Devek Harrower, demonspawn harbinger
neutral evil, chaotic evil or chaotic neutral
Knowledge (the planes) 6 ranks, Martial Lore 4 ranks, Spellcraft 4 ranks
Feats: Fiendish Heritage
Ability to use 2nd level maneuvers of the Devoted Spirit discipline. Must know at least one strike and one stance.
Ability to use least invocations, eldritch blast damage of at least 2d6.
Balance, Bluff, Concentration, Craft, Diplomacy, Disguise, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Martial Lore, Move Silently, Ride, Sense Motive, Spellcraft and Use Magic Device
Skill-points per level:
|1st||+1||+2||+0||+0||Eldritch blast, energy resistance||--|
|2nd||+2||+3||+0||+0||Armored invoking(med.)||+1 level of existing invocation using class |
|3rd||+3||+3||+1||+1||DR 1/cold iron||+1 level of existing invocation using class |
|4th||+4||+4||+1||+1||Bonus feat||+1 level of existing invocation using class |
|5th||+5||+4||+1||+1||Demonic invoker stance||+1 level of existing invocation using class |
|7th||+7||+5||+2||+2||Bonus feat||+1 level of existing invocation using class |
|8th||+8||+6||+2||+2||DR 3/cold iron||+1 level of existing invocation using class |
|9th||+9||+6||+3||+3||Strike of demon's claws||+1 level of existing invocation using class |
|10th||+10||+7||+3||+3||Stance of abyssal chaos||+1 level of existing invocation using class |
Weapon and armor proficiencies:
|Level||Man. Known||Man. Readied||Stances Known|
Demonspawn harbingers gain no additional weapon or armor proficiencies.
At levels 1st, 3rd, 5th, 7th and 9th, a demonspawn harbinger gains new maneuvers known from the Devoted Spirit, Dread Crown
, Shadow Hand or Tiger Claw disciplines. You must meet a maneuver's prerequisite to learn it. You add your full demonspawn harbinger levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At levels 3rd, 6th and 9th, you gain additional maneuvers readied per day.
At 2nd and 8th level, you learn a new martial stance from the Devoted Spirit, Dread Crown
, Shadow Hand or Tiger Claw disciplines. You must meet the stances prerequisites to learn it.
At each level except 1st and 6th, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level. You do not, however, gain any other benefits a character of that class would have gained, including eldritch blast(see below). If you had more than one invocation-using class before becoming a demonspawn harbinger, you must decide to which class to add each level for the purpose of determining caster level and invocations known.
Warlock levels and demonspawn harbinger levels stack when determining the strength and power of your eldritch blast, despite your actual invoker level increase.
Your demonic blood continues to advance, and you're capable of resisting damage done by the elements. Your demonspawn harbinger and warlock levels stack for determining the purposes of your energy resistance class feature. If you do not have energy resistance, you gain the energy resistance of a warlock of your demonspawn harbinger level.
Armored Invoking (Ex):
Your ability to fight in heavy armors begins to interfere less and less with your ability to channel your innate magic. At 2nd level, you may use your eldritch blast and invocations in medium armor without incurring a chance for spell failure. At 6th level, you are capable of using invocations in heavy armor in addition to medium and light armors.
Damage Reduction (Ex):
At 3rd level, your demonic nature evolves a little further, toughening your skin to blows. You gain damage reduction 1/cold iron which stacks with any damage reduction given by other classes. At 8th level this damage reduction advances to 3/cold iron.
At 4th and 7th levels, you may pick a bonus feat given on the list below. You must meet the feat's prerequisites to learn it.
Corrupt Spell-like ability, Devoted Bulwark, Empower Spell-like Ability, Extra Granted Maneuver, Extra Invocation, Fiendish Legacy, Fiendish Power, Fiendish Presence, Fiendish Resistance, Heighten Spell-like Ability, Martial Stance, Martial Study, Maximize Spell-like Ability, Quicken Spell-like Ability, Scribe Martial Script, Shadow Blade, Spell Penetration, Violate Spell-like Ability.
Demonic Invoker Stance (Su):
At 5th level, you gain a stance that strengthens your demonic combat abilities and magical talent. You take a swift action to lose the benefits of any stance you're in to gain the benefits granted by this stance. While in this stance, any natural weapons you have or weapons you wield are considered to be both chaotic and evil aligned for the purposes of overcoming damage reduction. Additionally, the caster level for all your invocations and your eldritch blast increase by 1 for all intents and purposes.
Strike of Demon's Claws (Su):
At 9th level, you gain a strike that simulates the ripping claws and destructive power of a demon. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is a 8th level strike, and does not belong to any discipline. When initiating this strike as a standard action, make two melee attacks against a single opponent. If both strikes hit, you rip open a terrible gash in their body, suffused with entropic and abyssal energies, dealing an additional 15d6 points of damage and rendering the opponent nauseated for as many rounds equal to your Cha modifier. A successful Fort save(DC 18+Cha modifier) negates the nausea.
If only one strike hits the enemy, it only deals 10d6 damage and does not render the enemy nauseated.
Stance of Abyssal Chaos (Su):
At 10th level, you gain a stance that renders you to be one of the very demons your blood cries out to be. You take a swift action to lose the benefits of any stance you're in to gain the benefits granted by this stance. While in this stance, your body is surrounded by a torrent of dark energy, granting you concealment(20% chance to completely avoid attacks). Additionally, you gain DR 10/cold iron and good, which does not stack with damage reduction granted from this or other classes. Lastly, you are capable of moving in a way just like a demon, once per round as a standard action you may use greater teleport
as a spell-like ability, but may only transport yourself and your equipment.