Lanth Sor
2017-10-19, 12:14 AM
Harbinger
https://s-media-cache-ak0.pinimg.com/736x/9c/f5/b0/9cf5b0860b5ccb0f5f6460403cd4554a--fantasy-world-dark-fantasy.jpg
Foolishly you cling to the same, color, shapes, lights, all the same. I bring change to your shores, I bring fate, I bring order, I bring the Bizltgohtthz to your world." - Zztrekxt Harbinger of Bizltgohtthz the 32nd universe.
Harbingers are bringers of natural aspects of the universe even if we do not understand the aspects they bring.
Adventures: Harbingers natural state is adventuring a herald rarely find the place they would call home the place they need to be.
Characteristics: Due to the nature of the harbingers clear defined characteristics are only identifiable between harbingers of the same aspect.
Alignment: Moral and ethical approaches vary widely, but True Neutral is the most common.
Religion: Harbingers religion is almost always the force they herald.
Background: Heralds are a rare breed, their level of devotion to a singular idea is uncommon even among most organized religion. While one may be a lost orphan that finds the truth of death, or a pyromaniac burning villages finds the true goal of flame. Each force has a single truth the harbinger is tasked with spreading.
Races: As a whole any race is equally likely to become a harbinger. The major difference is harbingers of earth are rarely flying races and dwarves are far more likely to become harbingers of Earth then Air.
Other Classes: Non-harbingers bring most unease as few favor the true nature of habingers, the few pious whos will aline consider them near massiahs, but those they oppose consider them the most dangerous manifestation of the enemy.
Role: The Villain. Great or small even if they help the heroes today they are the end, or a new begining.
GAME RULE INFORMATION
Harbingers have the following game statistics.
Abilities: Charisma is the most important attribute as it governs many class abilties and dexterity aids in their offensive and defensive capabilities and constitution ensures best chance of survival. While more agressive habingers would value strength, intelegence and wisdom sever the polytising kind well.
Alignment: Any
Hit Die: d8
Starting Age: As barbarian
Starting Gold: As cleric
Class Skills
The Harbinger's class skills (and the key ability for each skill) are Bluff (CHA), Concentration (CON), Craft (INT), Diplomacy (CHA), Disguise (CHA), Heal (Wis) Intimidate (CHA), Jump (STR), Knowledge (Arcana) (INT), Knowledge (religion) (INT), Knowledge (the planes) (INT), Profession (WIS), Preform(Orator) (CHA), Sense Motive (WIS), Spellcraft (INT), Use Magic Device (CHA)
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
HARBINGER
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Invocations
1st
+0
+0
+0
+2
Master and Servant, Esoteric Blast, Invocation (least)
2 + 0
2nd
+1
+0
+0
+3
Salient Property I
2 + 1
3rd
+2
+1
+1
+3
Limited Anathematic Secrecy, Manifestation
3 + 1
4th
+3
+1
+1
+4
-
4 + 1
5th
+3
+1
+1
+4
A Veil Drawn Thin, Manifestation
4 + 2
6th
+4
+2
+2
+5
Invocation (least or lesser)
5 + 2
7th
+5
+2
+2
+5
Manifestation
6 + 2
8th
+6/+1
+2
+2
+6
-
6 + 3
9th
+6/+1
+3
+3
+6
Anathematic Secrecy, Manifestation
7 + 3
10th
+7/+2
+3
+3
+7
Avatar Takes Form
8 + 3
11th
+8/+3
+3
+3
+7
Invocation (least, lesser, or greater), Manifestation
8 + 4
12th
+9/+4
+4
+4
+8
-
9 + 4
13th
+9/+4
+4
+4
+8
Manifestation
10 + 4
14th
+10/+5
+4
+4
+9
-
10 + 5
15th
+11/+6/+1
+5
+5
+9
Nature Changed, Manifestation
11 + 5
16th
+12/+7/+2
+5
+5
+10
Invocation (least, lesser, greater, or esoteric)
12 + 5
17th
+12/+7/+2
+5
+5
+10
Manifestation
12 + 6
18th
+13/+8/+3
+6
+6
+11
-
13 + 6
19th
+14/+9/+4
+6
+6
+11
Manifestation
14 + 6
20th
+15/+10/+5
+6
+6
+12
True Avatar Manifest
14 + 7
Class Features
All of the following are class features of the Harbinger.
Weapon and Armor Proficiencies: Harbingers are proficient with all simple and master's favored weapons, all types of armor (light), and with shields (but not tower shields).
Esoteric Blast (Su): The harbinger’s connection with their master manifests in his ability to generate an aura about their person, using its aura to attack their foes. The harbinger may summon the master's element to his hands at a moment’s notice, allowing him to channel this power through a touch or through an unarmed strike. Alternately, the character may project this energy in a ray as a ranged touch attack. Used as a ray, the character may make iterative attacks if using it as a full attack. The character must make a touch attack (if unarmed) or a melee attack (if using an unarmed strike) to use this ability and it can be added to any touch or unarmed melee attack the character makes as part of that action, including all attacks on a full attack action. esoteric blast may not be combined with any other special ability (such as martial maneuvers) unless specifically mentioned (such as shape and essence invocations). esoteric blast inflicts 1d6 points of energy damage at 1st level, and it increases by 1d6 points of damage every odd level (to a maximum of +10d6 at 19th level). When used as a touch attack or as a ranged touch attack, esoteric blast scores a critical threat on a natural 20 and inflicts x2 damage on a confirmed critical. When channeled through a weapon (through use of certain blast shape invocations), weapon damage is multiplied as normal, but esoteric blast damage is never multiplied. This is a supernatural ability and is not subject to spell resistance.
Invocations: In combat, a harbinger harnesses the esoteric power of his faith in the form of invocations. The harbinger does not prepare or cast spells as other wielders of mystical forces do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the raw energy generated by his faith. A harbinger can use any invocation he knows at will, with the following qualifications: A harbinger's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A harbinger is entitled to a Concentration check to successfully use an invocation if he is hit by an attack, just as a spellcaster would be. A harbinger can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A harbinger's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A harbinger's caster level with his invocations is equal to his harbinger level. The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the harbinger's Charisma modifier. Since spell-like abilities are not actually spells, a harbinger cannot benefit from the Spell Focus feat. He can, however benefit from the Ability Focus feat. as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability.
The four grades of harbinger invocations, in order of their relative power, are least, lesser, greater, and esoteric. A harbinger begins with knowledge of one invocation, which must be of the lowest grade (least). As a harbinger gains levels, he learns new invocations, as summarized on the class progression table. A list of available invocations can be found following the class description.
At any level when a harbinger learns a new grade of invocation, he can also replace another invocation of the same or a lower grade. At 6th level, a harbinger can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 12th level, a harbinger can replace a least or lesser invocation he knows with another invocation of the same or lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a harbinger can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or esoteric).
Master and Servant (Su): Upon taking the first level in harbinger a deal is made with an aspect of reality that is nigh unescapable. The Harbinger becomes the sign of the force's coming. The force corrupts the habinger slowly changing them to align with the master. The harbinger gains thier first manifestation at the first level and an additional manifestation each level there after. The harbinger adds 1/2 class level to saves vs corruption.
Limited Anathematic Secrecy (Su): Starting at the 3rd level the harbinger begins to gain some protections their master garners. The harbinger gains immunity to divination spells or effects of a spell level equal to their class level, cast by divine spell caster or creature benefiting from divine power, Arcane and other magic cast by a nondivine spellcaster work normally.
A Veil Drawn Thin (Su): Starting at the 5th level the harbinger becomes the center of the master's sign, the faint level affecting 51.5625 ft radius (rounded down). Each level past 6th the radius doubles, 103.125 ft at 6th, 206.25 ft at 7th, 412.5 at 8th, 825 ft at 9th, etc. Additionally the harbinger begins to bear traits related to their master, master of Terranis my become stony in appearance or covered in dirt, a harbinger of Goth gain a alabaster complexion or gaunt hollow features. The harbinger is concidered a minor avatar of their master.
Anathematic Secrecy (Su): Starting at the 9th level the harbinger becomes immune to any divine spell or effect of the divination school.
Avatar Takes Form (Su): Starting at the 10th level the harbinger becomes a greater locus of their master's power. After a long ritual, the harbinger becomes an lesser avatar of their Master. The harbinger doubles the range of signs their feint sign, and manifests the moderate sign out to the normal sign range. The ritual cast time is reduced based participant or special condition for the master is met. Lesser avatars manifest the moderate sign instead of the faint sign. When taking the form of the avatar the harbinger must immediately make a corruption check DC 25+
Condition Met
Participants
Cast time
Participants
Cast time
Participants
Cast time
Participants
Cast time
Participants
Cast time
Min. Cast time
None
None
30 Days
1-15
-1 day each
16-255
-1 hour each
256-831
-10 mins each
832-2211
-1 min each
1 hour
1
None
7 days
1-7
-12 hours each
8-63
-1 hour each
64-159
-10 mins each
160-849
-1 min each
30 min
2
None
24 hours
1-12
-1 hour each
13-60
-10 min each
61-240
-1 min each
241-690
-1 round each
15 min
3
None
12 hours
1-6
-1 hour each
7-30
-10 min each
31-120
-1 min each
121-370
-1 round each
5 min
4
None
1 hour
1-5
-10 min each
6-15
-1 min each
16-24
-1 round each
-
-
1 round
Nature Changed (Su): Starting at the 15th level the harbinger's connection grows stronger. When preforming the ritual to become a avatar of the master the harbinger can become a greater avatar. The harbinger's type changes to Outsider(Native) and they gain additional benefits based on their master. When trying to manifest a lesser avatar of their master they are treated as having complete 2 of the special requirements. Greater avatars manifest the strong sign instead of faint sign.
True Avatar Manifest (Su): Starting at the 20th level the harbinger gains the ability to become a true avatar upon completeing the avatar ritual. Additionally when trying to become a greater avatar the harbinger is treated as having complete 2 conditions, and having complete 4 conditions for a lesser avatar. True avatars manifest the overwhelming sign instead of faint sign.
Masters:
Bizltgohtthz, the 32nd Universe
Granted Invocations: 2nd - Force to Now, 5th - Call the Future Children, 8th - Vault of Futures, 11th - Nightmares Made Real, 14th - Devour Magic, 17th - Dark Foresight, 20th - Shape Alter To Be
Salient Property: Sense Alter To Be: The harbinger gains an unnearing detection of one of the 78 peices of the Alter To Be. This detection is equivalent of Discern Location using the harbinger's class level as their caster level for the effect. Once the peice is found a new peice is attuned to.
Sign: A World Remade
Faint: The first signs come when the world that wakes does not. While sleeping anyone with in the sign must make a will save DC 10 + 1/2 source HD + Source Cha mod or suffer form dreams of the 32nd universe, they are awaken several times during the night awakening fatigued on failed save. Most belive them to be nightmares, but those tainted by the future's corruption know and find the dreams comforting, not needng to make a will save and instead wake refreshed as if effected by Restful Sleep (http://www.d20pfsrd.com/magic/all-spells/r/restful-sleep/).
Moderate: -2 caster level to creation effects and 1d6 damage per day to everthing as it changes to its state in the 32nd universe.
Strong: The damage is dealt every hour and -4 to the caster level of creation and transmutation effects.
Overwhelming: Transmutation and creation effects cease to function unless for making things of the 32nd universe. Additionally everything takes 2d6 damage per 1d4 minutes as it rapidly changes to match the 32nd universe.
Ignius, the Forger of Worlds
Fable: When the stars were young the first gods known as Law-bringers needed a tool to make world more efficiently. This need brought forth the essence of a titan the Forger of Worlds, while not the true titan but just a echo of the one before it still boe more than enough might to serve and they name it Ignius.
Granted Invocations: 2nd - Conjure Flame, 5th - Searing Blast (http://www.giantitp.com/forums/showsinglepost.php?p=12688921&postcount=1), 8th - Vault of Futures, 11th - Infinite Armory, 14th - Swallowing Blast (Gluttony) (http://www.giantitp.com/forums/showthread.php?439696-Flaws-of-the-Fallen-Invocations), 17th - Externalize Soul (http://www.giantitp.com/forums/showthread.php?417958-Make-A-Contract-With-Me!-Invocations), 20th - Forge of Existence
Salient Property: Forge of the Titans: The harbinger gains the ability to heat an object to up to 900 degrees, allowing for the forging of bronze with out a heat source. Upon gaining the A Veil Drawn Thin the temperature doubles allowing the forging of Iron. Avatar takes form grants the ability to forge mythril, and other precious metals of common hardness. Nature changed expands to adamantine and other high hardness metals. True avatar manifest allows forging of any material as if effected by shape stone but is not limited to stone.
Sign: Heat of the Forge
Faint: Fire based effects treat the level of the user as 2 higher, for spells this would be +2 caster level. Additionally, any fire burns much brighter and hotter then normal, roughly a 50% increase in tempurature. The increase in intesity does not effect the burn time as the actual increase comes from the plane of fire. Any natural flame deals 50% more damage, and skill cheks for any cooking and other skills interacting with fire have their DC increased by 5. The increase in tempurature has no effect while in the plane of fire.
Moderate: Fire creatures begin to come through the holes in reality. There is a 20% chance each day a creature from the plane of fire will enter any nearby affected flames. The creature must be less than 1/6th the size of the fire, where a campfire may only have a fireflies, while a large house fire may be invaded by a salamander or efreeti. Water based effects treat the level of the user as 2 lower, for spells this would be -2 caster level. Additionally any body of water in range is halved in volume each day it is in the area of the sign as pure flame burns it away. Lakes and streams lower without drought, close water bottles dry, heavy rains become light showers, and wells run dry. The receeding water has no effect while in the plane of water.
Strong: As moderate but the chance is increased to 60% each day, additionally the tempurature increase becomes 100% hotter, increasing the DC by 10 instead of 5, additionally natural flame does 100% more damage, and the bonus to level based fire effects is increased to 4. The rate
Overwhelming: The tie to the plane of fire is so severe the air constaintly flashes with buring insects and other small objects, and the heat causes the air to be aird and dry even in a dense ran forest. Wildfires are quite common in the sign and many avoid the source unless there is a dire need. The chance of creature becomes 100% each day and fire are ten times their normal tempurature and deal ten times the normal damage. the DC for skills is increased to 50. The bonus to level based fire effects is increased to6
Xixialtarz, the Thumaturge
Fable: When the stars were young the first gods known as Law-bringers needed a tool to make world more efficiently. This need brought forth the essence of a titan the Forger of Worlds, while not the true titan but just a echo of the one before it still boe more than enough might to serve and they name it Ignius.
Granted Invocations: 2nd - Conjure Flame, 5th - Searing Blast (http://www.giantitp.com/forums/showsinglepost.php?p=12688921&postcount=1), 8th - Vault of Futures, 11th - Infinite Armory, 14th - Swallowing Blast (Gluttony) (http://www.giantitp.com/forums/showthread.php?439696-Flaws-of-the-Fallen-Invocations), 17th - Externalize Soul (http://www.giantitp.com/forums/showthread.php?417958-Make-A-Contract-With-Me!-Invocations), 20th - Forge of Existence
Salient Property: Forge of the Titans: The harbinger gains the ability to heat an object to up to 900 degrees, allowing for the forging of bronze with out a heat source. Upon gaining the A Veil Drawn Thin the temperature doubles allowing the forging of Iron. Avatar takes form grants the ability to forge mythril, and other precious metals of common hardness. Nature changed expands to adamantine and other high hardness metals. True avatar manifest allows forging of any material as if effected by shape stone but is not limited to stone.
Sign: Heat of the Forge
Faint: Fire based effects treat the level of the user as 2 highter, for spells this would be +2 caster level. Additionally, any fire burns much brighter and hotter then normal, roughly a 50% increase in tempurature. The increase in intesity does not effect the burn time as the actual increase comes from the plane of fire. Any natural flame deals 50% more damage, and skill cheks for any cooking and other skills interacting with fire have their DC increased by 5. The increase in tempurature has no effect while in the plane of fire.
Moderate: Fire creatures begin to come through the holes in reality. There is a 20% chance each day a creature from the plane of fire will enter any nearby affected flames. The creature must be less than 1/6th the size of the fire, where a campfire may only have a fireflies, while a large house fire may be invaded by a salamander or efreeti. Water based effects treat the level of the user as 2 lower, for spells this would be -2 caster level. Additionally any body of water in range is halved in volume each day it is in the area of the sign as pure flame burns it away. Lakes and streams lower without drought, close water bottles dry, heavy rains become light showers, and wells run dry. The receeding water has no effect while in the plane of water.
Strong: As moderate but the chance is increased to 60% each day, additionally the tempurature increase becomes 100% hotter, increasing the DC by 10 instead of 5, additionally natural flame does 100% more damage, and the bonus to level based fire effects is increased to 4. The rate
Overwhelming: The tie to the plane of fire is so severe the air constaintly flashes with buring insects and other small objects, and the heat causes the air to be aird and dry even in a dense ran forest. Wildfires are quite common in the sign and many avoid the source unless there is a dire need. The chance of creature becomes 100% each day and fire are ten times their normal tempurature and deal ten times the normal damage. the DC for skills is increased to 50. The bonus to level based fire effects is increased to6
https://s-media-cache-ak0.pinimg.com/736x/9c/f5/b0/9cf5b0860b5ccb0f5f6460403cd4554a--fantasy-world-dark-fantasy.jpg
Foolishly you cling to the same, color, shapes, lights, all the same. I bring change to your shores, I bring fate, I bring order, I bring the Bizltgohtthz to your world." - Zztrekxt Harbinger of Bizltgohtthz the 32nd universe.
Harbingers are bringers of natural aspects of the universe even if we do not understand the aspects they bring.
Adventures: Harbingers natural state is adventuring a herald rarely find the place they would call home the place they need to be.
Characteristics: Due to the nature of the harbingers clear defined characteristics are only identifiable between harbingers of the same aspect.
Alignment: Moral and ethical approaches vary widely, but True Neutral is the most common.
Religion: Harbingers religion is almost always the force they herald.
Background: Heralds are a rare breed, their level of devotion to a singular idea is uncommon even among most organized religion. While one may be a lost orphan that finds the truth of death, or a pyromaniac burning villages finds the true goal of flame. Each force has a single truth the harbinger is tasked with spreading.
Races: As a whole any race is equally likely to become a harbinger. The major difference is harbingers of earth are rarely flying races and dwarves are far more likely to become harbingers of Earth then Air.
Other Classes: Non-harbingers bring most unease as few favor the true nature of habingers, the few pious whos will aline consider them near massiahs, but those they oppose consider them the most dangerous manifestation of the enemy.
Role: The Villain. Great or small even if they help the heroes today they are the end, or a new begining.
GAME RULE INFORMATION
Harbingers have the following game statistics.
Abilities: Charisma is the most important attribute as it governs many class abilties and dexterity aids in their offensive and defensive capabilities and constitution ensures best chance of survival. While more agressive habingers would value strength, intelegence and wisdom sever the polytising kind well.
Alignment: Any
Hit Die: d8
Starting Age: As barbarian
Starting Gold: As cleric
Class Skills
The Harbinger's class skills (and the key ability for each skill) are Bluff (CHA), Concentration (CON), Craft (INT), Diplomacy (CHA), Disguise (CHA), Heal (Wis) Intimidate (CHA), Jump (STR), Knowledge (Arcana) (INT), Knowledge (religion) (INT), Knowledge (the planes) (INT), Profession (WIS), Preform(Orator) (CHA), Sense Motive (WIS), Spellcraft (INT), Use Magic Device (CHA)
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
HARBINGER
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Invocations
1st
+0
+0
+0
+2
Master and Servant, Esoteric Blast, Invocation (least)
2 + 0
2nd
+1
+0
+0
+3
Salient Property I
2 + 1
3rd
+2
+1
+1
+3
Limited Anathematic Secrecy, Manifestation
3 + 1
4th
+3
+1
+1
+4
-
4 + 1
5th
+3
+1
+1
+4
A Veil Drawn Thin, Manifestation
4 + 2
6th
+4
+2
+2
+5
Invocation (least or lesser)
5 + 2
7th
+5
+2
+2
+5
Manifestation
6 + 2
8th
+6/+1
+2
+2
+6
-
6 + 3
9th
+6/+1
+3
+3
+6
Anathematic Secrecy, Manifestation
7 + 3
10th
+7/+2
+3
+3
+7
Avatar Takes Form
8 + 3
11th
+8/+3
+3
+3
+7
Invocation (least, lesser, or greater), Manifestation
8 + 4
12th
+9/+4
+4
+4
+8
-
9 + 4
13th
+9/+4
+4
+4
+8
Manifestation
10 + 4
14th
+10/+5
+4
+4
+9
-
10 + 5
15th
+11/+6/+1
+5
+5
+9
Nature Changed, Manifestation
11 + 5
16th
+12/+7/+2
+5
+5
+10
Invocation (least, lesser, greater, or esoteric)
12 + 5
17th
+12/+7/+2
+5
+5
+10
Manifestation
12 + 6
18th
+13/+8/+3
+6
+6
+11
-
13 + 6
19th
+14/+9/+4
+6
+6
+11
Manifestation
14 + 6
20th
+15/+10/+5
+6
+6
+12
True Avatar Manifest
14 + 7
Class Features
All of the following are class features of the Harbinger.
Weapon and Armor Proficiencies: Harbingers are proficient with all simple and master's favored weapons, all types of armor (light), and with shields (but not tower shields).
Esoteric Blast (Su): The harbinger’s connection with their master manifests in his ability to generate an aura about their person, using its aura to attack their foes. The harbinger may summon the master's element to his hands at a moment’s notice, allowing him to channel this power through a touch or through an unarmed strike. Alternately, the character may project this energy in a ray as a ranged touch attack. Used as a ray, the character may make iterative attacks if using it as a full attack. The character must make a touch attack (if unarmed) or a melee attack (if using an unarmed strike) to use this ability and it can be added to any touch or unarmed melee attack the character makes as part of that action, including all attacks on a full attack action. esoteric blast may not be combined with any other special ability (such as martial maneuvers) unless specifically mentioned (such as shape and essence invocations). esoteric blast inflicts 1d6 points of energy damage at 1st level, and it increases by 1d6 points of damage every odd level (to a maximum of +10d6 at 19th level). When used as a touch attack or as a ranged touch attack, esoteric blast scores a critical threat on a natural 20 and inflicts x2 damage on a confirmed critical. When channeled through a weapon (through use of certain blast shape invocations), weapon damage is multiplied as normal, but esoteric blast damage is never multiplied. This is a supernatural ability and is not subject to spell resistance.
Invocations: In combat, a harbinger harnesses the esoteric power of his faith in the form of invocations. The harbinger does not prepare or cast spells as other wielders of mystical forces do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the raw energy generated by his faith. A harbinger can use any invocation he knows at will, with the following qualifications: A harbinger's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A harbinger is entitled to a Concentration check to successfully use an invocation if he is hit by an attack, just as a spellcaster would be. A harbinger can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A harbinger's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A harbinger's caster level with his invocations is equal to his harbinger level. The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the harbinger's Charisma modifier. Since spell-like abilities are not actually spells, a harbinger cannot benefit from the Spell Focus feat. He can, however benefit from the Ability Focus feat. as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability.
The four grades of harbinger invocations, in order of their relative power, are least, lesser, greater, and esoteric. A harbinger begins with knowledge of one invocation, which must be of the lowest grade (least). As a harbinger gains levels, he learns new invocations, as summarized on the class progression table. A list of available invocations can be found following the class description.
At any level when a harbinger learns a new grade of invocation, he can also replace another invocation of the same or a lower grade. At 6th level, a harbinger can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 12th level, a harbinger can replace a least or lesser invocation he knows with another invocation of the same or lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a harbinger can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or esoteric).
Master and Servant (Su): Upon taking the first level in harbinger a deal is made with an aspect of reality that is nigh unescapable. The Harbinger becomes the sign of the force's coming. The force corrupts the habinger slowly changing them to align with the master. The harbinger gains thier first manifestation at the first level and an additional manifestation each level there after. The harbinger adds 1/2 class level to saves vs corruption.
Limited Anathematic Secrecy (Su): Starting at the 3rd level the harbinger begins to gain some protections their master garners. The harbinger gains immunity to divination spells or effects of a spell level equal to their class level, cast by divine spell caster or creature benefiting from divine power, Arcane and other magic cast by a nondivine spellcaster work normally.
A Veil Drawn Thin (Su): Starting at the 5th level the harbinger becomes the center of the master's sign, the faint level affecting 51.5625 ft radius (rounded down). Each level past 6th the radius doubles, 103.125 ft at 6th, 206.25 ft at 7th, 412.5 at 8th, 825 ft at 9th, etc. Additionally the harbinger begins to bear traits related to their master, master of Terranis my become stony in appearance or covered in dirt, a harbinger of Goth gain a alabaster complexion or gaunt hollow features. The harbinger is concidered a minor avatar of their master.
Anathematic Secrecy (Su): Starting at the 9th level the harbinger becomes immune to any divine spell or effect of the divination school.
Avatar Takes Form (Su): Starting at the 10th level the harbinger becomes a greater locus of their master's power. After a long ritual, the harbinger becomes an lesser avatar of their Master. The harbinger doubles the range of signs their feint sign, and manifests the moderate sign out to the normal sign range. The ritual cast time is reduced based participant or special condition for the master is met. Lesser avatars manifest the moderate sign instead of the faint sign. When taking the form of the avatar the harbinger must immediately make a corruption check DC 25+
Condition Met
Participants
Cast time
Participants
Cast time
Participants
Cast time
Participants
Cast time
Participants
Cast time
Min. Cast time
None
None
30 Days
1-15
-1 day each
16-255
-1 hour each
256-831
-10 mins each
832-2211
-1 min each
1 hour
1
None
7 days
1-7
-12 hours each
8-63
-1 hour each
64-159
-10 mins each
160-849
-1 min each
30 min
2
None
24 hours
1-12
-1 hour each
13-60
-10 min each
61-240
-1 min each
241-690
-1 round each
15 min
3
None
12 hours
1-6
-1 hour each
7-30
-10 min each
31-120
-1 min each
121-370
-1 round each
5 min
4
None
1 hour
1-5
-10 min each
6-15
-1 min each
16-24
-1 round each
-
-
1 round
Nature Changed (Su): Starting at the 15th level the harbinger's connection grows stronger. When preforming the ritual to become a avatar of the master the harbinger can become a greater avatar. The harbinger's type changes to Outsider(Native) and they gain additional benefits based on their master. When trying to manifest a lesser avatar of their master they are treated as having complete 2 of the special requirements. Greater avatars manifest the strong sign instead of faint sign.
True Avatar Manifest (Su): Starting at the 20th level the harbinger gains the ability to become a true avatar upon completeing the avatar ritual. Additionally when trying to become a greater avatar the harbinger is treated as having complete 2 conditions, and having complete 4 conditions for a lesser avatar. True avatars manifest the overwhelming sign instead of faint sign.
Masters:
Bizltgohtthz, the 32nd Universe
Granted Invocations: 2nd - Force to Now, 5th - Call the Future Children, 8th - Vault of Futures, 11th - Nightmares Made Real, 14th - Devour Magic, 17th - Dark Foresight, 20th - Shape Alter To Be
Salient Property: Sense Alter To Be: The harbinger gains an unnearing detection of one of the 78 peices of the Alter To Be. This detection is equivalent of Discern Location using the harbinger's class level as their caster level for the effect. Once the peice is found a new peice is attuned to.
Sign: A World Remade
Faint: The first signs come when the world that wakes does not. While sleeping anyone with in the sign must make a will save DC 10 + 1/2 source HD + Source Cha mod or suffer form dreams of the 32nd universe, they are awaken several times during the night awakening fatigued on failed save. Most belive them to be nightmares, but those tainted by the future's corruption know and find the dreams comforting, not needng to make a will save and instead wake refreshed as if effected by Restful Sleep (http://www.d20pfsrd.com/magic/all-spells/r/restful-sleep/).
Moderate: -2 caster level to creation effects and 1d6 damage per day to everthing as it changes to its state in the 32nd universe.
Strong: The damage is dealt every hour and -4 to the caster level of creation and transmutation effects.
Overwhelming: Transmutation and creation effects cease to function unless for making things of the 32nd universe. Additionally everything takes 2d6 damage per 1d4 minutes as it rapidly changes to match the 32nd universe.
Ignius, the Forger of Worlds
Fable: When the stars were young the first gods known as Law-bringers needed a tool to make world more efficiently. This need brought forth the essence of a titan the Forger of Worlds, while not the true titan but just a echo of the one before it still boe more than enough might to serve and they name it Ignius.
Granted Invocations: 2nd - Conjure Flame, 5th - Searing Blast (http://www.giantitp.com/forums/showsinglepost.php?p=12688921&postcount=1), 8th - Vault of Futures, 11th - Infinite Armory, 14th - Swallowing Blast (Gluttony) (http://www.giantitp.com/forums/showthread.php?439696-Flaws-of-the-Fallen-Invocations), 17th - Externalize Soul (http://www.giantitp.com/forums/showthread.php?417958-Make-A-Contract-With-Me!-Invocations), 20th - Forge of Existence
Salient Property: Forge of the Titans: The harbinger gains the ability to heat an object to up to 900 degrees, allowing for the forging of bronze with out a heat source. Upon gaining the A Veil Drawn Thin the temperature doubles allowing the forging of Iron. Avatar takes form grants the ability to forge mythril, and other precious metals of common hardness. Nature changed expands to adamantine and other high hardness metals. True avatar manifest allows forging of any material as if effected by shape stone but is not limited to stone.
Sign: Heat of the Forge
Faint: Fire based effects treat the level of the user as 2 higher, for spells this would be +2 caster level. Additionally, any fire burns much brighter and hotter then normal, roughly a 50% increase in tempurature. The increase in intesity does not effect the burn time as the actual increase comes from the plane of fire. Any natural flame deals 50% more damage, and skill cheks for any cooking and other skills interacting with fire have their DC increased by 5. The increase in tempurature has no effect while in the plane of fire.
Moderate: Fire creatures begin to come through the holes in reality. There is a 20% chance each day a creature from the plane of fire will enter any nearby affected flames. The creature must be less than 1/6th the size of the fire, where a campfire may only have a fireflies, while a large house fire may be invaded by a salamander or efreeti. Water based effects treat the level of the user as 2 lower, for spells this would be -2 caster level. Additionally any body of water in range is halved in volume each day it is in the area of the sign as pure flame burns it away. Lakes and streams lower without drought, close water bottles dry, heavy rains become light showers, and wells run dry. The receeding water has no effect while in the plane of water.
Strong: As moderate but the chance is increased to 60% each day, additionally the tempurature increase becomes 100% hotter, increasing the DC by 10 instead of 5, additionally natural flame does 100% more damage, and the bonus to level based fire effects is increased to 4. The rate
Overwhelming: The tie to the plane of fire is so severe the air constaintly flashes with buring insects and other small objects, and the heat causes the air to be aird and dry even in a dense ran forest. Wildfires are quite common in the sign and many avoid the source unless there is a dire need. The chance of creature becomes 100% each day and fire are ten times their normal tempurature and deal ten times the normal damage. the DC for skills is increased to 50. The bonus to level based fire effects is increased to6
Xixialtarz, the Thumaturge
Fable: When the stars were young the first gods known as Law-bringers needed a tool to make world more efficiently. This need brought forth the essence of a titan the Forger of Worlds, while not the true titan but just a echo of the one before it still boe more than enough might to serve and they name it Ignius.
Granted Invocations: 2nd - Conjure Flame, 5th - Searing Blast (http://www.giantitp.com/forums/showsinglepost.php?p=12688921&postcount=1), 8th - Vault of Futures, 11th - Infinite Armory, 14th - Swallowing Blast (Gluttony) (http://www.giantitp.com/forums/showthread.php?439696-Flaws-of-the-Fallen-Invocations), 17th - Externalize Soul (http://www.giantitp.com/forums/showthread.php?417958-Make-A-Contract-With-Me!-Invocations), 20th - Forge of Existence
Salient Property: Forge of the Titans: The harbinger gains the ability to heat an object to up to 900 degrees, allowing for the forging of bronze with out a heat source. Upon gaining the A Veil Drawn Thin the temperature doubles allowing the forging of Iron. Avatar takes form grants the ability to forge mythril, and other precious metals of common hardness. Nature changed expands to adamantine and other high hardness metals. True avatar manifest allows forging of any material as if effected by shape stone but is not limited to stone.
Sign: Heat of the Forge
Faint: Fire based effects treat the level of the user as 2 highter, for spells this would be +2 caster level. Additionally, any fire burns much brighter and hotter then normal, roughly a 50% increase in tempurature. The increase in intesity does not effect the burn time as the actual increase comes from the plane of fire. Any natural flame deals 50% more damage, and skill cheks for any cooking and other skills interacting with fire have their DC increased by 5. The increase in tempurature has no effect while in the plane of fire.
Moderate: Fire creatures begin to come through the holes in reality. There is a 20% chance each day a creature from the plane of fire will enter any nearby affected flames. The creature must be less than 1/6th the size of the fire, where a campfire may only have a fireflies, while a large house fire may be invaded by a salamander or efreeti. Water based effects treat the level of the user as 2 lower, for spells this would be -2 caster level. Additionally any body of water in range is halved in volume each day it is in the area of the sign as pure flame burns it away. Lakes and streams lower without drought, close water bottles dry, heavy rains become light showers, and wells run dry. The receeding water has no effect while in the plane of water.
Strong: As moderate but the chance is increased to 60% each day, additionally the tempurature increase becomes 100% hotter, increasing the DC by 10 instead of 5, additionally natural flame does 100% more damage, and the bonus to level based fire effects is increased to 4. The rate
Overwhelming: The tie to the plane of fire is so severe the air constaintly flashes with buring insects and other small objects, and the heat causes the air to be aird and dry even in a dense ran forest. Wildfires are quite common in the sign and many avoid the source unless there is a dire need. The chance of creature becomes 100% each day and fire are ten times their normal tempurature and deal ten times the normal damage. the DC for skills is increased to 50. The bonus to level based fire effects is increased to6