikes an enemy with three or more natural attacks in a single round, they deal an additional amount of damage to that enemy equal to their class level (this extra damage is applied only up to once each round).
    Wow, that's good on a natural attack build.

    A lot of choices - two Harrowed can reach Epic levels before doubling up on each other, so that's nice.
    Nothing particularly scary or game breaking, and I like that each of the different natural attacks has something unique going for it.
    There's a definite bestial (duh) feel to most of it, with some spookiness on the side.

    A couple of ideas off the top of my head:
    Bestial Stalker - gain hide and move silently as class skills, maybe HiPS. Could be split into a chain, like with Senses.
    A Telepathy based chain - but not sure how to fit it in to the flavour of the class. Fear effects are obvious, but kinda weak.
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    Default Re: [3.5 Base Class]Harrowed [PEACH]

    Some of the class abilities don't list in their descriptions what level they're gained at, making it difficult to immediately judge what the will save DC is. In fact, since it's set for each ability, I'd suggest just listing the DC with each ability. This would also let you drop the will save bonus/penalties for the sensing and capstone abilities by just including them in the listed DC. I think the text makes it clear enough that Harrowings are supposed to provoke will saves, but it would be good to repeat that in the Harrowing section for clarity.

    One thing that irks me a little bit is all the swift action abilities. Don't get me wrong, swift actions are awesome, but it seems like a serious trap to give out so many easily usable abilities that will all provoke will saves. It is a big part of the class, but I know as a player I'd absolutely hate to get screwed over when I'm using my "boost" (imbuing Touch on melee weapon) before even attacking.

    Finally, I'm seeing a lot of awesome options for melee (enough for do-it-yourself Shoggoth), but I'm seeing absolutely nothing for area blasting or other spell-like effects. The easiest comparison for the class is Warlock after all, and Shadowed Soul is screaming for a Darkness SLA, for example. The Harrowings may not be the best place as they seem to be more for manifestations of beastiness rather than new applications of existing power, but maybe some feats at least. I'm also a little disappointed in Armored Will and Profane Transcendence. Armored Will is a tiny tiny bonus and won't stack with items while Bestial Armor takes the full bonus of the second most important stat for everyone and stacks with items. I'd give Armored Will the full monk treatment, or at least allow the full bonus. Profane Transcendence is just a waste, at most invalidating a couple minor spells and giving you immunity to fire or cold (which will overlap with your existing resistance). I'd sling out some DR/good and/or serious immunities.

    And speaking of immunities, I'm surprised they don't eventually get immunity to mind affecting. Even Binders with their weak little soul-sharing can manage that.
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    Default Re: [3.5 Base Class]Harrowed [PEACH]

    I haven't run the numbers yet, but as far as flavor goes, this one's a winner

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    Default Re: [3.5 Base Class]Harrowed [PEACH]

    Glad to see that you've finally expanded this to a huge degree. This is truly the best version yet and so you deserve some real applause.

    I want to look through the harrowings quickly.

    Quote Originally Posted by Lord_Gareth View Post
    Bestial Senses (Ex)
    A Harrowed that develops this Harrowing gains keen senses; they gain a +2 racial bonus to Spot and Listen checks, as well as the Scent special quality. Listen and Spot become class skills for the Harrowed.
    Actually, I see a bit of a problem with this ability. It kind of ruins your Scent the Occult class feature for two reasons.
    1. The scent that you gain is out to the same exact range and is far more versatile.
    2. The only reason that Scent the Occult lets you know that there is magic nearby is because you literally can't pick up any other scents. With this ability, there is no mechanical difference between the scent of a person and the scent of a major image/mage unless you tell us so.
    I recommend putting in text that doubles the range of scent the occult when you get it and that explicitly allows you to discern between scents picked up through this ability and through that class feature.

    Quote Originally Posted by Lord_Gareth View Post
    Bestial Agility (Ex)
    Prerequisites: One other Harrowing, Climb 6 ranks
    A Harrowed that develops this Harrowing becomes extraordinarily agile, gaining a climb speed equal to half of their base land speed, as well as a +2 racial bonus to Jump, Swim and Tumble checks.
    This ability is kind of weird. Judging by the prerequisites alone, you'd think that it was intended as a 3rd level option but as climb is a cross-class skill, you can't get it until 9th level, when you could be selecting flight/burrowing as far superior options (barring multiclassing, of course). I suggest lowering the prereqs to one other harrowing and Climb 2 ranks (forcing you to spend 4 skill points). Also, would it be possible to add those skills as class skills (or perhaps have a player select two out of those three skills when you gain the ability to gain a +2 bonus and become class skils).

    Quote Originally Posted by Lord_Gareth View Post
    Nightmare Mind (Ex)
    Prerequisites: Iron Will
    A Harrowed that develops this Harrowing enjoys a +2 profane bonus on saving throws against mind-affecting spells or abilities. Additionally, if she is targeted by an unwanted telepathic intrusion or assault, such as a dominate person spell or the ego whip power, the intrusion's originator must succeed at a Will save (DC 10 + ½ Harrowed’s class level + the Harrowed’s charisma modifier) or take 2d6 points of damage from the psychic shock.
    Seems to me that this ability should scale a bit, perhaps adding your class level to the damage dealt.

    Quote Originally Posted by Lord_Gareth View Post
    Profane Transcendence (Ex)
    Prerequisites: Six other Harrowings
    A Harrowed that develops this Harrowing changes her type to either aberration or outsider (native). Additionally, she gains one of the following subtypes, depending on her Tenebrous Touch: Fire (Hellfire or Sun's Wrath), Cold (Frigid Hate or Death's Grasp), Air (Sky's Rage or Screaming Hatred), or Earth (Caustic Fury or Indomitable Will).
    I'm curious. Why would someone select this (other than for flavor, of course).

    Quote Originally Posted by Lord_Gareth View Post
    Otherworldly Senses (Ex)
    Prerequisites: Bestial Senses, Wisdom 15+, at least five other Harrowings
    A Harrowed that develops this Harrowing gains blindsight out to thirty feet. This blindsight ceases to function if all five of the Harrowed's senses are somehow invalidated; it resumes functioning once the Harrowed has at least one functioning sense (taste, touch, sight, smell, or hearing).
    There's a bit of overlap between this and two-world eyes. You may want to specify somehwere that you can still identify "all beings with the elemental type, the outsider type, or the air, cold, earth, extraplanar, fire, or water subtypes" within the range of both abilities from among all creatures that your blindsight detects.

    You may want to return some of the old feats like dark pact (seeing as having the beast not murder friends/send you to jail is desirable).

    In fact, here's a new feat that hasn't been in any prior version of the class. Something for multi-classing harrows, I suppose.

    Bound Beast
    The beast within you is used to having its body restrained.
    prerequisites: The Monster Within class feature, Proficiency with medium armor
    Benefits: You take no penalty to will saves while wearing medium armor and only a -4 penalty while wearing heavy armor.
    Special: You may not select this feat if you possess the refuse all bindings feat.

    And one that I'm surprised you've never made.

    Refuse All Bindings
    The beast within you refuses to be bound, breaking you free of restraints.
    Prerequisites: The Monster Within class feature
    Benefits: As a full-round action, you may add your class level as a Profane bonus to a single Strength check or Escape Artist check to escape from bindings or to a Grapple check made to end a grapple. Using this ability provokes a will save (see The Monster Within).
    Special: You may not select this feat if you possess the bound beast feat.
    Last edited by Realms of Chaos; 2011-02-21 at 12:41 PM.
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    Default Re: [3.5 Base Class]Harrowed [PEACH]

    Thanks for the ideas and edits, folks; the following changes have been made:

    - Harrowings that provide bonuses to skills now cause those skills to become class skills.

    - Bestial senses no longer overshadows Scent the Occult

    - Otherworldly Senses no longer overshadows Two-World Eyes.

    - Profane Transcendence now adds DR/Lawful or Good = class level.

    - Armoring Will is now equal to your Wisdom modifier.

    More Harrowings and feats will be added shortly. Keep the feedback coming folks - it's helping! I'm also taking any volunteers for PrC creation, especially for multiclass PrCs. Thanks muchly!
    Last edited by Lord_Gareth; 2011-02-22 at 06:33 PM.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    Default Re: [3.5 Base Class]Harrowed [PEACH]

    Actually, looking at the harrowings, I just got a totally random idea...

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    Looking at bestial agility, it looks like you might be able to take away the bonus to tumble checks and include a new ability like the one below.

    [b]Bestial Stride (Ex)
    Prerequisites: Two other harrowings, Balance or Tumble 2 ranks
    A Harrowed that develops this Harrowing can move with incredible grace, gaining a +2 racial bonus to Balance and Tumble checks. Balance and Tumble become class skills for the Harrowed. Lastly, the Harrowed may move along the surface of liquids and similar surfaces incapable of supporting thier weight. If the Harrowed ends their movement upon such a surface, they drop through it as normal.

    I was just overtaken by the image of a frost-based Harrowed running across a lake and leaving icy footprints in its wake.

    Then again, that might just be me being silly.
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    Default Re: [3.5 Base Class]Harrowed [PEACH]

    Changes
    - Added Profane Hunter, Predatory Obfuscation, Transcendent Stride, and Unholy Communion to the Harrowings.

    - Added two additional feats.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    Default Re: [3.5 Base Class]Harrowed [PEACH]

    I'm so glad that this project has returned! The Harrowed has to be one of my most favorite homebrew classes ever. The original thread was one of the factors that lead to me joining the GitP forums.
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    Quote Originally Posted by radmelon View Post
    I'm so glad that this project has returned! The Harrowed has to be one of my most favorite homebrew classes ever. The original thread was one of the factors that lead to me joining the GitP forums.
    Aww, you make me feel all warm and fuzzy inside! Or that might be the plane-devouring abomination, who knows.

    Feats are up and running at a steady pace, and I'm more than happy to take suggestions, especially for class-crossover feats!


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    Default Re: [3.5 Base Class]Harrowed [PEACH]

    You asked me once to make a Harrowed / Ebon Initiate cross. Well, gauntlet thrown, gauntlet picked up and smacked across your face. Let's kick it, expect hilarity and in all seriousness an awesome prestige class.

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    Quote Originally Posted by ErrantX View Post
    You asked me once to make a Harrowed / Ebon Initiate cross. Well, gauntlet thrown, gauntlet picked up and smacked across your face. Let's kick it, expect hilarity and in all seriousness an awesome prestige class.

    -X
    Feel free to make multiclassing feats as well. The Harrowed can have some great synergy with certain archetypes, such as paladins or warlocks (or even, as Djinn once pointed out, psychics - demonic mind-crush, anyone?).


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    Default Re: [3.5 Base Class]Harrowed [PEACH]

    Rather than having the save DC for Monster Within be dependent on the level that a given class feature is gained, wouldn't it be simpler to just list the save DC for each ability (especially with all the abilities that give bonuses or penalties on their own Monster Within saves)? That way, you could remove the need to list a bonus or penalty when you want to adjust the effective save DC slightly, and it will be easier to tell what the save DC is. Thus, Tenebrous Touch would be DC 11, it's melee weapon infusion would be DC 16, the unholy infusion ray at 14th would be DC 24, Death Sight is DC 12, Tenebrous Mantle is DC 15, Glimpse the Soul is DC 15, Evil Eye is DC 20, Read the Soul is DC 20, Dark Whispers is DC 25, and Tenebrous Fury is DC 34. It would also explain what the save DC is for Harrowed feats (which aren't class features, as thus do not usually have minimum class levels required).

    Tenebrous Touch:
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    Half of the damage of these effects ignore resistances, but are they still stopped by immunities? Or is the unholy power just another word for untyped damage, and not a special form of the basic energy type?

    The fire, cold, electricity, and acid versions of this ability specify that they deal 1d6 damage per two levels, starting at level 1. Does this mean that they deal 1d6 damage + 1d6 per 2 levels beyond first, or does it mean 1d6 per two levels, minimum 1d6? The class table seems to indicate the former, but some clarification would be nice. Similarly, the positive, negative, force, and sonic versions of this ability lack the text indicating that it starts at level 1, which implies that they actually deal no damage until 2nd level.

    Sky's Rage: The partial blinding does not have a listed duration. Is it supposed to last indefinitely until cured by an effect that removes blindness? Or is it supposed to last up to 1 round/class level, like most of the other Tenebrous Touch options.

    Sun's Wrath: Are living creatures healed by the positive energy? How does this interact with creatures that are neither healed or harmed by positive energy, like constructs?

    Death's Grasp: Are undead creatures healed by the negative energy? By default, they are.


    Two-World Eyes: References the Shadowmental Touch ability, which is now the Tenebrous Touch ability.

    Death's Sight: When you talk about telling how a corpse joined the ranks of the unliving, you're referring to how an undead creature (not a corpse anymore) became undead, right? Or is it supposed to be used to tell if a destroyed undead creature (back to a corpse) became an undead creature in the first place (before it was destroyed)?

    Dark Whispers: Do creatures immune to mind-affecting abilities gain the same Will save to negate the damage done?

    Harrowings:
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    Several of these abilities grant natural attacks. Are the values listed for the attacks' base damage for Medium creatures, or are they independent of the Harrowed's size?

    Nightmare Mind: Does the backlash apply against telepathy and all mind-affecting effects or just those that allow for mental contact?

    Hell-Born Flight: Fly speeds with Good maneuverability can hover by default. This makes the Hover feat redundant in most cases.

    Hell-Born Butchery: Secondary natural attacks normally only add half the attacker's Strength modifier to damage.

    Lashing Tail: Secondary natural attacks normally only add half the attacker's Strength modifier to damage.

    Unholy Reach: Secondary natural attacks normally only add half the attacker's Strength modifier to damage. Also, is the 10 foot reach independent of the Harrowed's normal reach, or is it just for those with only 5 foot reach? If it's supposed to depend on the Harrowed's normal reach, how does it react to changing reaches, such as through size or the Bestial Lunge ability? Is it normal reach plus 5 feet, or is it twice the normal reach (like a spiked chain)?

    Verminous Slither: Is there any reason that the Harrowed does not gain the tremorsense when not burrowing? It seems to reward a play-style of entrenching yourself 5 feet in the ground at all times for superior senses (and is irrelevant when not on the ground since tremorsense wouldn't work anyways).

    Unholy Resistance: Does this stack with the resistance granted by Bestial Resilience?

    Profane Transcendence: The text here switches from 3rd person singular to 3rd person plural at the end ("she" to "their"). How is the type change decided, player's choice?

    Otherworldly Senses: Does Bestial Senses count towards the 5 other Harrowings?


    Feats:
    Spoiler
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    Rob the Beast: That's supposed to grant one additional use per day or per encounter (as appropriate to the ability in question), right? It's not just a one-time thing, then.


    Also, it looks like DragoonWraith made a Harrowed/Xenotheurgy PrC a while back (obviously working off the previous version). It's called the Beast Without.

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    Default Re: [3.5 Base Class]Harrowed [PEACH]

    SAVED!

    good class man, I don't have alot of balance knowledge but except for some polishing it's really awesome. (reminds me of Naruto)

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    Neutral Good Human Wizard (2nd Level)

    Ability Scores:
    Strength- 15
    Dexterity- 13
    Constitution- 16
    Intelligence- 18
    Wisdom- 15
    Charisma- 11


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    Default Re: [3.5 Base Class]Harrowed [PEACH]

    Just an idea here: The class mainly assumes an unholy being is trapped, right? Well, the some of the attitude of a Monster Within sounds a bit like a fey, so perhaps there should be a couple Harrowings or something based around the fey. Maybe even a thing or two for fallen angels. Again, just an idea.
    Newest Work: Pyromancer - My submission for Base Class Contest X
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    Default Re: [3.5 Base Class]Harrowed [PEACH]

    Quote Originally Posted by Garryl View Post
    Rather than having the save DC for Monster Within be dependent on the level that a given class feature is gained, wouldn't it be simpler to just list the save DC for each ability (especially with all the abilities that give bonuses or penalties on their own Monster Within saves)? That way, you could remove the need to list a bonus or penalty when you want to adjust the effective save DC slightly, and it will be easier to tell what the save DC is. Thus, Tenebrous Touch would be DC 11, it's melee weapon infusion would be DC 16, the unholy infusion ray at 14th would be DC 24, Death Sight is DC 12, Tenebrous Mantle is DC 15, Glimpse the Soul is DC 15, Evil Eye is DC 20, Read the Soul is DC 20, Dark Whispers is DC 25, and Tenebrous Fury is DC 34. It would also explain what the save DC is for Harrowed feats (which aren't class features, as thus do not usually have minimum class levels required).
    I'll get around to this eventually. Should I put the DCs in the description for The Monster Within, or the abilities themselves?

    Tenebrous Touch:
    Half of the damage of these effects ignore resistances, but are they still stopped by immunities? Or is the unholy power just another word for untyped damage, and not a special form of the basic energy type?
    It's another word for untyped damage; their blasts are basically an unholy version of flame strike.

    The fire, cold, electricity, and acid versions of this ability specify that they deal 1d6 damage per two levels, starting at level 1. Does this mean that they deal 1d6 damage + 1d6 per 2 levels beyond first, or does it mean 1d6 per two levels, minimum 1d6? The class table seems to indicate the former, but some clarification would be nice. Similarly, the positive, negative, force, and sonic versions of this ability lack the text indicating that it starts at level 1, which implies that they actually deal no damage until 2nd level.
    I'll tidy up the wording, but the table is correct; progression follows Sneak Attack, not Eldritch Blast.

    Sky's Rage: The partial blinding does not have a listed duration. Is it supposed to last indefinitely until cured by an effect that removes blindness? Or is it supposed to last up to 1 round/class level, like most of the other Tenebrous Touch options.
    My bad. One round/class level is correct.

    Sun's Wrath: Are living creatures healed by the positive energy? How does this interact with creatures that are neither healed or harmed by positive energy, like constructs?
    The word "damage" automatically negates any healing that would normally take place, and the weaponized positive energy can, in fact, harm non-living beings and even objects.

    Death's Grasp: Are undead creatures healed by the negative energy? By default, they are.
    I'll mention that undead are harmed by this negative energy, which overloads them rather than infusing their forms like more graceful applications of undeath would.

    Two-World Eyes: References the Shadowmental Touch ability, which is now the Tenebrous Touch ability.
    Fix'd

    Death's Sight: When you talk about telling how a corpse joined the ranks of the unliving, you're referring to how an undead creature (not a corpse anymore) became undead, right? Or is it supposed to be used to tell if a destroyed undead creature (back to a corpse) became an undead creature in the first place (before it was destroyed)?
    It's supposed to aid in identifying functioning undead; wording will be fixed.

    Dark Whispers: Do creatures immune to mind-affecting abilities gain the same Will save to negate the damage done?
    Yes; wording will be fixed.

    Harrowings:
    Several of these abilities grant natural attacks. Are the values listed for the attacks' base damage for Medium creatures, or are they independent of the Harrowed's size?
    Yes; clarified in the main Harrowing description now.

    Nightmare Mind: Does the backlash apply against telepathy and all mind-affecting effects or just those that allow for mental contact?
    Anything that makes mental contact, as well as all powers of the Telepathy discipline. Sadly, the DM must be the final judge.

    Hell-Born Flight: Fly speeds with Good maneuverability can hover by default. This makes the Hover feat redundant in most cases.
    But not all cases, and it's not like Hover is broken; it stays.

    Unholy Reach: Secondary natural attacks normally only add half the attacker's Strength modifier to damage. Also, is the 10 foot reach independent of the Harrowed's normal reach, or is it just for those with only 5 foot reach? If it's supposed to depend on the Harrowed's normal reach, how does it react to changing reaches, such as through size or the Bestial Lunge ability? Is it normal reach plus 5 feet, or is it twice the normal reach (like a spiked chain)?
    Normal reach + five feet; reach wording has been clarified.

    Verminous Slither: Is there any reason that the Harrowed does not gain the tremorsense when not burrowing? It seems to reward a play-style of entrenching yourself 5 feet in the ground at all times for superior senses (and is irrelevant when not on the ground since tremorsense wouldn't work anyways).
    Tremorsense has been reduced to ten feet and made always on.

    Unholy Resistance: Does this stack with the resistance granted by Bestial Resilience?
    Sort of; text added in (parentheses).

    Profane Transcendence: The text here switches from 3rd person singular to 3rd person plural at the end ("she" to "their"). How is the type change decided, player's choice?
    Player's choice

    Otherworldly Senses: Does Bestial Senses count towards the 5 other Harrowings?
    No, hence the use of the phrase "other Harrowings".

    Feats:
    Rob the Beast: That's supposed to grant one additional use per day or per encounter (as appropriate to the ability in question), right? It's not just a one-time thing, then.
    Correct on the /day or /encounter thing; wording will be clarified.

    Also, it looks like DragoonWraith made a Harrowed/Xenotheurgy PrC a while back (obviously working off the previous version). It's called the Beast Without.
    DragoonWraith may choose to update this PrC on another forum, but I cannot speak for him. I won't be linking old PrCs until or unless they get updated.

    Thanks for the ideas everyone! For your delight, I've added some pictures in spoilers through the various posts - enjoy 'em!


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
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    Default Re: [3.5 Base Class]Harrowed [PEACH]

    ... "The Monster Within" suddenly struck me as "The Stereotypical D&D Player When Their Impulses Get Out Of Hand" based on the description.

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    Default Re: [3.5 Base Class]Harrowed [PEACH]

    Indomitable Will is completely worth the saving throw penalty. I'm going to have to talk to my IRL DM about this class.

    Recommended Feat: Force of Personality.

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    Default Re: [3.5 Base Class]Harrowed [PEACH]

    Quote Originally Posted by Ganurath View Post
    Indomitable Will is completely worth the saving throw penalty. I'm going to have to talk to my IRL DM about this class.

    Recommended Feat: Force of Personality.
    If your DM is unwise enough to allow it, Unnatural Will is better. Do you feel the penalty should be higher? -3? -4?


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

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    Default Re: [3.5 Base Class]Harrowed [PEACH]

    I'll let you know after I get a chance to field test this baby. I'm just gushing, though. You may want to clarify, though: Is the -2 to saves to resist the beast, or all Will saves?

    Edit: May also want to clarify whether that untyped penalty that Frigid Hate inflicts is cumulative.

    Edit2: What happens when you use an ability that requires a saving throw while the beast is in control?

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    Default Re: [3.5 Base Class]Harrowed [PEACH]

    So, I quickly threw this together. Opinions?

    Shifter Harrowed Substitution Levels:

    SHIFTER HARROWED
    The savage nature of shifters is both a help and hindrance to those carrying the burden of the harrowed. Their understanding of its primal hunger allows them some freedom from the beast’s dark influence, but never for long.
    Hit Die: d8.
    Requirements
    To take a shifter harrowed substitution level, a character must be a shifter about to take his 1st, 3rd, or 9th level of harrowed.
    Class Skills
    Shifter harrowed substitution levels remove Decipher Script and Speak Language from the class skills list, but add Spot and Listen.

    Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character).

    Class Features
    All the following are features of the shifter harrowed’s racial substitution levels.
    Weapon and Armor Proficiency: A 1st level shifter harrowed does not gain proficiency with a martial weapon.
    The Monster Within (Su): A 1st level shifter harrowed who fails a will save against the monster within while shifting does not lose control until he or she stops shifting.
    Subsumed Harrowing: At 3rd level, the shifter harrowed does not gain a harrowing. Instead, they gain a bonus shifter feat, and all harrowed feats are considered to be shifter feats for the purposes of determining the duration and uses per day of their shifting.
    Beasthide Resistance (Ex): A 9th level shifter harrowed gains DR/Silver equal to the number of harrowings and shifter feats he or she possesses. This feature replaces Bestial Resilience and any improvements it may receive.
    Last edited by Rainbow Servant; 2011-02-24 at 02:25 AM.
    Avatar by Derjuin. It's awesome.

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    Default Re: [3.5 Base Class]Harrowed [PEACH]

    Quote Originally Posted by Ganurath View Post
    I'll let you know after I get a chance to field test this baby. I'm just gushing, though. You may want to clarify, though: Is the -2 to saves to resist the beast, or all Will saves?
    All saves, my friend - you try to concentrate with the psychic equivalent of Orcus howling battle cries and declarations of murderous intent into your head all day, every day. Also, enjoy your persistent nightmares, sleep deprivation, and paranoia.

    Edit: May also want to clarify whether that untyped penalty that Frigid Hate inflicts is cumulative.
    It doesn't, but I'm considering making it scaling. 1/2 class level, perhaps?

    Edit2: What happens when you use an ability that requires a saving throw while the beast is in control?
    No further saves while the beast is in command; wording will be clarified.

    Quote Originally Posted by loaded.dice View Post
    So, I quickly threw this together. Opinions?

    Shifter Harrowed Substitution Levels:

    SHIFTER HARROWED
    The savage nature of shifters is both a help and hindrance to those carrying the burden of the harrowed. Their understanding of its primal hunger allows them some freedom from the beast’s dark influence, but never for long.
    Hit Die: d8.
    Requirements
    To take a shifter harrowed substitution level, a character must be a shifter about to take his 1st, 3rd, or 9th level of harrowed.
    Class Skills
    Shifter harrowed substitution levels remove Decipher Script and Speak Language from the class skills list, but add Spot and Listen.

    Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character).
    Gravy so far, mechanically, but I'm not certain that racial substitutions are really the way to go for Harrowed. I mean, the folks put on new races all the time (in fact, every time they die and can't get raised). It's not like, say, elves or dwarves are extra practiced at being Harrowed.

    Class Features
    All the following are features of the shifter harrowed’s racial substitution levels.
    Weapon and Armor Proficiency: A 1st level shifter harrowed does not gain proficiency with a martial weapon.
    The Monster Within (Su): A 1st level shifter harrowed who fails a will save against the monster within while shifting does not lose control until he or she stops shifting.
    From a mechanical standpoint I can't see a problem, but from a flavor standpoint I would like to take this opportunity to say hell no. Your little were-bloodline doesn't impress the Beast Within and it's not about to stop it.

    Subsumed Harrowing: At 3rd level, the shifter harrowed does not gain a harrowing. Instead, they gain a bonus shifter feat, and all harrowed feats are considered to be shifter feats for the purposes of determining the duration and uses per day of their shifting.
    Nifty. Not certain if it's worth a Harrowing or not, but nifty.

    Beasthide Resistance (Ex): A 9th level shifter harrowed gains DR/Silver equal to the number of harrowings and shifter feats he or she possesses. This feature replaces Bestial Resilience and any improvements it may receive.
    Edit bolded for emphasis, though = class level may also be appropriate.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

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    Default Re: [3.5 Base Class]Harrowed [PEACH]

    Quote Originally Posted by Lord_Gareth View Post
    All saves, my friend - you try to concentrate with the psychic equivalent of Orcus howling battle cries and declarations of murderous intent into your head all day, every day. Also, enjoy your persistent nightmares, sleep deprivation, and paranoia.
    The current party in the campaign in question is on Orcus' personal hit list, ironically enough. I imagine my test character will have mannerisms similar to the werebear from the Darken webcomic. Rather than a full moon transforming him, it would be a lapse in his focus on not being a bear.

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