PDA

View Full Version : [Base Class and Feats] The Harrowed (Read 1st two posts)



Lord_Gareth
2007-10-04, 06:37 PM
Offtopic note - Table kindly provided by Fako. I welcome and likely need very badly comments on this - since this is the second base class I've tried making, with the first being a horrid failure, and I'm actually inventing it on the fly. Also, inspiration for this is owed to Deadlands - or, rather, is owed to my friend who told me about the original which happens to be in the Deadlands system. I have no clue how accurate this is, so lay off me if you happen to play Deadlands.




http://i126.photobucket.com/albums/p119/Lord_Gareth/1afb-1.jpg

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

1st|
+0|
+0|
+0|
+2|The Monster Within, Shadowmental Touch(1d6), Bonus Harrowed Feat, The Bars of the Cage

2nd|
+1|
+0|
+0|
+3|Sight of the Haunted(Detect Magic)

3rd|
+2|
+1|
+1|
+3|Shadowmental Touch(2d6)

4th|
+3|
+1|
+1|
+4|Psychometry

5th|
+3|
+1|
+1|
+4|Shadowmental Mantle, Shadowmental Touch(3d6), Bonus Harrowed Feat

6th|
+4|
+2|
+2|
+5|Shadowmental Touch(melee)

7th|
+5|
+2|
+2|
+5|Shadowmental Touch(4d6)

8th|
+6/+1|
+2|
+2|
+6|Whispers of the Past

9th|
+6/+1|
+3|
+3|
+6|Shadowmental Touch(5d6)

10th|
+7/+2|
+3|
+3|
+7|Sight of the Haunted(Darkvision 60'), Bonus Harrowed Feat

11th|
+8/+3|
+3|
+3|
+7|Shadowmental Touch(6d6)

12th|
+9/+4|
+4|
+4|
+8|Hellborn Savagery

13th|
+9/+4|
+4|
+4|
+8|Shadowmental Touch(7d6)

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

15th|
+11/+6/+1|
+5|
+5|
+9|Bargain with Death, Shadowmental Touch(8d6), Bonus Harrowed Feat

16th|
+12/+7/+2|
+5|
+5|
+10|Shadowmental Flight, Sight of the Haunted(Magical Darkness)

17th|
+12/+7/+2|
+5|
+5|
+10|Shadowmental Touch(9d6)

18th|
+13/+8/+3|
+6|
+6|
+11|

19th|
+14/+9/+4|
+6|
+6|
+11|Shadowmental Touch(10d6)

20th|
+15/+10/+5|
+6|
+6|
+12|Shadowmental Apocalypse, Bonus Harrowed Feat[/table]

"Having the beast within you doesn't make you a monster. It's knowing when to unleash it that makes you human."
Jozan, to Aryillia, a Harrowed.

Sorcerers and bards are born with the potential of power. Clerics and druids have it granted to them from on high. Warlocks are born with eldritch might in their souls already.

For most, power is a blessing. For the Harrowed, it is a curse.

The Harrowed are souls that have been given a second chance at life - whether they petitioned for it, seek redemption, or are merely the victims of a malfunctioning Reincarnation spell, they have all come back from the land of the dead to walk the mortal planes once again. Unfortunately, there is a difference - the Harrowed are cursed to forever fight with a being trapped within them. While they gain some of these beings' powers, they are also forced to contend with it for control of their own bodies - and their sanity.

Abilities: Wisdom is most important for a Harrowed, because it increases their Will save, and therefore their effectiveness with their supernatural abilities. Charisma increases the DC to save against their powers, and Intelligence is useful for those Harrowed who want more information on their particular being - especially those seeking to ensorcel it through its Truename - as well as affecting their Knowledge skill.

Role: The Harrowed serve in a similar, yet distinctly different, fashion from a Warlock or Warmage - an "arcane caster" that serves to augument and support the group's main caster. The Harrowed also make excellent researchers and detectives, especially where the supernatural is concerned. When not attacking from range, the Harrowed can make decent melee combatants, augumented by their Shadowmental abilities.

Background: Harrowed remember nothing about their past lives - nothing at all. Most simply awaken somewhere with no idea how they got there or who they are, taking the names of objects, equipment, other people, or concepts as their own. A few are born and raised like normal children - of these, their power typically manifests as early as the age of four. Those who aren't slain for being "unholy witch children" typically start struggling with their inner beast early, fighting to gain control of the power at their beck and call. They typically leave their homes early to protect those around them from the monster - or are forced out when it slays more people than the community will tolerate.

The Harrowed enjoys a peculiar kind of immortality - whenever they would be permanently slain, they reincarnate once again, to re-start the fight with their inner demon. So far, no one has caught on to this pattern, though some very old Harrowed are beginning to remember lives that are not their own - and investigating throughly.

Organization: None. Each Harrowed is a unique case that feels no special attachment to any other Harrowed, and indeed, often doesn't recognize either themself or their enemy as a Harrowed. The Harrowed are an exception to the usual rule that a class name is what the individual is called - a Harrowed calls him or her self whatever strikes their fancy - likely nothing aside from their own personal name.

Alignment: Any. Most Harrowed tend towards nuetral or good due to an instinctive need to fight the force possessing them, but many also turn to evil - gaining their freedom by providing entertainment for the dark force that shares their soul. Harrowed slightly tend to law over chaos due to the discipline and force of will needed to control their powers.

Races: Almost every race has one or two Harrowed - not many - to boast as their own - or hide in shame. However, curiously, nonmortal races never produce them - Planetouched, Outsiders, Fey, and other immortal beings are never Harrowed, without exception. Most Harrowed are, curiously, humans, half-elves, and half-orcs, followed closely by elves. Of all the races, the elves are the closest to understanding what the Harrowed truly are - though all are still in the dark.

Religion: Most Harrowed reject the gods, seeing them as uncaring stewards, cruel tormentors, weaklings, or any other explanation they can come up with for their hate. A few turn to worship fervantly for the strength to fight the monsters within them.

Other Classes: The Harrowed typically have a deep-seated resentment to other people who recieve power or are born with it. Bards, sorcerers, warlocks, clerics, druids, favored souls and other classes with innate or divinely granted powers invariably recieve the Harrowed's jealousy and spite, even if they work with each other - on rare occasions, though, a Harrowed may open up to her companions, and friendships can occur. Such cases, however, are rare due to the rather high insanity/fatality rate of the Harrowed.

Adaptation: It's easy to envision the Harrowed as using something besides the elements. Their mysterious nature makes it easy for Dungeon Masters to alter them to fit their campaigns as well - perhaps as servants of some evil fire lord or as part of a natural, but flawed, cycle of rebirth.

Hit Die: D6
Base Attack Bonus: Average
Fortitude Save: Poor
Reflex Save: Poor
Will Save: Good

Starting Gold: 3d4 x 10 G.P.

Class Features

Class Skills: 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), Use Magic Device (Cha)

Skill Points at First Level (4 + Intelligence Modifier) x 4
Skill Points Per Level after First - 4 + Intelligence Modifier

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 an insubstantial beast that lives for its own sadistic purposes, slaughtering, torturing, or merely playing cruel jokes on a whim. No one - including the Harrowed - knows the true nature of this monster, though it seems to be intelligent, often whispering advice, secrets, or simply conversation into its host's mind. Whenever a Harrowed uses one of her activated supernatural abilities from this class, she must make a Will save (DC 10 + Class level required to use the ability) or lose control of their body to the monster for a number of rounds equal to their character level. The Harrowed may not relent on this save. If they succeed at the save, they do not need to save again for that particular ability for a number of rounds equal to their charisma modifier.

The monster within each Harrowed is invariably Chaotic Evil, though not necessarily deadly, willing to play pranks, murder, commit arson or other elemental forms of destruction (which they take particular glee in) or simply party hard as the whim strikes them. While the Harrowed is possessed, she is Chaotic Evil. If the Harrowed cannot be trusted to roleplay this alignment properly, she becomes an NPC under the control of the DM. Attempts to remove the monster invariably fail - even greater deities are stymied as their spells simply fail against it. This universal trait amongst the Harrowed is another subject of speculation among sages.

The monster does not enjoy sharing control of its host with others, bolstering the Harrowed's mental defenses - she gains a +4 bonus to Will saves vs. enchantment effects.

Shadowmental Touch - An element suffuses the monster within the Harrowed, and it's power seeps through, allowing the host - or the beast - to lash out. At first level, the Harrowed must pick one of the following elements, which is theirs forever:

Hellfire: The Harrowed's beast is of destructive, chatoic flame, seeking to reduce all it sees to ash. Burning, unholy flame suffuses the Harrowed, allowing them to lash out with it as a ranged touch attack that deals 1d6 per two Harrowed levels, half of which is fire and half of which stems directly from unholy power and is not subject to any sort of resistance, starting at level one. Hellfire can ignite objects as though it were Alchemist's fire.

Frigid Hate: The Harrowed's beast is one of ice and snow, seeking to encase all around it in a frigid grave. The Harrowed can lash out with a ranged touch attack that deals 1d6 points of damage per two Harrowed levels, half of which is cold, half of which stems directly from unholy power and is not subject to any sort of resistance, starting at level one. Frigid Hate can instead freeze five cubic feet of liquid per d6 of damage it could inflict. DMs are encouraged to use common sense - it's probably not going to freeze molten iron instantly.

Caustic Fury: The Harrowed's beast is rooted deep in the fury of the earth itself, seeking to return all to the earth from whence it came. the harrowed can lash out with a ranged touch attack that deals 1d6 points of damage per two Harrowed levels, half of which is acid, half of which stems directly from unholy power and is not subject to any kind of resistance, starting at level one. Caustic Fury clings to its victims, dealing an additional 1d2 points of damage equal to the Harrowed's Charisma modifier each round after it hits for a number of rounds equal to the Harrowed's levels in this class. Multiple uses of Caustic Fury do not increase the damage dealt, but will extend the duration of the additional damage.

Thundrous Rage: The Harrowed's beast is one of air and lightning, seeking to scourge all to dust. The Harrowed can lash out with a ranged touch attack that deals 1d6 points of damage per two Harrowed levels, half of which is electricity, half of which stems directly from unholy power and is not subject to any kind of resistance, starting at level one. This attack is accompanied by a raging thunderclap, forcing all within five feet of the victim to succeed at a Fortitude save (DC 10 + 3/4 of the Harrowed's class levels + the Harrowed's Charisma modifier) or be deafened for a number of rounds equal to the Harrowed's Charisma modifier.

Crushing Will: The Harrowed's beast has an indomitable will, allowing the Harrowed to exert it on the world around her. The Harrowed can lash out with a ranged touch attack that deals 1d4 points of damage per two Harrowed levels, half of which is force, half of which stems directly from unholy power and is not subject to any sort of resistance. The monster's indomitable will imposes a -2 penalty on saves the Harrowed makes against it (see The Monster Within).

Regardless of the path chosen, the maximum damage dealt by the Harrowed's Shadowmental Touch is 10d6 (or 10d4 for those Harrowed who choose Crushing Will) and the attack has a maximum range of 60ft.

At sixth level, the Harrowed may add her Shadowmental Touch damage to a single melee attack as a standard action, dealing it in addition to weapon damage.

At fourteenth level, the Harrowed's Shadowmental Touch deals half again as much unholy damage to Good creatures (in effect, 1.25 its total damage is applied to Good creatures).

Using her Shadowmental Touch provokes a Will save (see The Monster Within), as well as attacks of opportunity (just like any ranged attack fired in melee) unless she is channeling it through a melee attack.

Bonus Feat: At first level, the Harrowed gains a bonus feat, selected from the list of feats below. The Harrowed gains another bonus feat at levels five, ten, fifteen, and twenty.

The Bars of the Cage: The beast within detests being trapped, and becomes furious if it is pinned down further. A Harrowed may wear light armor at no penalty. A Harrowed wearing medium armor, however, takes a -6 penalty on all Will saves vs. The Monster Within as the beast becomes enraged. A Harrowed wearing Heavy armor takes a -12 penalty to all saves vs. The Monster Within.

Sight of the Haunted (Su): While the Harrowed continues to fight the monster within her, her body changes, affected by the power contained within it. Starting at second level, the Harrowed benefits from as if from a constant detect magic spell.

Starting at 10th level, the Harrowed has Darkvision with a range of 60 ft. and she automatically detects any Outsiders in her field of vision, as though with a true seeing spell, except that nonmagical forms of hiding are also ineffective - she sees their aura no matter where they hide.

At 16th level, the Harrowed sees normally in all forms of darkness, including deeper darkness spells and automatically detects all Outsiders, Elementals, or beings with the Extraplanar subtype within sixty feet of her, pinpointing their exact location and their general power level in comparison to her (pathetic, weak, slightly less powerful, even, slightly more powerful, strong, and overwhelming), as well as any alignment subtypes they possess. Nothing short of an Antimagic field prevents this detection.

After a Harrowed gains this ability, her eyes turn either a deep, blood red or a lush violet color (player's choice) and their pupils turn to catlike slits - the color of her Shadowmental abilities changes to match the color of their eyes.

Psychometry (Su): Upon reaching 4th level, the Harrowed’s connection to the land of the dead from which he returned from is deepened, allowing him to witness the passing of others in the location in which they died. By attuning his beast’s vision towards the spirit world and using its eyes, the player may roll a Concentration check (DC 20) to witness the events that had transpired within 24 hours. For every day after the event, the DC increases by +2.


Shadowmental Mantle (Su): Starting at fifth level,twice per encounter, the Shadowmental essence of the beast within the Harrowed infuses her body more deeply, allowing her to erupt in unholy elemental energy. While this ability is active, her body is wreathed in Shadowmental energy, dealing 2d6 points of damage to any creature that strikes her in melee, half of which is damage of the element chosen for her Shadowmental Touch and half of which stems directly from unholy power and is not subject to resistance of any sort. This damage increases by 1d6 every two levels after the Harrowed, maxing out at 9d6 at 19th level. She also gains DR 5/- against ranged attacks - any projectile that fails to pierce this DR is destroyed. The Shadowmental energy does not harm the Harrowed's equipment, and last a number of rounds equal to her charisma modifier.

After she gains this ability, the Harrowed's footprints leave behind Shadwomental energy that, while harmless, takes hours or days to gutter out on its own, even when she is not wreathed in flame. These prints add a +10 circumstance bonus to those attempting to track her, with some exceptions for common sense (frozen footprints in the middle of the Arctic, for example).

Using Hellfire Mantle provokes a Will save (see The Monster Within)

Whispers of the Past (Su): While the Harrowed does not truly remember her past, the whispers of her monster and flickering memories of her previous existence sometimes grant her insight, giving her an insight bonus equal to 1/2 her levels in this class on all Knowledge checks starting at level eight.

Hellborn Savagery (Su): The beast makes one last surge to change the Harrowed into its form at level twelve, causing her to grow large talons where her fingers would normally be. Treat these as claws that deal 1d6 slashing damage and an additional 2d6 damage, half of which is the energy type selected for her Shadowmental Touch, half of which stems directly from unholy power and is not subject to any resistance. A Harrowed's claws count as both magic and evil for the purposes of damage reduction.

A Harrowed may retract her claws into her hands in a very painful process as a standard action that provokes attacks of opportunity, dealing 1d4 points of damage to herself and provoking a Will save (see The Monster Within). She may extend her claws as a free action on her turn in another painful process that deals 1d4 points of damage to her (but does not provoke a save).

Bargain with Death (Su): Starting at fifteenth level, the Harrowed's connection to the land of the living strengthens, binding her and her monster there on a more permanent basis. She always stabalizes when brought down into negative hit points. Furthermore, once per day, should the Harrowed die, she may make a class level check against a DC of 35. Success means she is affected as though by a True Reincarnation spell at the end of the encounter.

Shadowmental Flight (Su): Starting at level sixteen, as a move action that provokes attacks of opportunity, the Harrowed may sprout wings of Shadowmental energy that grant her a fly speed of 40ft (average manueverability). If she hovers (Using the Hover feat) over a spot, those under her within a 10ft radius take 5d6 damage, half of which is of the element chosen for her Shadowmental Touch, half of which stems directly from unholy power and is not subject to resistance, as Hellfire rains from her beating wings. Those who succeed at a Reflex save (DC 10 + 3/4 the Harrowed's class levels + the Harrowed's Cha modifier) take only half damage. These wings last for a number of rounds equal to twice the Harrowed's Charisma modifier. Using Shadowmental Flight provokes a Will save (see The Monster Within)

Shadowmental Apocalypse (Su): At twentieth level, the Harrowed gains full control over her monster's Shadowmental powers, gaining the dreaded Shadowmental Apocalypse. Once per day, as a standard action that provokes attacks of opportunity, she can unleash her wrath in a 100ft radius burst centered on her, dealing double Shadowmental Touch damage to all those but herself within and blinding them for 1d6 rounds. Creatures that succed at a Reflex save (DC 10 + 3/4 the Harrowed's levels in this class + the Harrowed's Cha modifier) take only half damage and are not blinded.

A Harrowed may exclude up to five beings of Medium or smaller size in the radius from all effects of the Hellfire Apocalypse by making a DC 30 Concentration check as a normal part of using the ability.

Multiclass Harrowed: Nothing prohibits a Harrowed from multiclassing, but those wanting to play a Harrowed -must- begin their careers as one - you are either born a Harrowed, or you never can be one.

Mage Slayer Effects - The Harrowed count as arcane casters for the effects of the Occult Slayer prestige class, the Mage Slayer feat tree, the Hammer of Witches legacy weapon, and other items, feats, and classes designed to slay arcane casters.


Feats

The following are feats that only Harrowed can take, and are denoted as Harrowed feats.

Shadowmental Sweep [Harrowed]
You are especially skilled with controlling your Shadowmental Touch, letting you sweep it into arcs and cones.
Prerequisites: Shadowmental Touch 3d6
Benefit: You may choose to change your Shadowmental Touch to 10ft arc, a 20ft cone, or a 30ft long line. Those in the area recieve Reflex saves (DC 10 + 3/4 your Harrowed levels + your Charisma modifier) for half damage. This ability does not otherwise change your Shadowmental Touch.

Burning Soul [Harrowed]
Though you haven't necessarily embraced the monster within you, you have embraced the Hellfire, and it suffuses your soul.
Prerequisites: Shadowmental Mantle, Hellfire Touch
Benefit: Whenever you succeed at a save against a mind-affecting spell or ability that targets you, the caster of that spell takes 4d6 damage, half of which is fire, half of which stems directly from unholy power and is not subject to any resistance. The victim of this ability recieves a Reflex save (DC 10 + 3/4 of your Harrowed levels + your Charisma modifier) for half damage.

Sieze Control [Harrowed]
You've learned a trick or two from your monster about controlling the minds of others - and can attack through windows they open.
Prerequisites: Harrowed Level 14th, Iron Will
Benefit: Whenever you succeed at a save vs. a mind-affecting spell or ability that targets you by a margin of ten or more, you may make an opposed Will save vs. the caster of that spell (assuming that you were aware of the spell being cast and can see the caster). If you beat the caster, you gain control of their actions as though by dominate person for a number of rounds equal to your Charisma modifier.

Shadowmental Shield [Harrowed]
As though from the black depths of Hell itself, you may raise a ring of shadowmental energy around you.
Prerequisites: Shadowmental Touch 5d6, Improved Initiative
Benefit: Once per encounter, as an immediate action, you may raise a 5-foot wall of your Shadowmental around you. Those caught in the wall take Shadowmental Touch damage every round they remain within it. While within the wall, you have partial concealment (20% miss chance). The Shadowmental Shield lasts for a number of rounds equal to your Charisma modifier, and is immobile. You are immune to damage from your own Shadowmental Shield, but not from those of other Harrowed with this feat. Creatures caught within the ring when it is summoned are shunted five feet back in a movement that does not provoke attacks of opportunity, but take no damage. If an obstacle prevents them from being moved, they take damage as normal.

Feline Soul [Harrowed, Soul]
The monster within you is catlike, or so it would seem, and your body is changing to reflect it.
Prerequisites: The Monster Within, Shadowmental Mantle
Benefit: You grow a catlike tail covered in gray fur, and your muscles change to become lean and agile. You lose two points of Strength permanently, and gain a +2 inherant bonus to Dexterity. The tail grants you a +2 racial bonus on Balance and Climb checks.
Special: You may only have one Soul feat.

Lupine Soul [Harrowed, Soul]
You share your soul with a wolflike beast, and its influence taints your body.
Prerequisites: The Monster Within, Shadowmental Mantle
Benefit: Your body becomes more muscular and less compact, causing you to lose two points of Dexterity permanently and gain a +2 inherant bonus to Strength. You gain a +2 racial bonus on Jump and Survival checks. Your nose becomes more keen, granting you the Scent special quality.
Special: You may only have one Soul feat.
Special: You do not gain the benefit of Hellborn Savagery, though you still have it for the purposes of qualifying for feats and prestige classes.

Hell's Fangs [Harrowed]
Your wolf-like beast has teeth. Sharp ones.
Prerequisites: Hellborn Savagery, Lupine Soul
Benefit: You grow a wolflike snout and fangs, granting you a bite attack that deals 1d8 + 1.5 Strength Modifier damage. In addition, you gain the Improved Trip special quality, usable whenever you successfully bite a foe.

Ears of the Beast [Harrowed]
Your ears transform to resemble a cat's or wolf's, granting you acute - even supernatural - hearing.
Prerequisites: The Monster Within, Con 13+
Benefit: Your ears change to resemble those of a wolf or large cat covered in gray fur, granting you a +10 racial bonus on Listen checks.
At level 10, you gain Blindsense within ten feet. Effects that negate your hearing also negate this Blindsense.
At level 18, your Blindsense extends to thirty feet, and you have Blindsight within ten feet.

Feline Stance [Harrowed]
Your body changes to more closely resemble your inner monster, becoming catlike.
Prerequisites: Feline Soul
Benefit: You may gain a +10 racial bonus on your land speed by moving on all fours (you cannot take attacks while doing so, though you may still use the charge action and attack at the end of the charge by standing up). Your legs change to become feline and your body coves in gray, catlike fur, granting you a +4 racial bonus on Jump and Balance checks.

Fury of the Wolf [Harrowed]
You gain a measure of the wolf within's ferocity.
Prerequisites: Lupine Soul, Hell's Fangs, Improved Natural Attack (Bite), Improved Grapple
Benefit: When you bite an enemy in a grapple, you may choose to hold on and shake, ripping apart muscle and bone and causing agonizing pain. As long as you continue to hold and shake, you cannot make attacks, but you deal an automatic 1d8 points of damage and your victim takes a -2 circumstance penalty on any grapple checks to free themself from you.

Shadowmental Wings [Harrowed]
Your monster grants part of its power voluntarily to fuel your wings of fire.
Prerequisites: Shadowmental Flight
Benefit: Your Shadowmental Flight ability is always active, never requiring Will saves. You may choose to retract your wings and re-extend them later, but this provokes saves as normal.
Normal: Whenever you activate your Shadowmental Flight ability, you must make a Will save vs. your monster.

Shadowmental Sniper [Harrowed]
You give up your ability to channel Shadowmental energy through a touch in exchange for accuracy and potence.
Prerequisites: Harrowed level 6
Benefit: You can no longer make Shadowmental Touch attacks through melee attacks. However, the range of your ranged Shadowmental Touch attack increases to 120ft, and if it strikes a flat-footed opponent, it deals an additional 2d6 points of damage.

Throw Away [Harrowed]
The indomitible will of your beast can toss enemies aside like the worthless trash they are.
Prerequisites: Iron Will, Crushing Will 5d6
Benefit: Enemies damaged by your Hellfire Touch ability are shoved 5 feet in a straight line for every 10 points of damage inflicted. This movement provokes attacks of opportunity. If a barrier would prevent them from completing this movement, they take an additional 2d6 points of bludgeoning damage as they slam against it.

Shadow Soul [Harrowed, Soul]
The darkness of your beast within taints your powers - and gives you strength.
Prerequisites: The Monster Within, Shadowmental Mantle
Benefit: Whenever you activate your Shadowmental Mantle, you gain partial concealment (20% miss chance). Further, as a move action, you can snuff out any nonmagical light you can see simply by concentrating. You may snuff out magical light sources this way, but it takes a standard action, and you may only affect those with a caster level equal to or lower than your Harrowed level. You permanently lose two points of Wisdom and gain a +2 inherant bonus to Intelligence.
Taking this feat turns your hair dark black and causes light to flicker and waver in your presence.
Special: You may only have one Soul feat.

Dark Child [Harrowed]
The darkness of you beast suffuses you more deeply, granting you more power over shadow and light.
Prerequisites: Hellborn Savagery, Shadow Soul
Benefit: As a move action that provokes attacks of opportunity, you may create a 40-foot cloud of darkness centered on you. This action provokes a DC 22 Will save vs. your monster. Others cannot see through this darkness, though you can perfectly, and it lasts a number of rounds equal to your charisma modifier.
By readying an action to do so, you may snuff out any light-based spell that you can see being cast, so long as its caster level is equal to or less than your Harrowed level.

Contract with the Beast [Harrowed]
You've forged a sort of truce with your monster.
Prerequisites: The Monster Within
Benefit: You gain a +2 bonus on Will saves made vs. your monster.
Special: This feat opens up a selection of other feats.

Pact of Butchery [Harrowed]
You placate your beast through battle and murder.
Prerequisites: The Monster Within, Contract with the Beast, Nongood alignment.
Benefit: You gain a +4 bonus on Will saves made vs. your monster for one hour after you initiate combat with an initially non-hostile target. Furthermore, for every 10% your hit points go below their full normal maximum, you gain an additional 1d6 points of damage on all supernatural abilities that deal energy damage.

Pact of Trickery [Harrowed]
Your beast just wants to have fun.
Prerequisites: The Monster Within, Contract with the Beast
Benefit: Whenever you perform a prank, embarass someone publically, or otherwise perform some semi-harmless action purely for humor and fun (under DM purview), you gain a +4 bonus on all Will saves made vs. your monster for the next hour. Furthermore, you may bend your Hellfire Touch attacks around cover, ignoring anything less than total cover as the flame richochets off corners, reaches around shields, or arches over low walls.

Pact of Filth [Harrowed]
Your monster is one of filth and disease, and demands that you be the same.
Prerequisites: The Monster Within, Contract with the Beast
Benefit: As long as you keep yourself filthy, dirty, and otherwise ragged and repulsive, you gain a +6 bonus on Will saves made vs. your monster. Furthermore, you become a carrier for any disease you come across, though you are immune to its effects - you may choose to exclude people who come near you from contracting your diseases by making a DC 24 Will save.

Dark Whispers [Harrowed]
Your beast is willing to trade one truth for another.
Prerequisites: The Monster Within, Whispers of the Past, Contract with the Beast, 15 ranks in four or more Knowledge skills
Benefit: Your beast whispers to you of your past, telling you dark secrets and the occasional joyous moment. This knowledge of your identity allows you to research your past life (which would otherwise be impossible) with a DC set by the DM based on what your monster reveals and for how long you have had this agreement with your beast. Whenever you inflict damage on an enemy with a melee natural weapon attack or supernatural ability, you deal 1d4 points of Intelligence damage to your victim as your beast steals part of its thoughts and memories.
Special: Your beast tells you nothing on days that you do not drain Intelligence with this feat.

Voice of Remorse [Harrowed, Exalted]
Your influence has made your monster give up its hateful ways.
Prerequisites: The Monster Within, Whispers of the Past, Contract with the Beast, two or more Exalted feats, any good alignment
Benefit: Your beast's alignment is Chaotic Nuetral rather than Chaotic Evil. The non-energy damage dealt by your supernatural abilities is holy, rather than unholy, and your Shadowmental Touch does half-again as much damage to evil beings rather than good ones. Once per day, you may convert one Shadowmental Touch attack to purely holy energy that is not subject to any kind of resistance.

Feline Rip [Harrowed]
You know how to cut tendons and shred muscles
Prerequisites: Feline Soul, Feline Stance
Benefit: Whenever you hit a flatfooted opponent, or one that you flank, with your claws, they get a -1 cumulative penalty on melee attack rolls and Strength and Dexterity-based checks that lasts until they recieve magical healing or a successful application of the Heal skill (DC 15 + total penalty).

Lord_Gareth
2007-10-04, 07:26 PM
The Harrowed's Monster: The monster within every Harrowed is an intelligent being with its own personality, and these range from mindless killers to genteel beings with a refined sense of dignity and honor. All, however, hate being trapped within the Harrowed - a prison that they cannot escape - and are greedy for any new sensation they can get while they are free. They take particular delight in arson and murder, but seemingly avoid rape - an odd pattern that has yet to be broken.

The monster is intelligent and can be negotiated with - its personality and starting reaction is determined by the DM. It particularly enjoys feeling new emotions and may be willing to offer nonviolence in exchange for being subjugated to an emotion-causing spell. The monster is, however, fiercely protective of its body, using all its powers to their fullest and most viscious extent if pressed.

Every monster has a True Name, as described in the Words of Creation section of the Book of Exalted Deeds. If the Harrowed discovers its monster's True Name (the DC for all checks related to that research is 45, usually Knowledge (The Planes)), she gains a +6 bonus on all Will saves against it to maintain control of her body.

Offtopic Note: The following is one possibility for the origin of the Harrowed, and the one I will use in games I DM. You are both allowed and indeed -encouraged- to come up with your own to fit your world, game, or cosmology.



The Chaos Wars

In ancient times, in those murky depths of history where no sage, no matter how wise and learned, can say what happened first or last or in between, there were the Chaos Wars. Only the might Faeries of the Seelie Court claim to have an accurate accounting of the events, and they will not divulge - the following is an account from one Escalla Brightflower, based on, "Stuff I remember from my history lessons" (the Justicar vouches for his wife, which is the only reason an order as learned as ours is using such a dubious source).

During the course of the Chaos Wars, the multiverse was thrown into absolute turmoil. All of creation was close to being undone by the power of the magics used, the clashes of gods and mortals whose power surpassed the wildest dreams of the maddest mage today. The planes warped and bled into each other, fusing their essences and leaving huge scars - canyons, mountains, magical distortions and other horrid things. Many pure bloodlines were sundered - elves, faeries, giants, dragons, and countless others. Just when it seemed all must come undone, four beings appeared, and the fighting quelled.

These four beings named themselves Good, Evil, Law, and Chaos, and called themselves the Greater Primals. They spoke as one, for the first and only time united, to give the multiverse, "one hell of a scolding," (Chaos, or a being claiming to be, was able to be contacted for interview, but his information on this matter is subject to review for accuracy). Law reached forth and plucked the power from mortal hands. Good instilled a sense of responsibility and selflessness into the multiverse, to ensure nothing of the like would happen again. Evil cursed mortals and gods alike with the twin diseases of Selfishness and Greed, to ensure none would gain that kind of power ever again. Chaos, it is said, simply smiled, waved his hand, and formed the Great Wheel as we know it.

Mortals quaked in fear of the awesome power of these beings, who had brought them low with no more than their thoughts, and begged to be spared the consequences for their foolishness. A deal was struck - mortals would never again weild the power taken from them, but would serve as its custodians and watchers, to ensure that no other took it. The four Greater Primals took the power and bestowed upon it each one aspect - Evil granted it Yearning, the need to be free and do as it pleased. Law caged it, to give it bars to rail against. Good gave it Free Will, to choose to act as it wished and know emotion. Chaos smiled again, and waved his hand. The power found itself imprisoned inside countless mortals, in fragments, ripped through the still-forming elemental planes and tainted with them.

The other Greater Primals were furious, but not as furious as the gods. As one, they rose and imprisoned the Greater Primals within a not-void from which there could be no escape. But they could not undo what had been done, and so they let the mortals who had the power in them alone, to struggle against it as they saw fit.

Since then, the rage at its sundering and imprisonment has turned most of this power - re-formed as beasts - to fire, though some have been exposed to other elements (these cases appear to be exceedingly rare, happening only once in every thousand documented cases, further research is needed) and seem to follow those predominantly. Interestingly enough, most of these 'Harrowed' (the Faerie name for them) seem to tend towards good, out of an instinctive need to fight the beast in them - perhaps another of Chaos' effects.

Many of my fellow sages speculate what would happen should any of these power fragments be freed. I believe their reshaping has rendered them harmless on a cosmic scale, though they would still be devastating - loose beings of hate and destruction bound deeply to the elements and evil, having billions of millenia to channel their hate. As to their powers and abilities, I truly have no theories.


My best regards,
Aryillia, Throne Archon Researcher

P.S. On a personal note to go with this dissertation, it would appear that my younger sister has inadvertantly become a prison for one of these beings - it has sapped her memories in the peculiar fashion that they do, likely the work of Law. It is my humble request that you watch and protect her.

Fako
2007-10-04, 07:39 PM
It looks like a very interesting class to me... a variant of the Warlock, with some very nice flavor...

I'm no good at balance though, but I like it! (If that counts for anything...)

And here's a table, for those who like em. You should be able to quote my post and steal the table information that way if you want it...

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

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

2nd|
+1|
+0|
+0|
+3|Sight of the Haunted(Detect Magic)

3rd|
+2|
+1|
+1|
+3|Hellfire Touch(2d6)

4th|
+3|
+1|
+1|
+4|

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

6th|
+4|
+2|
+2|
+5|Hellfire Touch(melee)

7th|
+5|
+2|
+2|
+5|Hellfire Touch(4d6)

8th|
+6/+1|
+2|
+2|
+6|Whispers of the Past

9th|
+6/+1|
+3|
+3|
+6|Hellfire Touch(5d6)

10th|
+7/+2|
+3|
+3|
+7|Sight of the Haunted(Darkvision 60')

11th|
+8/+3|
+3|
+3|
+7|Hellfire Touch(6d6)

12th|
+9/+4|
+4|
+4|
+8|Hellborn Savagery

13th|
+9/+4|
+4|
+4|
+8|Hellfire Touch(7d6)

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

15th|
+11/+6/+1|
+5|
+5|
+9|Unleash the Monster, Hellfire Touch(8d6)

16th|
+12/+7/+2|
+5|
+5|
+10|Wings of Fire, Sight of the Haunted(Magical Darkness)

17th|
+12/+7/+2|
+5|
+5|
+10|Hellfire Touch(9d6)

18th|
+13/+8/+3|
+6|
+6|
+11|

19th|
+14/+9/+4|
+6|
+6|
+11|Hellfire Touch(10d6)

20th|
+15/+10/+5|
+6|
+6|
+12|Hellfire Apocalypse[/table]

Lord_Gareth
2007-10-04, 07:42 PM
Yes, TABLE!

Thank you very much *steals*

Fako
2007-10-04, 07:50 PM
Yes, TABLE!

Thank you very much *steals*

Welcome...

Looking at it again, it seems weaker than the warlock, though that might just be me...

It has nice abilities, but the warlock gets some of the nicer ones at lower levels (flight can be obtained at 6th with Fell Flight, the last Sight of the Haunted can be had at 1st with Devil's Gaze)...

And personally, Unleash the Monster scares me... And I'm the DM... :smalleek:

Lord_Gareth
2007-10-04, 07:55 PM
But the warlock's powers are dispellable - whereas the Harrowed's are not. Furthermore, though it lacks the versatility of the blast shape/essence invocations, the Hellfire Touch is inherantly superior in most situations to an Eldritch Blast. The Harrowed is more combat-focused - almost all those abilities hurt -something- - even their flight if they decide to hover.

As to Unleash the Monster - it targets only up to five beings, who, if immune to any of those tags, are immune to it. A third level paladin can't be touched by it. Or someone who eats Heroes' Feast for breakfast, lunch, and dinner - and the Will negates it for those who don't take such drastic measures anyway. Ultimately, it -looks- more impressive than it is.

Karma Guard
2007-10-04, 08:11 PM
{Table}

Oh marshmellows. I just finished filling one in :T

I agree with Fako; you can hand out some of the abilities earlier, maybe some Unhallow and 'setting on fire' abilities.

(maybe an ice variant :3)

Lord_Gareth
2007-10-04, 08:16 PM
Thing is, the abilities come paired. Further, some of these pairings get pretty good (permanent, non-dispellable analyze dweomer? Pretty sweet) - which is why I'm content to leave Sight of the Haunted as-is, knowing full well how Warlock is.

As to setting things on fire - good idea, I'll need to think on when/how to implement that, though they'll have fun with the Pyro feat from Song and Silence (I play 3.5 but still use some of the feats that were never updated).

And if you want a variant, make it yourself, I'm beat right now and have a headache - plus I'd have to come up with new abilities and -blerg-.

Yakk
2007-10-04, 08:34 PM
You should juggle abilities around to fill in L 4 and 18.

I notice that none of the abilities suffer ASF -- that, and the lack of defensive abilities, makes splashing a full-tank overly tempting, in my opinion.

The "never again will the ability cause a problem" bit isn't very mechanically sound.

I'd advise adding some more MAD to the class -- every class needs MAD.

Another issue is the "single path": by this, there is but one kind of Harrowed. You have the idea of "Will save cost", what if we played with that?

Create 10 levels of Harrowed abilities, 1 through 10.

Every even level the Harrowed gets to pick one.

The Harrowed must make a Will save against (10+Ability Level+Overcharge).

The Harrowed can Overcharge by up to 1/2 of her level. This increases the "Caster Level" of an ability she uses by that amount, while also boosting the Will save.

Now you can create a set of abilities for the Harrowed to get, and each Harrowed can have a different character.

Lord_Gareth
2007-10-04, 08:41 PM
First, what the hell is ASF and MAD? I'm bad with abbreviations.

The thing with exceeding their Will save by ten or more is like this - they display such mental strength to their beast that they cow it, making it afraid to challenge them on that front again.

As to why I made only one path (so far) - I've got a friggin' headache and spent some time on this, cut me a bit of slack, aye? I made it easy enough to adapt (I think).

Harrowed don't cast spells or use spell-like abilities - an important distinction between them and Warlock. All those abilities are Supernatural, which means Harrowed have no caster levels whatsoever.

Also, look for some feats to be put out in the future - ones that most Harrowed, regardless of variant, should be able to use.

Rigel Cyrosea
2007-10-04, 08:57 PM
This is a really cool class. One thing that makes hellfire better than Eldritch Blast is that it's a supernatural ability you can channel through a melee attack, meaning you can get multiple attacks per round with it. I really like the fluff too. The only problem I can see is that playing one at low to mid levels would get repetitive pretty fast. There only real combat option at those levels is Hellfire. I don't think adding some more abilities to vary it up a bit would unbalance it, it's kind of sparse as it is. Overall, great job.

Lord_Gareth
2007-10-04, 09:01 PM
Actually, if you look again, you get only one melee attack with Hellfire added. Why? Two claws, TWF build = Better than TWF Sneak Attack Rogue, and useable more often. Hence, the limit.

Also, wait for the feats - which I'll post tomorrow - for more combat options ^_^

JackMage666
2007-10-04, 09:17 PM
A few concerns...


Hellfire Mantle (Su): Starting at fifth level, the Hellfire essence of the beast within the Harrowed infuses her body more deeply, allowing her to erupt in unholy fire. While this ability is active, her body is wreathed in Hellfire, dealing 2d6 points of damage to any creature that strikes her in melee, half of which is fire damage and half of which stems directly from unholy power and is not subject to resistance of any sort. Arrows and other flammable projectiles that come into contact with this flame must make a Fortitude save (DC = damage dealt by the flame) or turn to ash, leaving the Harrowed untouched. These flames do not harm the Harrowed's equipment.
That's a bit strong for a permanent ability. Especially at only level 5. It makes arrows and bolts miss 1/2 the time (they become unattended, and thus get +0 on the roll), not to mention you're surrounded by a permanent Energy Retort effect. It'd probably be better to have a times/day or times/encounter limity, that lasts X rounds.


Unleash the Monster (Su): Once per encounter, starting at level 15, the Harrowed may unleash their monster to attack their enemies, albeit in a limited way. The Harrowed may target as many enemies as she can see, up to a maximum of five, who must make Will saves (DC 15 + the Harrowed's Cha modifier) or see a vision of a shadowy, clawed creature reaching for them. Those who fail the save take 25d6 negative energy damage and are shaken for the duration of the encounter. This is a mind-affecting, necromancy, fear effect, and its use provokes a save vs. the Harrowed's monster and attacks of opportunity.
This can stop a fight before it begins against several creatures, especially due to the Shaken effect. Limit it to 1 opponent.


Hellfire Apocalypse (Su): At twentieth level, the Harrowed gains full control over her monster's Hellfire powers, gaining the dreaded Hellfire Apocalypse. Once per day, as a standard action that provokes attacks of opportunity, she can unleash her burning wrath in a 100ft radius burst centered on her, dealing Hellfire Touch damage to all those but herself within. Any creature that fails a Reflex save (DC 15 + the Harrowed's Cha modifier) instead takes double damage and is blinded for 1d6 rounds.

A Harrowed may exclude up to five beings of Medium or smaller size in the radius from all effects of the Hellfire Apocalypse by making a DC 30 Concentration check as a normal part of using the ability.
So, a Reflex save with this allows you to take normal damage? What does Evasion do for this? Does it still grant complete damage removal? I'm assuming it does, but the wording is off... Should be something like 2x Hellfire Touch damage and Blinding effect, or Half damage and protection from the blinding effect on a Succesful Reflex save.

Yakk
2007-10-04, 09:31 PM
Because eventually they'll beat the creature: beating the will save by 10 just takes a bit of will save buffing. A L 20 ability is DC 20 -- with 26 will and a +5 save boost, a L 20 Haunted has a:
+8 from will
+5 from cloak
+12 from class
---
+25 to will save.

A roll of a 5 thus shuts the haunter up completely, and that is the hardest ability for the Haunted to control.

Basically, with that 10 point rule in there, the player is going to be able to ignore the critter within. I think we want the critter within to be a constant issue, not something that goes away.

...

Arcane Spell Failure -- why casters don't run around in full plate.

As it stands, you splash 1 level of fighter, the character instantly changes to a full-plate character using a shield and sword, with no downside. And given the lack of defensive abilities, that splash is rather tempting.

You will note that nearly every base class has the armor proficiencies that allow them to function: classes that are "supposed" to use light armor lose abilities when they wear more. Rangers lose their style, Barbarians lose their fast movement, etc etc.

This class is "supposed" to wear light armor, but there are no penalties for using more. Hence 1 level splash...

...

MAD is Multiple Attribute Disorder -- referring to the statement that a class should have more than 1 or 2 stats that are useful for them.

As this class stands, Dex and Wisdom are the only really "useful" stats -- Wisdom for Will save, and Dex for AC and to-hit. And even Dex isn't that needed -- those are ranged touch attacks, aren't they?

Adding some MAD would consist of adding abilities that use 3 or 4 different stats.

Ie:
Hellfire Mantle: this also adds the least of (Harrowed level) or (Cha+Harrowed Level/4) AC as Force Armor.

Viola -- Cha is now an important stat for the Harrowed.

Hellfire Touch: Require a move-equivalent action to ignite the weapon, and it goes off on the first hit. At a higher level, change it to a swift action (still only 1 per round).

This makes melee combat not-worse than ranged. It is harder to hit in melee than it is at range, because the other guy has armor.

With a move-equivalent, you can ignite and attack every round. Or you can ignite, miss, and next round full-attack.

When it becomes a swift action, you can full-attack and if one of them hits you deliver your damage.


or lose control of their body to the monster for a number of rounds equal to their class level.

That's too many rounds, too much unfun. "Go and get a coffee" is not a good game mechanic. A few rounds is ok, but 20 rounds?

...

The class needs some flexibility. Let's look at L 10, the midpoint.

They get to 5d6 blast. Very little defence. Very little mobility. Light armor, and no ability to boost it. Can detect magic and has darkvision.

Has 4 skill points/level, so not a heavy skillmonkey. Does have UMD, but that is pretty meh.

So some ideas:
Tainted Sorcerer: Get +1 level of Sorcerer, Psion, or any pre-existing Arcane or Psionic class every even level.

This class's spellcasting now belongs to the Beast.

To cast a spell, you must concentrate for the usual casting time. (Provokes an AoO unless you defensive cast). Upon finishing casting, roll a will save against (10+spell_level*2). On success, you control the spell. On failure, the Beast controls the spell.

You need not perform any verbal or somatic components, but a visible shimmer (if the spell has somatic components) or a whisper of gibberish in a 30' radius (if the spell has verbal components) goes off.

Even if the Beast controls the spell, the character is considered the caster of the spell, other than the Beast making all decisions that the spell allows (targets, orders for summoned minions, etc).

---

This is actually not that strong -- L 10 casting at L 20 isn't that good.

It does open up something like "swift control" -- being able to release the beast to cast a spell as a swift action in parallel with your own actions at higher levels. Make it a move action to activate the Beast casting at L 6 to 8ish, and a Swift action at L 12 to 14ish.

By allowing Sorcerer or Psion, or any arcane/psionic class you multi-class into, it creates a nice variety of Haunted.

Ceiling009
2007-10-04, 10:29 PM
I have no idea how it shapes up to the Deadlands system version... though there supposedly a d20 conversion, I haven't seen it... but I really like the class so far. Okay, so I found a copy from my friend at the comic book store... and man it's different (original Deadlands anyway)... I like the class, but it needs a few more tweaks, like the beast inside should always be something fierce, have you seen the furies' spell casting system? And I think the Hellfire touch needs some modification... It's all cool though.

Magnor Criol
2007-10-05, 01:00 AM
I really like the feel of this class. Good job on it.

As has been mentioned, I don't think that the "never have a problem with this ability again" should stand. With that, all a Harrowed player has to do is to get alone for a good amount of time, or get their party mates to lock her up somewhere so she can't hurt them while insane, and continually activate her powers until she rolls a good enough Will save. I like the "beat by margin of 10" thought, though - I've always liked times when the system rewards a particularly good save. What if it changed to something like this:

------------------------
The Monster Within (Su): The Harrowed...[snip snip snip'd for concision]...their class level. If they succeed at the save by a margin of 10 or more, they don't need to save again for a number of activations equal to the amount over 10 by which they succeeded.
For example, if a Harrowed beat her will save by 5 when trying to use Hellfire Touch, she could activate Hellfire Touch five times without provoking another Will save.
------------------------

Alternatively, it could be a number of days equal to the amount of success over 10, for a little more freedom, or the number of rounds equal to the amount over 10, for a more time-based mechanic.
I think that would balance things out nicely - the character would be able to start beating down the creature within, and they would be able to use their lower-level abilities more frequently the higher-leveled they get, which suits gameplay.
Flavorwise, that fits, as well, because a Harrowed would be more used to taming the creature's abilities that they've been able to channel for a while than newer abilities.
But it still doesn't remove the chance of the creature gaining control, which is the class's real catch.

Squatting_Monk
2007-10-05, 01:41 AM
I love this class. Really neat concept and something that's really open for some good role-playing. It's practically begging to have a tragedy played out around its concept.

I do agree with Magnor, though. The "never have to make a save again" deal is too easily abused. Players will just buff up will saves like crazy and then pull out some ability that allows them to re-roll a save, just in case. They'll proceed to do this over and over until they never have to worry about the beast again. I like the idea that the save requirement be waived for a number of days that the roll exceeded ten over the DC, especially since the number of abilities is relatively low, and they'll be used many, many times during combat during each encounter. Better to take out the tedium of rolling saves every other round.

I also think that changing the "never save again" thing will give you more of a chance to add some cool new defensive abilities without having to worry about unbalancing the class. That, or some tactical abilities or party buffs which will make it less of a one-trick pony.

Love it, though. Keep working on it! :smallsmile:

Paragon Badger
2007-10-05, 02:13 AM
Whoah. That is scary; I was tempted to do a solo campaign where the player was struggling to find a way to exorcise a demon from their body- but I figured nobody would want to play it since, A. D&D is a social game, and solo-adventures are more fitted for a Neverwinter Nights module than a Human DMed game, and B. The story might ineivitably lead to a tragedy, but with multiple outcomes.

Seriously, if the player was in danger, the demon would manifest its powers (at the cost of your strength against the demon's spirit, so being near-death often would shorten the campaign considerably.), and the concept was that the demon was the emboidement of wrath; primarily fire-based abilities.

Actually, The whole concept of my earlier thread somewhere about Adamantine being impossible to forge was based on tinkering around with fire damage against metals. Essentially, the demon's ability was that when you were near death, your skin becomes hot as lava, hot enough to melt any armor your wearing in a round or two. (another reason to avoid letting the demon do all the work. ;-)) and anyone grappling you is in deep trouble. It didn't prevent damage (except fire), but weapons would take severe damage for touching you, and you gained a pretty powerful unarmed attack by proxy.

Spooky. Of course, I love the idea- I just wish I put it out there before you. ;-) (Mine was an aquired template, though, not a class. :-P)

Xeran
2007-10-05, 04:57 AM
Hey Lord_Gareth, nice class. I think it could use some balancing though. I thought Hellfire Mantles was a bit too powerful, especially since its constant. Also I think the hover thing should be taken from the Wings of Fire. Unleash the Monster, which you can do once an encounter, is incredibly powerful. 25d6 damage? Thats a lot! That is the equivelent of a Meteor Swarm spell, a ninth level spell, you could cast once an encounter. Except this affects five people at once! I also agree about some need to limit a person splashing into a level of fighter for the proficiency. Besides that however, I love the class. I really like the idea behind it, and I think this class would be really fun to RP. Just IMHO it could use a bit of balancing.

Lord_Gareth
2007-10-05, 05:27 AM
First, Yakk, the DC is 10+Level Needed.

But aside from that nitpick, I get what ya'll mean - I'll axe the save thing, maybe replace it with something to surpress the monster for X rounds.

Arcane Spell Failure - Duh. They're not supposed to suffer from it. They're not some strutting wizard walking around doing the YMCA to summon Mephistopholes to their latest polka party. If you let your player splash fighter, more power to them - ask them why, and if they give you an explanation that involves stats, do what I do at my table and BASH THEM IN THE FACE WITH THE HANDLE OF YOUR KNIFE. I require RP explanations for anything, and if you don't, that's your problem to deal with, not mine.

MAD - They already need Charisma for all their saves, Wisdom to use any of their stuff, Dex to fight in range and Strength if they want any kind of melee with those claws later (by the way, gonna add the process to extend them once they're retracted, involves another 1d4 damage to them), I call that good enough. Too much dependency leads to the Bard situation, where everyone whines and moans because their character is underpowered 'cause they couldn't land that 16 in every stat.

The Monster's Control - Dude, what the hell? A player can deal with two minutes. If they don't like it, they can not take the class. Personally, I know plenty of people who would welcome the RP opportunity (and a few more that just want to see what would happen). So, excuse me whilst I discard that part of your advice.

Unleash the Monster - I'll drop it down to only one target.

Spellcasting - No. That defeats the whole point. No.

Levels 4 and 18 - Can stay dead. Both levels increase saves and B.A.B and every other level has abilities. There's no need to stuff any in there.

Cieling - I don't play Deadlands or know anything about it aside from a general idea of what their version of the Harrowed is. This is -mine-.

Apocalypse - Will be changed for clarity, thanks for pointing that out.

Hellfire Mantle - Will be changed to 2/encounter, a number of rounds equal to your charisma modifier. The burning footprints stay.

Side Note - Can you imagine townsfolk reactions to one of these guys walking in after level two? Or after level five, when they leave -fire- behind? An oft-overlooked weakness is NPC reactions - they leave behind burning footprints and have freaky-tiki eyes, not to mention the weird way that dude is acting - let's form a lynch mob and kill the witch, aye? Think on that for awhile.

Feats coming soon.

Lord_Gareth
2007-10-05, 05:55 AM
Feats

The following are feats that only Harrowed can take, and are denoted as Harrowed feats.

Docile Beast[Harrowed]
The monster within you is more tame than most.
Prerequisites: The Monster Within
Benefit: You gain a +5 bonus on Will saves to prevent your monster from gaining control.
Special: This feat may only be taken at first level.

Hellfire Sweep [Harrowed]
You are especially skilled with controlling your Hellfire, letting you sweep it into arcs and cones
Prerequisites: Hellfire Touch 2d6
Benefit: You may choose to change your Hellfire Touch to an arc with an area identical to a burning hands spell, or a 10ft cone. Those in the area recieve Reflex saves (DC 15 + your Charisma modifier) for half damage. This ability does not otherwise change your Hellfire Touch.

Burning Soul [Harrowed]
Though you haven't necessarily embraced the monster within you, you have embraced the Hellfire, and it suffuses your soul.
Prerequisites: Hellfire Mantle
Benefit: Whenever you make a save against a mind-affecting spell or ability that targets you, the caster of that spell takes 4d6 damage, half of which is fire, half of which stems directly from unholy power and is not subject to any resistance. The victim of this ability recieves a Reflex save (DC 15 + your Charisma modifier) for half damage.

Sieze Control [Harrowed]
You've learned a trick or two from your monster about controlling the minds of others - and can attack through windows they open.
Prerequisites: Harrowed Level 14th, Iron Will
Benefit: Whenever you make a save vs. a mind-affecting spell or ability that targets you by a margin of ten or more, you may make an opposed Will save vs. the caster of that spell (assuming that you were aware of the spell being cast and can see the caster). If you beat the caster, you gain control of their actions as though by dominate person for a number of rounds equal to your Charisma modifier.

Ring of Hellfire [Harrowed]
As though from the black depths of Hell itself, you may raise a ring of fire around you.
Prerequisites: Hellfire Touch 5d6, Improved Initiative
Benefit: Once per encounter, as an immediate action, you may raise a 5-foot wall of Hellfire around you. Those caught in the wall take Hellfire Touch damage every round they remain within it. While within the wall, you have partial concealment (20% miss chance) and any flammable projectiles that miss due to this concealment burn to ashes, never to be recovered. The wall of Hellfire lasts for a number of rounds equal to your Charisma modifier.

Xeran
2007-10-05, 08:05 AM
You might want to reword some of those. When you say "makes a save" I think you mean "suceeds at a save". Making the save is just rolling, i think you mean they have to beat the DC as well. And should the Ring of Hellfire really do that to ALL projectiles? What about a catapult shot? How about a balista bolt? Do magical items not get a save? What if somone throws a +5 vorpal throwing axe and it misses the concealment, it gets destroyed instantly with no save? What about a boulder thrown by a giant?

Lord_Gareth
2007-10-05, 08:44 AM
Umm, on the feats, the wording I used was, "Recieves a [Blank] save" (with the exception of Take Control, which is an opposed save). I find no problem with that wording.

I'll check the abilities and see if I need to change those.

Also, more feats to come - for those who are more interested in the beast than the fire. But there will be more fire ^_^

Lord_Gareth
2007-10-05, 01:55 PM
More Feats

Consuming Hellfire [Harrowed]
Your Hellfire hangs around for tea and crumpets instead of dissapating on impact.
Prerequisites: Hellfire Touch 1d6
Effect: Your Hellfire attacks ignite flammable objects. Any creature damaged by one of your Hellfire abilities must make a Reflex save (if the ability doesn't already allow one) or catch on fire (DC 15 + your Charisma modifier) for a number of rounds equal to double your charisma modifier. Treat this otherwise as normal fire.
Normal: Hellfire attacks do not ignite flammable objects or creatures.

Savage Beast [Harrowed]
Your monster is a true butcher.
Prerequisites: The Monster Within
Benefit: Whenever your monster gains control of your body, it enters a frenzy, gaining +6 Strength and Constitution, immunity to mind-affecting abilities, and the benefit of the Diehard feat. As long as it is in control, it attacks the nearest living (or undead) being it can see to the best of its ability. If there are none, it attacks inanimate objects until it is no longer in control.
Normal: The monster within you is chaotic evil, but not necessarily murderous, and may negotiate.
Special: A character with Docile Beast cannot take this feat.

Feline Soul [Harrowed]
The monster within you is catlike, or so it would seem, and your body is changing to reflect it.
Prerequisites: The Monster Within, Hellborn Savagery
Benefit: You grow a catlike tail covered in gray fur, and your muscles change to become lean and agile. You lose two points of Strength permanently, and gain a +2 inherant bonus to Dexterity. The tail grants you a +2 racial bonus on Balance and Climb checks.
Special: A character with Lupine Soul cannot take this feat, and vice versa.

Lupine Soul [Harrowed]
You share your soul with a fiery wolf demon.
Prerequisites: The Monster Within, Hellfire Mantle
Benefit: Your jaw enlongates and grows gray fur, and your body is likewise covered with this fur. You gain a bite attack that deals 1d8 points of piercing damage plus an additional 2d6, half of which is fire, half of which stems directly from unholy power and is not subject to resistance. You may retract your jaw to normal for your race in an extremely painful process as a standard action, dealing you 2d6 points of damage (you may extend it again the same way, but as a free action on your turn). You permanently lose two points of Dexterity and gain a +2 inherant bonus to Strength.
Special: A character with Feline Soul cannot take this feat, and vice versa.

Ears of the Beast [Harrowed]
Your ears transform to resemble a cat's or wolf's, granting you acute - even supernatural - hearing.
Prerequisites: The Monster Within, Con 13+
Benefit: Your ears change to resemble those of a wolf or large cat covered in gray fur, granting you a +10 racial bonus on Listen checks.
At level 10, you gain Blindsense within ten feet. Effects that negate your hearing also negate this Blindsense.
At level 18, your Blindsense extends to thirty feet, and you have Blindsight within ten feet.

Feline Stance [Harrowed]
Your body changes to more closely resemble your inner monster, becoming catlike.
Prerequisites: Feline Soul
Benefit: You gain a +20 racial bonus on your land speed while you move on all fours (you cannot take attacks while doing so, though you may still use the charge action). Your legs change to become feline and your body coves in gray, catlike fur, granting you a +10 racial bonus on Jump checks. You gain a further +2 inherant bonus to Dexterity.

Fury of the Wolf [Harrowed]
You gain a measure of the wolf within's ferocity.
Prerequisites: Lupine Soul, Improved Natural Attack (Bite), Improved Grapple
Benefit: When you bite an enemy in a grapple, you may choose to hold on and shake, ripping apart muscle and bone and causing agonizing pain. As long as you continue to hold and shake, you cannot make attacks, but you deal an automatic 1d8 points of damage and your victim takes a -2 circumstance penalty on any grapple checks to free themself from you.

JackMage666
2007-10-05, 02:10 PM
Consuming Hellfire [Harrowed]
Your Hellfire hangs around for tea and crumpets instead of dissapating on impact.
Prerequisites: Hellfire Touch 1d6
Effect: Your Hellfire attacks ignite flammable objects. Any creature damaged by one of your Hellfire abilities must make a Reflex save (if the ability doesn't already allow one) or catch on fire (DC 15 + your Charisma modifier) for a number of rounds equal to double your charisma modifier. Treat this otherwise as normal fire.
Normal: Hellfire attacks do not ignite flammable objects or creatures.
This might be a horrible idea. In the hands of the wrong person, you've decimated entire towns in minutes, only at level 1. That's bad.

Savage Beast [Harrowed]

Your monster is a true butcher.
Prerequisites: The Monster Within
Benefit: Whenever your monster gains control of your body, it enters a frenzy, gaining +6 Strength and Constitution, immunity to mind-affecting abilities, and the benefit of the Diehard feat. As long as it is in control, it attacks the nearest living (or undead) being it can see to the best of its ability. If there are none, it attacks inanimate objects until it is no longer in control.
Normal: The monster within you is chaotic evil, but not necessarily murderous, and may negotiate.
Special: A character with Docile Beast cannot take this feat.
So... You're a Frenzied Berserker at the cost of a single feat?


Feline Soul [Harrowed]
The monster within you is catlike, or so it would seem, and your body is changing to reflect it.
Prerequisites: The Monster Within, Hellborn Savagery
Benefit: You grow a catlike tail covered in gray fur, and your muscles change to become lean and agile. You lose two points of Strength permanently, and gain a +2 inherant bonus to Dexterity. The tail grants you a +2 racial bonus on Balance and Climb checks.
Special: A character with Lupine Soul cannot take this feat, and vice versa.
This is pretty much a no brainer. If he's a Dex based character, he's taking this, since Str isn't important to him - However, he just got +1 to hit, +1 AC, +1 to a number of skills, +1 Initiative, +1 Reflex saves, ect. Stat boosts in feats are almost always unused (Book fo Vile Darkness has a few, but Vile Feats were meant for Villians, no PCs)


Lupine Soul [Harrowed]
You share your soul with a fiery wolf demon.
Prerequisites: The Monster Within, Hellfire Mantle
Benefit: Your jaw enlongates and grows gray fur, and your body is likewise covered with this fur. You gain a bite attack that deals 1d8 points of piercing damage plus an additional 2d6, half of which is fire, half of which stems directly from unholy power and is not subject to resistance. You may retract your jaw to normal for your race in an extremely painful process as a standard action, dealing you 2d6 points of damage (you may extend it again the same way, but as a free action on your turn). You permanently lose two points of Dexterity and gain a +2 inherant bonus to Strength.
Special: A character with Feline Soul cannot take this feat, and vice versa.
So, you've given a 12th level Harrowed as many attacks as a Fighter, with, most likely, better BAB on the first two. They also do considerable damage, and the +2 Str doesn't really help balance that.
A better way to approach this is allow them to choose Bite or Claws, but not both at once. The Bite can be used as a Secondary attack with a melee weapon, so it can be more potent than claws in cases - Plus, you're lower feat synergizes well.


Ears of the Beast [Harrowed]
Your ears transform to resemble a cat's or wolf's, granting you acute - even supernatural - hearing.
Prerequisites: The Monster Within, Con 13+
Benefit: Your ears change to resemble those of a wolf or large cat covered in gray fur, granting you a +10 racial bonus on Listen checks.
At level 10, you gain Blindsense within ten feet. Effects that negate your hearing also negate this Blindsense.
At level 18, your Blindsense extends to thirty feet, and you have Blindsight within ten feet.
A +10 bonus to Listen checks? At level 1? That's worth 3.333334 Skill Focus (Listen)s, plus it does more, at later levels. While the Blindsense effect isn't wonderful,and can be surpassed even by a 6th level Warlock, the +10 skill bonus is substantial.


Feline Stance [Harrowed]
Your body changes to more closely resemble your inner monster, becoming catlike.
Prerequisites: Feline Soul
Benefit: You gain a +20 racial bonus on your land speed while you move on all fours (you cannot take attacks while doing so, though you may still use the charge action). Your legs change to become feline and your body coves in gray, catlike fur, granting you a +10 racial bonus on Jump checks. You gain a further +2 inherant bonus to Dexterity.
No. No drawbacks, whatsoever, but increases speed on the run, gives a +10 on Jump checks, and an extra +1 AC, +1 to hit, +1 Reflex, +1 Initiative, +1 to several skills, ect. No Ability increase feats pre-epic! Also, I think the epic ones only increase by +1.


Fury of the Wolf [Harrowed]
You gain a measure of the wolf within's ferocity.
Prerequisites: Lupine Soul, Improved Natural Attack (Bite), Improved Grapple
Benefit: When you bite an enemy in a grapple, you may choose to hold on and shake, ripping apart muscle and bone and causing agonizing pain. As long as you continue to hold and shake, you cannot make attacks, but you deal an automatic 1d8 points of damage and your victim takes a -2 circumstance penalty on any grapple checks to free themself from you.
Aside from my dislike of the Lupine Soul feat, this one's pretty balanced.

Lord_Gareth
2007-10-05, 02:23 PM
I knew my feats would need help ^_^

Well, we may want to find the rules on lighting things on fire, because someone really determined with a supply of torches can get a town at level one too.

Savage Beast - is based on an idea my friend had instead of the original Monster Within class feature (unfortunately, hers lasted a few -hours-). However, Frenzied Berserkers enter their frenzies willingly and can attempt to leave theirs - a Savage Beasted Harrowed does not enter theirs willingly and leaves only after the beast is no longer in control.

I personally don't see the problem with stat boosts in feats, especially inherant bonuses rather than the epic perma-bonus (inherant bonuses cap out at +5 total, see the description of Wish) and the drawback. I realize dex-based characters will want it - sorta the point, really.

Lupine Soul - I'll have it replace the claws. That problem is solved.

Feline Stance - I'll drop to +10, but keep in mind, they can't Spring Attack while doing it. I'll also add another Strength penalty as their muscles become more lean instead of strong - that should balance it (oh, and the jump to +4).

Fury of the Wolf - YAY!

Lord_Gareth
2007-10-05, 02:28 PM
Feats added to the bottom of the original post, check 'em out there - that's where I'll edit them from too.

JackMage666
2007-10-05, 02:31 PM
Savage Beast - is based on an idea my friend had instead of the original Monster Within class feature (unfortunately, hers lasted a few -hours-). However, Frenzied Berserkers enter their frenzies willingly and can attempt to leave theirs - a Savage Beasted Harrowed does not enter theirs willingly and leaves only after the beast is no longer in control.
Frenzied Berserkers must make a Will save if they take any amount of Damage, and if they fail are forced into a Frenzy. That's much easier to trigger than the Harrowed's class feature - Besides that, it's a Will save, which Frenzied Berserkers arn't exactly skilled at. And, yes, thy can ATTEMPT to end it, but it's a Will Save as well, which isn't the most assuring thing to a Frenzied Berserker's friends.
And Harrowed DO enter the state willingly, all they have to do is Hellfire Touch, and willingly fail the save. They're in it. I mean, a 1st level character with this feat is more powerful than the Barbarian in brute strength, and stays more powerful until the Barbarian is Level 10 or so, and even then it's debatable which is more powerful.

Lord_Gareth
2007-10-05, 02:39 PM
See, I don't interpret it that way - the word I used was must, meaning they roll a save - no relenting, no voluntary penalties, they need to roll a save. It's really more of an RP feat, because it's more likely to hurt the party than anything else, even if it's a melee Harrowed (because the enemies will live only so long).

JackMage666
2007-10-05, 02:46 PM
See, I don't interpret it that way - the word I used was must, meaning they roll a save - no relenting, no voluntary penalties, they need to roll a save. It's really more of an RP feat, because it's more likely to hurt the party than anything else, even if it's a melee Harrowed (because the enemies will live only so long).

OK, but you're negating the Barbarian entirely, especially at low levels. Plus, he can do it unlimited times per day. Just go Harrowed 3/Anything Else, and you're negated the need for a Barbarian at all. Your "rage" lasts only 3 rounds, but can be renewed as needed. Go with a Melee Class, and you've got a front line fighter that would tread all over the Barbarian. Yes, I get it, they can't escape, but if your party can't survive for 1-2 rounds after the enemies die, then they have all sorts of other problems.

Lord_Gareth
2007-10-05, 03:12 PM
If a frenzied Harrowed can kill a group of enemies by herself, the party has some problems.

Further, the build you suggested has a +4 Will and likely higher against a DC 11 save - likely to succeed - and provokes AoOs with every attempt, successful or not. It does a pitiful 2d6 with its Hellfire Touch, can't channel it in melee, and, most importantly, is an NPC UNDER THE DMs CONTROL WHILE FRENZIED. The player can't optimize for something they can't control.

And I've said it before, and I'll say it again - if you're worried about your players munchkinizing, grow a backbone and stop them from doing it. Ask them a reason for everything they do and wiegh their responses carefully before deciding. Munchkins only thrive under a DM that allows them.

Lord_Gareth
2007-10-05, 06:45 PM
Added their starting gold (3d4 x 10, same as Sorcerer), and about to edit in a pair of feats.

Touch of the Fire-Crow [Harrowed]
Your monster grants part of its power voluntarily to fuel your wings of fire.
Prerequisites: Wings of Fire
Benefit: Your Wings of Fire ability is always active, never requiring saves vs. your monster.
Normal: Whenever you activate your Wings of Fire ability, you must make a Will save vs. your monster.

Hellfire Sniper [Harrowed]
You give up your ability to channel Hellfire through a touch in exchange for accuracy and potence.
Benefit: You can no longer make Hellfire Touch attacks through melee attacks. However, the range of your ranged Hellfire Touch attack increases to 120ft, and if it strikes a flat-footed opponent, it deals an additional 2d6 points of damage.

Rigel Cyrosea
2007-10-06, 10:29 AM
I would consider giving them some bonus harrowed feats, maybe one every five levels, so that they don't have to blow all their normal feats on harrowed specific abilities. I don't think it would overbalance the class, it's not really overpowered as it is. (At least, I don't think it is.)

Lord_Gareth
2007-10-06, 11:15 AM
Hmm...sounds like a plan, though I want to make some more feats first.

Lord_Gareth
2007-10-06, 11:38 AM
Frigid Hate [Harrowed, Elemental]
Your monster is no fiery beast, but rather a manifestation of cold hatred.
Prerequisites: The Monster Within
Benefit: All fire damage that would be dealt by your Harrowed feats or class features is instead cold. Additionally, those damaged by your abilities must make a Fortitude save (DC 15 + your Cha modifier) or take a -2 circumstance penalty on their next attack.
Choosing this feat turns your eyes violet when you gain the Sight of the Haunted class feature. Your other class features manifest as cold, blue fire.
Special: This feat may only be chosen at first level. You cannot have more than one elemental feat.

Lord_Gareth
2007-10-06, 09:17 PM
Earthen Fury [Harrowed, Elemental]
A mighty beast of the earth shares your soul.
Prerequisites: The Monster Within
Benefit: All fire damage that would be dealt by your Harrowed class features or feats is instead acid. Additionally, creatures that fail a Reflex save (DC 15 + your Charisma modifier) after being damaged by one of your attacks are coated in acid, taking an additional 2d6 points of damage, half of which is acid, half of which stems directly from unholy power and is not subject to resistance, for a number of rounds equal to your Charisma modifier.
Special: You can only have one elemental feat, and this feat may only be selected at level one.

Lord_Gareth
2007-10-06, 09:21 PM
Alright, I'm gonna add another descriptor to the feats that change the elemental damage - creatively, "Elemental," and allow any Harrowed to only have one such feat.

Lord_Gareth
2007-10-06, 09:38 PM
Alright, editing the Acid feat. Also -

Fused to Lightning [Harrowed, Elemental]
A powerful being of air shares your soul.
Prerequisites: The Monster Within
Benefit: All fire damage that would be dealt by your Harrowed class features or feats is instead electricity. Additionally, any being damaged by one of your Harrowed class features or feats must succeed at a Fortitude save (DC 15 + your Charisma modifier) or be deafened for a number of rounds equal to your Charisma modifier.
Special: You may only select this feat at level one, and you may only have one elemental feat.

Lord_Gareth
2007-10-06, 09:53 PM
Crushing Will [Harrowed, Elemental]
The beast within you has an indomitible will that it lets you exert on the world around you.
Prerequisites: The Monster Within
Benefit: All fire damage dealt by your Harrowed class features or feats is now force-based. The damage die for these abilities goes down by one step (from D6 to D4, for example). You recieve a -2 circumstance penalty on all Will saves made against the monster within you.
Special: This feat may only be selected at first level, and you may only have one elemental feat.

Lord_Gareth
2007-10-06, 10:20 PM
Alright, last of the feats for now -

Throw Away [Harrowed]
The indomitible will of your beast can toss enemies aside like the worthless trash they are.
Prerequisites: Crushing Will, Iron Will, Hellfire Touch 5d6
Benefit: Enemies damaged by your Hellfire Touch ability are shoved 5 feet for every 10 points of damage inflicted. If a barrier would prevent them from completing this movement, they take an additional 2d6 points of bludgeoning damage as they slam against it.

Lord_Gareth
2007-10-06, 10:50 PM
Aaaand the bonus feats have been edited in as a class feature. I proudly declare the Harrowed to be Done For Now. I'm playtesting them (hopefully) in a campaign I'm trying to join, but if anyone else is interested in trying them out, I'd -love- to hear how they work out.

Anxe
2007-10-07, 10:04 AM
Reverberating Rage [Harrowed, Elemental]
Your beast is a monster of pure sound.
Prerequisites: The Monster Within
Benefit: All fire damage that would be dealt by your Harrowed class features and feats is instead sonic damage. Additionally anyone damaged by your Harrowed class features or feats must make a Reflex save (DC 15 + your Charisma modifier) or be deafened for a number of rounds equal to your Charisma modifier (At least one).
Special: This feat may only be taken at level one. You may only have one elemental feat.

I didn't want sonic to be left out. I stole Deafened from Fused to Lightning because it makes more sense for a sonic beast to deafen people. If you use this one Fused to Lightning should probably blind people instead.

Lord_Gareth
2007-10-07, 10:14 AM
I purposefully didn't include sonic, as it's going to be partially built into Fused to Lightning. Also, saves against Deafness are Fortitude, not Reflex (see Fused to Lightning).

I appreciate the effort though. Gimmie a couple days, and I'll be doing some elemental extension feats (like Throw Away is for Force).

Anxe
2007-10-07, 10:41 AM
Okay. Cool. I like the class, and I'm gonna use it for an ally of the PCs in my campaign. That's gonna be fun.

Lord_Gareth
2007-10-07, 10:43 AM
Sweeet *High fives* Tell me how that goes down, aye? And/Or PC reactions to some of the more, ah, disturbing things they do (one foot talons reupting from their hands? Psycho-demon transformation? Did she just grow a wolf jaw and bite the living hell out of that ogre?)

Anxe
2007-10-07, 12:10 PM
I was thinking more along the lines of her losing her will save and attacking the party when the Beast takes over.

Wiz_the_Wizard
2007-10-07, 03:22 PM
I like it. I really do like it. However, some suggestions: there are two dead levels. Good, but can you fill them? And Two, this is modelled after the warlock, right? So why doesn't your Hellfire touch follow the EB progression?

--E3

Lord_Gareth
2007-10-07, 03:29 PM
No, it's not modeled after warlock. It has a few similarities, but anything I make is made spur-of-the-moment. You wanna know how I got the first draft? By typing it onto this thread as ideas came to me.

I've said it before, and I'll say it again - there's no need whatsoever to fill in those two dead levels. They've got five bonus feats, a ranged nuke that can be converted to melee, some truly sick claws, supervision, and a host of other things. The dead levels can stand just fine.

Enzario
2007-10-07, 04:20 PM
If I may, I would suggest turning the elemental line of feats into a class feature selected at 1st level. It might give the class more of a primal feel to it; also, I don't see any particular reason why it should default to fire.

Anxe
2007-10-07, 04:28 PM
It defaults to fire because Fire is evil. Fire is HELL!

Oh and by the way. The feats that change your element all give you an advantage. There is one for fire, Consuming Hellfire, but it's not counted as an elemental feat. And the effect it gives doesn't make much sense if a player took one of the other elemental feats. Dealing someone cold damage and then they catch on fire.
So my basic point is Consuming Hellfire should be an elemental feat.

Lord_Gareth
2007-10-07, 04:29 PM
...Because I'm lazy? And partially for story reasons - it has to do with the actual monsters, I just haven't finished compiling that particular info for DMs who want to use it.

Lord_Gareth
2007-10-07, 04:32 PM
It defaults to fire because Fire is evil. Fire is HELL!

Oh and by the way. The feats that change your element all give you an advantage. There is one for fire, Consuming Hellfire, but it's not counted as an elemental feat. And the effect it gives doesn't make much sense if a player took one of the other elemental feats. Dealing someone cold damage and then they catch on fire.
So my basic point is Consuming Hellfire should be an elemental feat.

I actually made Burning Soul fire's elemental feat and added a clause to Consuming Hellfire that says it does nothing if your attacks do not deal fire damage.

And Anxe is sort of right, but sort of wrong, about why it deals with fire.

Anxe
2007-10-07, 04:32 PM
You mean there's going to be an actual monster representation for The Monster Within? Sounds sweet!

Lord_Gareth
2007-10-07, 04:36 PM
You mean there's going to be an actual monster representation for The Monster Within? Sounds sweet!

Nooooot exactly, but sort of.

Lord_Gareth
2007-10-07, 06:22 PM
Offtopic Note: The following is one possibility for the origin of the Harrowed, and the one I will use in games I DM. You are both allowed and indeed -encouraged- to come up with your own to fit your world, game, or cosmology.



The Chaos Wars

In ancient times, in those murky depths of history where no sage, no matter how wise and learned, can say what happened first or last or in between, there were the Chaos Wars. Only the might Faeries of the Seelie Court claim to have an accurate accounting of the events, and they will not divulge - the following is an account from one Escalla Brightflower, based on, "Stuff I remember from my history lessons" (the Justicar vouches for his wife, which is the only reason an order as learned as ours is using such a dubious source).

During the course of the Chaos Wars, the multiverse was thrown into absolute turmoil. All of creation was close to being undone by the power of the magics used, the clashes of gods and mortals whose power surpassed the wildest dreams of the maddest mage today. The planes warped and bled into each other, fusing their essences and leaving huge scars - canyons, mountains, magical distortions and other horrid things. Many pure bloodlines were sundered - elves, faeries, giants, dragons, and countless others. Just when it seemed all must come undone, four beings appeared, and the fighting quelled.

These four beings named themselves Good, Evil, Law, and Chaos, and called themselves the Greater Primals. They spoke as one, for the first and only time united, to give the multiverse, "one hell of a scolding," (Chaos, or a being claiming to be, was able to be contacted for interview, but his information on this matter is subject to review for accuracy). Law reached forth and plucked the power from mortal hands. Good instilled a sense of responsibility and selflessness into the multiverse, to ensure nothing of the like would happen again. Evil cursed mortals and gods alike with the twin diseases of Selfishness and Greed, to ensure none would gain that kind of power ever again. Chaos, it is said, simply smiled, waved his hand, and formed the Great Wheel as we know it.

Mortals quaked in fear of the awesome power of these beings, who had brought them low with no more than their thoughts, and begged to be spared the consequences for their foolishness. A deal was struck - mortals would never again weild the power taken from them, but would serve as its custodians and watchers, to ensure that no other took it. The four Greater Primals took the power and bestowed upon it each one aspect - Evil granted it Yearning, the need to be free and do as it pleased. Law caged it, to give it bars to rail against. Good gave it Free Will, to choose to act as it wished and know emotion. Chaos smiled again, and waved his hand. The power found itself imprisoned inside countless mortals, in fragments, ripped through the still-forming elemental planes and tainted with them.

The other Greater Primals were furious, but not as furious as the gods. As one, they rose and imprisoned the Greater Primals within a not-void from which there could be no escape. But they could not undo what had been done, and so they let the mortals who had the power in them alone, to struggle against it as they saw fit.

Since then, the rage at its sundering and imprisonment has turned most of this power - re-formed as beasts - to fire, though some have been exposed to other elements (these cases appear to be exceedingly rare, happening only once in every thousand documented cases, further research is needed) and seem to follow those predominantly. Interestingly enough, most of these 'Harrowed' (the Faerie name for them) seem to tend towards good, out of an instinctive need to fight the beast in them - perhaps another of Chaos' effects.

Many of my fellow sages speculate what would happen should any of these power fragments be freed. I believe their reshaping has rendered them harmless on a cosmic scale, though they would still be devastating - loose beings of hate and destruction bound deeply to the elements and evil, having billions of millenia to channel their hate. As to their powers and abilities, I truly have no theories.


My best regards,
Aryillia, Throne Archon Researcher

P.S. On a personal note to go with this dissertation, it would appear that my younger sister has inadvertantly become a prison for one of these beings - it has sapped her memories in the peculiar fashion that they do, likely the work of Law. It is my humble request that you watch and protect her.

Anxe
2007-10-07, 08:33 PM
Thought of another thing to add! In my opinion if The Monster Within has taken control, it shouldn't suffer damage for retracting or putting out its claws or jaws.

Another Another thing. I just realized this class is like Wolverine and Jean Grey from X-Men combined. It can fling fire around and it has retractable claws. Next it needs eyebeams, the ability to teleport, and the ability to change shape.

Lord_Gareth
2007-10-07, 08:41 PM
The reason they suffer damage is violent bone restructuring - not because of the Beast fighting anything.

Also, X-men references will result in me siccing The Alienist on you. You don't want to know about The Alienist.

Anxe
2007-10-07, 08:53 PM
HAHA! Hulk reference!
"siccing The Alienist on you. You don't want to know about The Alienist."
Don't make me angry. You wouldn't like me when I'm angry.

Lord_Gareth
2007-10-07, 09:00 PM
No, no, that was just a standard, though mild, Gareth-class threat.

Anyway, I'm commissioning someone to design the monsters within - hopefully he'll accept. They'll definitely be an epic challenge.

Anxe
2007-10-07, 09:23 PM
Or you could just use a Balrog. It pretty much fits the beastial fire thing.

munchlord
2007-10-08, 03:40 AM
and forth comes the first fan-made material (which is probably broken as fan-stuff tends to be):

Shadow soul (harrowed)
the demon within you is a creature of darkness as well as flame, and you learn to utilize that power.
Prerequisites: Hellfire mantle, The monster within
Benefit: Whenever you activates your hellfire mantle you gain concealment as the shadows of your inner beast wraps around you among the hellfire. Your face seems covered in shadow all the time and your hellfire becomes darker, with black flames among them and it seems to cast shadow rather than light. You gain a +2 to hide checks.
Special: you do not get the Hellborn Savagery class feature. You cannot have this feat and feline soul or lupine soul at once.

Fade into shadows (harrowed)
You gain a small measure of the control over shadows that your inner beast possesses.
Prerequisites: Hellfire Mantle, The Monster Within, Shadow Soul
Benefit: once per day per point of charisma bonus (minimum 1) you can turn invisible as with the invisibility spell for a number of minutes equal to half your Harrowed level or until you attack, whichever comes first. You must not be in direct sunlight when you activate this ability. Using this feat is a full round action that provokes an attack of opportunity and a will save vs. the monster within. You gain another +2 to hide checks.

Lord_Gareth
2007-10-08, 05:37 AM
Alright, let's try correcting these - I like the idea though. Mind you, I'm taking some creative liscence.

Shadow Soul [Harrowed]
The darkness of your beast within taints your powers - and gives you strength.
Prerequisites: The Monster Within, Hellfire Mantle
Benefit: Whenever you activate your Hellfire Mantle, you gain partial concealment (20% miss chance). Further, as a move action, you can snuff out any nonmagical light you can see simply by concentrating. You may snuff out magical light sources this way, but it takes a standard action, and you may only affect those with a caster level equal to or lower than your Harrowed level. You permanently lose two points of Wisdom and gain a +2 inherant bonus to Intelligence.
Taking this feat turns your hair dark black and causes light to flicker and waver in your presence.
Special: Characters with this feat cannot select Lupine Soul or Feline Soul.

Dark Child [Harrowed]
The darkness of you beast suffuses you more deeply, granting you more power over shadow and light.
Prerequisites: Hellborn Savagery, Shadow Soul
Benefit: As a move action that provokes attacks of opportunity, you may create a 40-foot cloud of darkness centered on you. This action provokes a DC 22 Will save vs. your monster. Others cannot see through this darkness, though you can perfectly, and it lasts a number of rounds equal to your charisma modifier.
By readying an action to do so, you may snuff out any light-based spell that you can see being cast, so long as its caster level is equal to or less than your Harrowed level.

Anxe
2007-10-08, 09:54 AM
So we've got the four elements and shadow. Now we need Light, Time, and Blood.

ErrantX
2007-10-08, 12:50 PM
I like this, and I'm planning on using this in case a PC dies or something. I will likely also use this as an NPC too. My only gripe is the 25d6 damage ability, but that's mostly a personal distaste of high damage, 1/encounter things. Even at 1/day I'd still dislike it.

I will probably change it to a power in which the Harrowed incarnates as his/her beast, changing into an apocolyptic form (gaining some minor stat boosts, DR, etc). I'm also moving the last Sight of the Haunted down to 18th level to fill in the dead level. I'm adding an ability to level 4 to fill that gap (nothing powerful, more flavor):

Psychometry (Su): Upon reaching 4th level, the Harrowed’s connection to the land of the dead from which he returned from is deepened, allowing him to witness the passing of others in the location in which they died. By attuning his beast’s vision towards the spirit world and using its eyes, the player may roll a Concentration check (DC 20) to witness the events that had transpired within 24 hours. For every day after the event, the DC increases by +2.

Unleash the Monster Within (Su): Once per encounter, starting at level 15, the Harrowed may unleash the monster within, causing it change their form to be as their beast’s true form. The Harrowed’s size does not change, type changes (for the duration of the power) to outsider (native, evil), he gains +6 Strength and +6 Constitution, DR 5/good, and manifests an aura of despair (as a blackguard). This power stays in effect for 5 rounds plus the Harrowed’s new Constitution modifier. Every round that this power is in effect, the Harrowed must make a DC 25 Will save to resist losing control to his beast while it is made manifest.

Again, I definitely like this and I've been following the thread since you first posted. I just wanted to wait until you had gotten the feats and other things more cohesively finished before I tossed in my 2 cents. Hope you don't mind what I'm doing to it for my game.

-X

StickMan
2007-10-08, 01:35 PM
I like the class I'm not sure how balanced it is. If you have a respectful player I think you would be fine but I think it could be a abused horridly from a quick read, but then most things can. Keep working on it and make sure to listen to the imput from people even if you don't like what they are saying.

Now I really would like to play this class some time it is just so much fun from a roleplay stand point and just in general. It would be a lot of fun to play as in a gestalt game having your other half being Rich's Champion class. You had a demonic soul put inside of you as a child to counter this the local cleric but the soul of in angel in side you as well. Now you wield the powers of both in your quest to reclaim your soul.

At any rate totally bookmarking thing.

ErrantX
2007-10-08, 01:58 PM
Now I really would like to play this class some time it is just so much fun from a roleplay stand point and just in general. It would be a lot of fun to play as in a gestalt game having your other half being Rich's Champion class. You had a demonic soul put inside of you as a child to counter this the local cleric but the soul of in angel in side you as well. Now you wield the powers of both in your quest to reclaim your soul.

That sounds really cool actually. A rather full house inside of your head, that game could be incredibly bright as the character fights and pursues his quest, or really dark as he descends into schizophrenia and psychosis and tries to gain freedom in moments of lucidity. Neato :)

-X

Lord_Gareth
2007-10-08, 02:46 PM
Hmm...as a creator, I don't like my creation being changed, but as a DM, I can't help but say, "Whatever works in your game, dude." However, I personally see no reason to fill in the two dead levels - they're part of the class's balancing, and aren't "truly" dead - saves and B.A.B. go up on both levels. However, if you -must-, I see no issue with Psychometry.

Unleash the Monster Within, however, I have an issue with. The beast isn't something primal - they aren't werewolves. Further, it's incapable of fully transforming the Harrowed - not even if they both try. The Harrowed is a -prison-, and there's no use having a prison if you can just bend the cage to suit your whims. Further, it sort of strays from the class's idea - turns them into a tank once an encounter. Why? None of their abilities thus far promotes that, and their average B.A.B and D6 hit dice mean that the raging barbarian right next to them with unbeatable DR and a couple feats is far better anyway. Scrap it.

On another note, I'm very flattered and pleased to have such a following for the Harrowed ^_^. Would you believe I made it out of a combination of boredom and idle conversation?

Lord_Gareth
2007-10-08, 05:32 PM
So we've got the four elements and shadow. Now we need Light, Time, and Blood.

Light - no. Pelor and Lathander can have it.

Time - No. Gets broken fast.

Blood - No, cliche, overdone, and Blood Magi have it already anyway.

ErrantX
2007-10-08, 06:52 PM
Hrm, well, I suppose I can't argue the whole "you're messing with my creation" thing, because as a DM and someone who has designed a lot of custom content for both my games and others, I definitely understand that feeling. That being said, I'm glad that the Psychometry thing doesn't irk you too terribly. It's mostly flavorful stuff. I got the idea from the fluff you wrote about them being very good detectives.

My issue with the 'glare of doom' power is that it's a once a battle uber-doom-beam. I understand that at that level, it's an easy thing to negate via Will save and for most parties, the fear/mind affecting types on it are also negligible and easily resisted. But at the end of the day, it's still an uber-doom-beam that is not subject to spell resistance.

*rereads the fluff and story* Okay, yeah, I understand your dislike of my form shifting. What I may do, is instead of fully shifting, maybe just have it appear all around it like a hazy image (like in your opening picture). I don't know yet, maybe have it augment some of their hellfire stuff, like by drawing it closer to the bars of it's cage, it appears all hazy-like and ups Hellfire damage dice from d6's to d8's. How does that fly?

-X

Lord_Gareth
2007-10-08, 07:29 PM
Let's try this - you made it to replace the level 15 ability, right?

Rattle the Cage - Starting at level fifteen, the Harrowed has learned a bit about how to control the beast inside her - by rattling the bars of its cage, she can unleash its anger on her foes. Once per day, you may target any and all foes you can see within 100ft, who then burst into flames, taking Hellfire Touch damage immediately and once every round thereafter for a number of rounds equal to your Charisma modifier. Only a spell with the Cold or Water descriptor of 4th level or higher may douse these flames (they still suffer the effect of the spell). A successful Reflex save (DC 20 + your Charisma modifier) halves the initial damage and prevents them from taking the additonal damage in later rounds.
Using this ability provokes a Will save vs. your monster with a -6 circumstance penalty.

Lord_Gareth
2007-10-08, 07:54 PM
Editing in a bit of info on how Harrowed's lives are - as in, what they remember about their past lives, how they're born/raised/powers manifest.

Anxe
2007-10-08, 08:35 PM
On another note, I'm very flattered and pleased to have such a following for the Harrowed ^_^. Would you believe I made it out of a combination of boredom and idle conversation?

And Marvel comic book heroes as well.

Lord_Gareth
2007-10-08, 08:36 PM
*Unleashes the Best on Anxe, pops Hellfire Apocalypse, proceeds to charge/pounce to shred him*

Last warning - quit that.

ErrantX
2007-10-08, 10:18 PM
Let's try this - you made it to replace the level 15 ability, right?

Rattle the Cage - Starting at level fifteen, the Harrowed has learned a bit about how to control the beast inside her - by rattling the bars of its cage, she can unleash its anger on her foes. Once per day, you may target any and all foes you can see, who then burst into flames, taking Hellfire Touch damage immediately and once every round thereafter for a number of rounds equal to your Charisma modifier. Only a spell with the Cold or Water descriptor of 4th level or higher may douse these flames (they still suffer the effect of the spell). A successful Reflex save (DC 20 + your Charisma modifier) halves the initial damage and prevents them from taking the additonal damage in later rounds.
Using this ability provokes a Will save vs. your monster with a -6 circumstance penalty.

This I like, I really like this. It's not a save or get gibbed, and thematically I like it. It's like a lesser Hellfire Apocolypse. I will use this. Thank you!

-X

Anxe
2007-10-08, 10:45 PM
Let's try this - you made it to replace the level 15 ability, right?

Rattle the Cage - Starting at level fifteen, the Harrowed has learned a bit about how to control the beast inside her - by rattling the bars of its cage, she can unleash its anger on her foes. Once per day, you may target any and all foes you can see, who then burst into flames, taking Hellfire Touch damage immediately and once every round thereafter for a number of rounds equal to your Charisma modifier. Only a spell with the Cold or Water descriptor of 4th level or higher may douse these flames (they still suffer the effect of the spell). A successful Reflex save (DC 20 + your Charisma modifier) halves the initial damage and prevents them from taking the additonal damage in later rounds.
Using this ability provokes a Will save vs. your monster with a -6 circumstance penalty.

It should really have a range or else PCs are gonna start using that ability from 2 miles away or more.

Lord_Gareth
2007-10-09, 05:33 AM
You're right *edits in 100ft range*

Neon Knight
2007-10-09, 10:03 PM
I'd just like to say that this is awesome, and I wish I was either playing one of these or had a player playing one of these in one of my games.

Lord_Gareth
2007-10-10, 05:34 AM
*Blushes*

It ain't that great. I mean, I put maybe half an hour into the initial draft. It's the forumites - you guys - that helped me beat it into playability ^_^

Cogwheel
2007-10-10, 05:54 AM
As the neutral party here...

Yes, it's good. Amazingly good. however, there were some flaws - mechanical oversights, for the most part - but the work was, by and large, yours.

That, and this is an amazingly nice forum:smallsmile:

Darkbane
2007-10-10, 05:54 PM
Hellfire Mantle (Su): Starting at fifth level,twice per encounter, the Hellfire essence of the beast within the Harrowed infuses her body more deeply, allowing her to erupt in unholy fire. While this ability is active, her body is wreathed in Hellfire, dealing 2d6 points of damage to any creature that strikes her in melee, half of which is fire damage and half of which stems directly from unholy power and is not subject to resistance of any sort. Arrows and other flammable projectiles that come into contact with this flame must succeed at a Fortitude save (DC = damage dealt by the flame) or turn to ash, leaving the Harrowed untouched. These flames do not harm the Harrowed's equipment, and last a number of rounds equal to her charisma modifier.

After she gains this ability, the Harrowed's footprints leave behind Hellfire that, while harmless, takes weeks or even months to gutter out on its own, even when she is not wreathed in flame.

First, I'd probably change the ranged defense into DR that's only effective vs. ranged and that destroys projectiles whose damage is entirely negated. This way, a skilled archer can still hurt the Harrowed, but the Mantle isn't a blanket defense against arrows. As was previously stated, arrows have a +0
Fortitude save; the ability should scale in effectiveness against skilled vs. unskilled archers.
Second, one unfortunate side effect of the burning footsteps is that it's suddenly really, really easy to track the Harrowed. I'd change it so the footsteps gutter out after only a few minutes: still creepy, still evil-looking, but at least the Harrowed has a chance to escape from the mob now.


Burning Soul [Harrowed, Elemental]
Though you haven't necessarily embraced the monster within you, you have embraced the Hellfire, and it suffuses your soul.
Prerequisites: Hellfire Mantle
Benefit: Whenever you succeed at a save against a mind-affecting spell or ability that targets you, the caster of that spell takes 4d6 damage, half of which is fire, half of which stems directly from unholy power and is not subject to any resistance. The victim of this ability recieves a Reflex save (DC 15 + your Charisma modifier) for half damage.
Special: You can only have one Elemental feat.

I'd make this a Will save instead of a Reflex save; I see it as the beast responding to the intrusion with a burning mental assault.


Savage Beast [Harrowed]
Your monster is a true butcher.
Prerequisites: The Monster Within
Benefit: Whenever your monster gains control of your body, it enters a frenzy, gaining +6 Strength and Constitution, immunity to mind-affecting abilities, and the benefit of the Diehard feat. As long as it is in control, it attacks the nearest living (or undead) being it can see to the best of its ability. If there are none, it attacks inanimate objects until it is no longer in control.
Normal: The monster within you is chaotic evil, but not necessarily murderous, and may negotiate.
Special: A character with Docile Beast cannot take this feat, and this feat must be taken at first level.

The biggest problem I see with this is that as soon as the monster takes control, the rest of the party can run into another room and lock the door until the screams stop. Great mental image though. The party's fighting the BBEG, the Harrowed suddenly roars in fury, the rest of the party starts running for the exit. Next scene: the party reenters the BBEG's lair, which is covered in blood and broken objects, and finds their friend asleep in the center.

I really love this class; it's got great flavor and powers. I am totally making one of these for my next character.

Lord_Gareth
2007-10-10, 06:12 PM
Hmmm - your idea on Mantle is a good one. Burning Soul is less a mental assault and more an instant eruption, similar to what happens in the Rattle the Cage alternate ability I posted - hence, Reflex.

And remind me, later, to tell you about the party I was in with Kathriggtha, the Frenzied Berserker.

Darkbane
2007-10-10, 06:39 PM
Okay, so the Harrowed saves and the beast flings fire at the caster, as sort of a reflexive defense? Got it.

Lord_Gareth
2007-10-10, 06:45 PM
Yeah, more or less. It says in The Monster Within that the Beast doesn't like to share ^_^

I gotta ask - what kinda Harrowed you plan on playing?

Lord_Gareth
2007-10-10, 06:58 PM
Alright, I'm gonna post the Harrowed on the WotC Class forums, and see what that community makes of them. I also have some feat ideas rolling in my head - I promise, you guys get to see all the new stuff first ^_^.

I'll link the other thread when it's up.

Lord_Gareth
2007-10-10, 07:11 PM
Here we go! (http://forums.gleemax.com/showthread.php?t=937072)

Like I said, you guys get the new content first ^_^

Rigel Cyrosea
2007-10-10, 07:11 PM
I'm not sure whether you know this or not, but Wizards technically owns anything you post on their forums. If they decided to use it in a book, they COULD take it without asking or paying. Not that I think they actually would (not because the class is bad, but because I think they're above that sort of thing), but it's something to keep in mind.

Lord_Gareth
2007-10-10, 07:14 PM
I'm not worried about it. Wanna know why? Because the WizOs have met me. They've talked to me. And they know full well that to steal anything of mine is to condemn not only Wizards, but the entire state of California to a fiery apocalypse the likes of which will be whispered in fear for millennia to come.

Rigel Cyrosea
2007-10-10, 07:17 PM
Good for you, then.:smallbiggrin:

Lord_Gareth
2007-10-10, 08:29 PM
Contract with the Beast [Harrowed]
You've forged a sort of truce with your monster.
Prerequisites: The Monster Within
Benefit: You gain a +2 bonus on Will saves made vs. your monster.
Special: Characters with Savage Beast cannot select this feat. This feat opens up a selection of other feats.

Pact of Butchery [Harrowed]
You placate your beast through battle and murder.
Prerequisites: The Monster Within, Contract with the Beast, Nongood alignment.
Benefit: You gain a +4 bonus on Will saves made vs. your monster for one hour after you initiate combat with an initially non-hostile target. Furthermore, for every 10% your hit points go below their full normal maximum, you gain an additional 1d6 points of damage on all supernatural abilities that deal energy damage.

Pact of Trickery [Harrowed]
Your beast just wants to have fun.
Prerequisites: The Monster Within, Contract with the Beast
Benefit: Whenever you perform a prank, embarass someone publically, or otherwise perform some semi-harmless action purely for humor and fun (under DM purview), you gain a +4 bonus on all Will saves made vs. your monster for the next hour. Furthermore, you may bend your Hellfire Touch attacks around cover, ignoring anything less than total cover as the flame richochets off corners, reaches around shields, or arches over low walls.

Pact of Filth [Harrowed]
Your monster is one of filth and disease, and demands that you be the same.
Prerequisites: The Monster Within, Contract with the Beast
Benefit: As long as you keep yourself filthy, dirty, and otherwise ragged and repulsive, you gain a +6 bonus on Will saves made vs. your monster. Furthermore, you become a carrier for any disease you come across, though you are immune to its effects - you may choose to exclude people who come near you from contracting your diseases by making a DC 24 Will save.

Lord_Gareth
2007-10-10, 08:54 PM
Dark Whispers [Harrowed]
Your beast is willing to trade one truth for another.
Prerequisites: The Monster Within, Whispers of the Past, Contract with the Beast, 15 ranks in four or more Knowledge skills
Benefit: Your beast whispers to you of your past, telling you dark secrets and the occasional joyous moment. This knowledge of your identity allows you to research your past life (which would otherwise be impossible) with a DC set by the DM based on what your monster reveals and for how long you have had this agreement with your beast. Whenever you inflict damage on an enemy with a melee natural weapon attack or supernatural ability, you deal 1d4 points of Intelligence damage to your victim as your beast steals part of its thoughts and memories.
Special: Your beast tells you nothing on days that you do not drain Intelligence with this feat.

Voice of Remorse [Harrowed, Exalted]
Your influence has made your monster give up its hateful ways.
Prerequisites: The Monster Within, Whispers of the Past, Contract with the Beast, two or more Exalted feats, any good alignment
Benefit: Your beast's alignment is Chaotic Nuetral rather than Chaotic Evil. The non-energy damage dealt by your supernatural abilities is holy, rather than unholy, and your Hellfire Touch does half-again as much damage to evil beings rather than good ones. Once per day, you may convert one Hellfire Touch attack to purely holy energy that is not subject to any kind of resistance.

Darkbane
2007-10-10, 09:36 PM
Nice feats. I like how the Pact feats encourage roleplaying, and again emphasize how weird the Harrowed is. I'd give a save to Dark Whispers, so it isn't a Dire Animal (or other 1-2 int creature) insta-kill. Also, clarification: does the int drain function for all supernatural abilities, or only those transmitted through melee?

Oh, what kind of Harrowed I'd play? I'd go for a human, with Frigid Hate & Shadow Soul once I get the prerequisites for it. Kind of a quiet guy, fades into the background in most situations, except for the strange things that happen around him.

Lord_Gareth
2007-10-11, 05:25 AM
Man, it's the only really crunchy part of the fluffiest feat in existence! >.<

I already nerfed it down from 1d6 and bumped up the entry reqs to what they are now (requiring minimum level 12) - if you're still fighting dire animals instead of real villans at that point, I have no sympathy for your DM.

I'ma edit them into the bottom of the first post now ^_^

Lord_Gareth
2007-10-11, 05:39 AM
Oh, what kind of Harrowed I'd play? I'd go for a human, with Frigid Hate & Shadow Soul once I get the prerequisites for it. Kind of a quiet guy, fades into the background in most situations, except for the strange things that happen around him.

Sounds interesting ^_^.

Part of the reason I keep making all these feats is to encourage playing the straight 20 levels - why multiclass when there's variety to be had in this one? Nothing technically stops powergaming, munchkin bastards from dipping all they want, but for players who actually follow the spirit of D&D, care about roleplaying, and would not be stabbed repeatedly at my IRL table, these feats provide lots of positive encouragement ^_^

Anxe
2007-10-11, 09:34 AM
I don't think anyone's gonna dip in this class over warlock. Harrowed's get Going Crazy vs. Warlocks get Incantations.

Lord_Gareth
2007-10-11, 10:36 AM
Dreams of Fire [Harrowed]
Haunting visions of the past and dark whispers of your beast's sadistic imagination disturb your sleep and rile your flame.
Prerequisites: The Monster Within, Sight of the Haunted
Benefit: Whenever you are attacked or woken by any being within 30 feet while you are asleep, unconcious, stunned, dazed, paralyzed, disabled, or dying, the being attacking or waking you must succeed at a Reflex save (DC 15 + you Cha modifier) or be engulfed in flame, taking Hellfire Touch damage. You recieve a -4 penalty on all Will saves vs. your monster.

Feline Talons [Harrowed]
Your claws grow sharper and more lethal.
Prerequisites: Feline Soul, Feline Stance, Improved Natural Attack (Claw)
Benefit: Whenever you hit an opponent in melee with a claw attack while you either flank them or they are flat-footed, they take two points of Constitution damage. Creatures immune to critical hits and sneak attacks are also immune to this ability. Retracting or extending your claws becomes incredibly painful and damaging, dealing you 1 point of Constitution damage.

ErrantX
2007-10-11, 11:42 AM
Dreams of Fire [Harrowed]
Haunting visions of the past and dark whispers of your beast's sadistic imagination disturb your sleep and rile your flame.
Prerequisites: The Monster Within, Sight of the Haunted
Benefit: Whenever you are attacked or woken by any being within 30 feet while you are asleep, unconcious, stunned, dazed, paralyzed, disabled, or dying, the being attacking or waking you must succeed at a Reflex save (DC 15 + you Cha modifier) or be engulfed in flame, taking Hellfire Touch damage. You recieve a -4 penalty on all Will saves vs. your monster.

I'm... not so sure about this one. Seems a bit too strong because it starts to fill in even more situations where the beast within is just itching to burn everything. Also kind of makes adventuring with a party difficult when it's your turn to take watch. Just not liking this one, too potent.


Feline Talons [Harrowed]
Your claws grow sharper and more lethal.
Prerequisites: Feline Soul, Feline Stance, Improved Natural Attack (Claw)
Benefit: Whenever you hit an opponent in melee with a claw attack while you either flank them or they are flat-footed, they take two points of Constitution damage. Creatures immune to critical hits and sneak attacks are also immune to this ability. Retracting or extending your claws becomes incredibly painful and damaging, dealing you 1 point of Constitution damage.

I personally dislike ability damage in all shapes and forms, and I would say as an ability that makes your claws more powerful, I'd either up the damage die on them to a d8 or 2d4 and/or open the critical hit threat range from 20 to 19-20. I wouldn't impose any additional damage to the Harrowed for using this feat either.

-X

Darkbane
2007-10-11, 12:50 PM
I'd limit Feline Talons to once/round. There are still a few monsters at high levels with low Int; the tarrasque itself has only 3 Int. Get buffed the hell up, run up to the tarrasque, get lucky, and it's beddy-bye time before the round is out.

Lord_Gareth
2007-10-11, 01:57 PM
I'd limit Feline Talons to once/round. There are still a few monsters at high levels with low Int; the tarrasque itself has only 3 Int. Get buffed the hell up, run up to the tarrasque, get lucky, and it's beddy-bye time before the round is out.

I'd like you to meet my friend touch of idiocy. He's a lot stronger.

I'll re-imagine Dreams of Fire (but I love the title) and fix Feline Claws - later.

Lord_Gareth
2007-10-11, 07:40 PM
Alright, here's the talons fix -

Feline Rip [Harrowed]
You know how to cut tendons and shred muscles
Prerequisites: Feline Soul, Feline Stance
Benefit: Whenever you hit a flatfooted opponent, or one that you flank, with your claws, they get a -1 cumulative penalty on melee attack rolls and Strength and Dexterity-based checks that lasts until they recieve magical healing or a successful application of the Heal skill (DC 15 + total penalty).

ErrantX
2007-10-11, 08:39 PM
Alright, here's the talons fix -

Feline Rip [Harrowed]
You know how to cut tendons and shred muscles
Prerequisites: Feline Soul, Feline Stance
Benefit: Whenever you hit a flatfooted opponent, or one that you flank, with your claws, they get a -1 cumulative penalty on melee attack rolls and Strength and Dexterity-based checks that lasts until they recieve magical healing or a successful application of the Heal skill (DC 15 + total penalty).

Better, much, much better. Penalties like that are much easier to keep track of and don't require fairly badass magic to fix. I like this.

-X

Lord_Gareth
2007-10-11, 08:52 PM
Alright, I'm still working on Dreams of Fire

Darkbane
2007-10-11, 09:40 PM
Feline Rip [Harrowed]
You know how to cut tendons and shred muscles
Prerequisites: Feline Soul, Feline Stance
Benefit: Whenever you hit a flatfooted opponent, or one that you flank, with your claws, they get a -1 cumulative penalty on melee attack rolls and Strength and Dexterity-based checks that lasts until they recieve magical healing or a successful application of the Heal skill (DC 15 + total penalty).

Yeah, looks pretty nice. Any chance of some more Shadow Soul/Lupine Soul feats to match this?

Oh, a weird question: If I play a Paladin/Harrowed, do I have to atone for acts I commit while under the beast's control?

Anxe
2007-10-11, 11:49 PM
I'd rule yes definitely. My Harrowed/Paladin players better not fail their will saves.

Darkbane
2007-10-14, 03:27 PM
I'd rule yes definitely. My Harrowed/Paladin players better not fail their will saves.

Yeah, probably. Multiclass Paladin/Harrowed with Savage Beast would be an awesome character theoretically, great internal monologue and everything, but practically unplayable without a whole lot of atonement spells. Although I'd rule that the exp. cost isn't necessary; the acts weren't done on purpose...exactly. Weirdness.

Zeful
2007-10-14, 05:51 PM
I like this class but I guess there be some representation of the Beast as to make them different from each other. You started off nicely with the Lupine/Feline Soul/Elemental thing. But I think it could be improved. Maybe with feat trees and it should be . And I, like others have stated, think that The Beast Within ability should take over for very few turns but be hard to control, maybe have a mechanic like the Rogue's Slippery mind (http://www.d20srd.org/srd/classes/rogue.htm#specialAbilities) ability.

This is my attempt to explain what I mean.

[b]Beast of Slaughter [Harrowed, Beast]
The monster within relishes in bloodshed, and strives live out those desires...
Prerequisites: The Beast Within.
Benefit: Your Helfire touch deals an additional 5 slashing damage for every three Harrowed levels. However every day you must make a Charisma check (Dc= 15+1/2 character level) or feel that the best answer to all situations is violence. You begin using more threatening body language and more overt threats. Because of this you recieve a +2 competence bonus to Intimidate checks.
Special: You may only have one Beast feat.

Flaying Touch [Harrowed]
You're touch slices into your enemy, inflicting a bleeding wound.
Prerequisites: Beast of Slaughter, 3d6 Hellfire Touch
Benefit: You may give up 2d6 Hellfire Touch damage to inflict a wound that bleeds for 1 hit-point per round. The wound continues to bleed until it is magially healed or bandaged by a Heal check vs. Dc 20. Multiple bleeding wounds stack. How ever you get a -2 competence penalty against the Beast Within if you use this feat.
Special:You must state ahead of time if you wish to use this feat.


This is how I think you go with the Beast Within. I'll think of more later.

Rigel Cyrosea
2007-10-14, 06:22 PM
I have a question. Does the beast actually speak to the harrowed? Can you have an actual conversation with your beast? Or do you just get a general feeling?

Anxe
2007-10-14, 07:09 PM
That part would be up to the DM, but it'd be much cooler if you could speak with it.

Wiz_the_Wizard
2007-10-15, 04:04 PM
This is all from the Wizards forums, copied in because you never replied. I'll check out the new feats when I finish my homework.

Nice work, Ira. Up to your usual standards with the flavor, I see.


Hello all! I originally posted this class as Lord_Gareth on the GiantItP forums, and I decided, what the hell, I'll bring it here. But first, some mad props to -

Animecliche, for inspiring it in the first place.

Cog_n_Taz, for hammering out some of the abilities, and backin' me up when I was 'bout to back down on some things.

Fako, for giving me a table (I NEED ONE HERE, PLEASE! *begs*)

Other GiantItP forumites, for encouragement, and balancing.

Dragor_Shadowfury (now Munchlord) for the feats that would become Shadow Soul and Dark Child.

Without further ado, your class (sans table, I could really use one of those) -



YAY!


http://i126.photobucket.com/albums/p119/Lord_Gareth/1afb-1.jpg[/CENTER]


Lvl BAB Fort Refl Will Special
1 +0 +0 +0 +2 The Monster Within, Hellfire Touch 1d6, Bonus Feat
2 +1 +0 +0 +3 Sight of the Haunted (Detect Magic)
3 +2 +1 +1 +3 Hellfire Touch 2d6
4 +3 +1 +1 +4 -
5 +3 +1 +1 +4 Bonus Feat. Hellfire Mantle, Hellfire Touch 3d6
6 +4 +2 +2 +5 Hellfire Touch (Melee)
7 +5 +2 +2 +5 Hellfire Touch 4d6
8 +6/+1 +2 +2 +6 Whispers of the Past
9 +6/+1 +3 +3 +6 Hellfire Touch 5d6
10 +7/+2 +3 +3 +7 Bonus Feat, Sight of the Haunted (Darkvision 60')
11 +8/+3 +3 +3 +7 Hellfire Touch 6d6
12 +9/+4 +4 +4 +8 Hellborn Savagery
13 +9/+4 +4 +4 +8 Hellfire Touch 7d6
14 +10/+5 +4 +4 +9 Hellfire Touch (Unholy)
15 +11/+6/+1 +5 +5 +9 Bonus Feat, Hellfire Touch 8d6, Unleash the Monster
16 +12/+7/+2 +5 +5 +10 Wings of Fire, Sight of the Haunted (Magical Darkness)
17 +12/+7/+2 +5 +5 +10 Hellfire Touch 9d6
18 +13/+8/+3 +6 +6 +11 -
19 +14/+9/+4 +6 +6 +11 Hellfire Touch 10d6
20 +15/+10/+5 +6 +6 +12 Bonus Feat, Hellfire Apocalypse

Nothing to see here folks, move along. :Shifty:


Hit Die: D6
Base Attack Bonus: Average
Fortitude Save: Poor
Reflex Save: Poor
Will Save: Good

Starting Gold: 3d4 x 10 G.P.

Okay... No problems yet...


Class Features

Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (All Skills, chosen individually) (Int), Profession (Wis), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int), Use Magic Device (Cha)

Skill Points at First Level (4 + Intelligence Modifier) x 4
Skill Points Per Level after First - 4 + Intelligence Modifier

Okay... Concentration... Does Hellfire touch provoke AoO's? It should, or you should cut this. Cut decipher script. Cut Heal. Make Knowledge be only Arcana, the Planes, Religion. Cut Speak Language.


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

Are they penalized for wearing armor? ASF? They need it above light.


The Monster Within (Su): The Harrowed shares her body and soul with an insubstantial beast that lives for its own sadistic purposes, slaughtering, torturing, or merely playing cruel jokes on a whim. No one - including the Harrowed - knows the true nature of this monster, though it seems to be intelligent, often whispering advice, secrets, or simply conversation into its host's mind. Whenever a Harrowed uses one of her activated supernatural abilities from this class, she must make a Will save (DC 10 + Class level required to use the ability) or lose control of their body to the monster for a number of rounds equal to their class level. If they succeed at the save, they do not need to save again for that particular ability for a number of rounds equal to their charisma modifier.

You should be able to end this early with a Will save, DC = initial save DC + 5.


The monster within each Harrowed is invariably Chaotic Evil, though not necessarily deadly, willing to play pranks, murder, commit arson (which they take particular glee in) or simply party hard as the whim strikes them. While the Harrowed is possessed, she is an NPC under the control of the DM. Attempts to remove the monster invariably fail - even greater deities are stymied as their spells simply fail against it. This universal trait amongst the Harrowed is another subject of speculation among sages.

Make the monsters vary, perhaps?... IDK.


The monster does not enjoy sharing control of its host with others, bolstering the Harrowed's mental defenses - she gains a +4 bonus to Will saves vs. enchantment effects.

Sure, whatever, make it only Charm and Compulsion though.


Hellfire Touch (Su): The monsters that haunt the Harrowed seem to have an intense connection to fire - leading many sages to speculate the involvement of Mephistopholes - and their essence seeps through to their hosts. Once per round, as a standard action, the Harrowed may hurl a bolt of Hellfire at one being within 60 ft as a ranged touch attack, dealing 1d6 points of damage for every two levels in this class (1d6 at 1st, 2d6 at third, and so on) to a maximum of 10d6 at 19th level. Half of this damage is fire damage, while the other half stems directly from unholy power and is not subject to any sort of resistence.

This should provoke an AoO... Does it?

Change the damage progression to match the warlock's.


At sixth level, the Harrowed may add their Hellfire damage to a single melee attack as a standard action, dealing it in addition to weapon damage.

Good. Does this let you make a full attack?


At fourteenth level, Good creatures take half-again as much unholy damage from the Harrowed's Hellfire attacks.

Okay, pretty much useless but whatever. I like the flavor.


Making a Hellfire Touch attack provokes a Will save (see The Monster Within), as well as attacks of opportunity (unless she channels it through a melee strike).

Answers my AoO questions, keep Concentration then. Use this format instead of saying "save vs. the Harrowed's Monster."


Bonus Feat: At first level, the Harrowed gains a bonus feat, selected from the list of feats below. The Harrowed gains another bonus feat at levels five, ten, fifteen, and twenty.

Sight of the Haunted (Su): While the Harrowed continues to fight the monster within her, her body changes, affected by the power contained within it. Starting at second level, the Harrowed benefits from as if from a constant detect magic spell.

Okay, just want to point out that the warlock gets this AT WILL but not CONSTANT. You okay with that?


Starting at 10th level, the Harrowed has Darkvision with a range of 60 ft. and she automatically detects any Outsiders in her field of vision, as though with a true seeing spell, except that nonmagical forms of hiding are also ineffective - she sees their aura no matter where they hide.

Is this blocked by walls of X thickness or lead like normal detect spells? And does detect mean knows that they're present? Knows their exact location? Can see them?



At 16th level, the Harrowed sees normally in all forms of darkness, including deeper darkness spells and benefits from as if from a constant analyze dweomer spell.

Just say 'magical darkness.' Cut the analyze dweomer, replace it with... I don't know. It doesn't fit here.


After a Harrowed gains this ability, her eyes turn either a deep, blood red or a lush violet color (player's choice) and their pupils turn to catlike slits - the color of her Hellfire abilities changes to match the color of their eyes.

Sure, cool.


Hellfire Mantle (Su): Starting at fifth level,twice per encounter, the Hellfire essence of the beast within the Harrowed infuses her body more deeply, allowing her to erupt in unholy fire. While this ability is active, her body is wreathed in Hellfire, dealing 2d6 points of damage to any creature that strikes her in melee, half of which is fire damage and half of which stems directly from unholy power and is not subject to resistance of any sort. She also gains DR 5/- against ranged attacks - any projectile that fails to pierce this DR is turned to ash, never to be retrieved. These flames do not harm the Harrowed's equipment, and last a number of rounds equal to her charisma modifier.

I like this, but make it 1/encounter and include activation action–I suggest immediate so as to respond to ranged attacks.


After she gains this ability, the Harrowed's footprints leave behind Hellfire that, while harmless, takes weeks or even months to gutter out on its own, even when she is not wreathed in flame.

Cool Illidan flavor, I like that it's harmless. However, it should go away in a day per level and have an effect on survival checks to track them – perhaps +10 to find and follow tracks?


Using Hellfire Mantle provokes a save vs. the Harrowed's monster.

Word this differently–perhaps invokes the Monster Within ability or some such. See above.


Whispers of the Past (Su): While the Harrowed does not truly remember her past, the whispers of her monster and flickering memories of her previous existence sometimes grant her insight, giving her an insight bonus equal to 1/2 her levels in this class on all Knowledge checks starting at level eight.

Neat. Flavorful but not that good. I like it.


Hellborn Savagery (Su): The beast makes one last surge to change the Harrowed into its form at level twelve, causing her to grow large talons where her fingers would normally be. Treat these as claws that deal 1d6 slashing damage and an additional 2d6 damage, half of which is fire, half of which stems directly from unholy power and is not subject to any resistance. A Harrowed's claws count as both magic and evil for the purposes of damage reduction.

Weird.


A Harrowed may retract her claws into her hands in a very painful process as a standard action that provokes attacks of opportunity, dealing 1d4 points of damage to herself and provoking a Will save vs. her monster. She may extend her claws as a free action on her turn in another painful process that deals 1d4 points of damage to her (but does not provoke a save).

Wolveriney. I like it. I assume that if she fails the save to prevent the Monster Within, the claws stay out.


Unleash the Monster (Su): Once per encounter, starting at level 15, the Harrowed may unleash their monster to attack their enemies, albeit in a limited way. The Harrowed may target one enemy she can see, who must succeed at a Will save (DC 15 + the Harrowed's Cha modifier) or see a vision of a shadowy, clawed creature reaching for them. If it fails the save, it takes 25d6 negative energy damage and is shaken for the duration of the encounter. This is a mind-affecting, necromancy, fear effect, and its use provokes a save vs. the Harrowed's monster and attacks of opportunity.

Make it 1 or 3 per day, not 1/encounter. Otherwise it'll be the first thing every fight. Change the DC to 10 + 1/2 your Harrowed level + your Cha mod. Reduce the damage to 1d6 per level +1 point per die or something.


Wings of Fire (Su): Starting at level sixteen, as a move action that provokes attacks of opportunity, the Harrowed may sprout wings of Hellfire that grant her a fly speed of 40ft (average manueverability). If she hovers (Using the Hover feat) over a spot, those under her within a 10ft radius take 5d6 damage, half of which is fire, half of which stems directly from unholy power and is not subject to resistance, as Hellfire rains from her beating wings. Those who succeed at a Reflex save (DC 15 + the Harrowed's Cha modifier) take only half damage.

How many times per day? How long does it last?

Make it GRANT Hover itself, so you won't be suckered into taking that poor a feat.


Hellfire Apocalypse (Su): At twentieth level, the Harrowed gains full control over her monster's Hellfire powers, gaining the dreaded Hellfire Apocalypse. Once per day, as a standard action that provokes attacks of opportunity, she can unleash her burning wrath in a 100ft radius burst centered on her, dealing double Hellfire Touch damage to all those but herself within and blinding them for 1d6 rounds. Creatures that succed at a Reflex save (DC 15 + the Harrowed's Cha modifier) take only half damage and are not blinded.

As an apocalypse, it should hit her too. DC should be 10 + 1/2 level + Cha mod.


A Harrowed may exclude up to five beings of Medium or smaller size in the radius from all effects of the Hellfire Apocalypse by making a DC 30 Concentration check as a normal part of using the ability.

This should be 1/2 damage and include herself. A save after this negates.


Multiclass Harrowed: Nothing prohibits a Harrowed from multiclassing, but those wanting to play a Harrowed -must- begin their careers as one - you are either born a Harrowed, or you never can be one.

What if you're resurrected? You should be able to take levels then, as long as you lost a level through it. Perhaps trade 1 level in for a Harrowed level and lose 1, as part of dying?


Mage Slayer Effects - The Harrowed count as arcane casters for the effects of the Occult Slayer prestige class, the Mage Slayer feat tree, the Hammer of Witches legacy weapon, and other items, feats, and classes designed to slay arcane casters.

Add, "or any other effect that specifically targets or adversely affects arcane spellcasters. Call it Arcane Contamination or somesuch.


The following are feats that only Harrowed can take, and are denoted as Harrowed feats.

Sure.


Docile Beast[Harrowed]
The monster within you is more tame than most.
Prerequisites: The Monster Within
Benefit: You gain a +5 bonus on Will saves to prevent your monster from gaining control.
Special: This feat may only be taken at first level, and not by those who possess Savage Beast.

Too good. Maybe make it +1 per 4 levels.


Hellfire Sweep [Harrowed]
You are especially skilled with controlling your Hellfire, letting you sweep it into arcs and cones
Prerequisites: Hellfire Touch 2d6
Benefit: You may choose to change your Hellfire Touch to an arc with an area identical to a burning hands spell, or a 10ft cone. Those in the area recieve Reflex saves (DC 15 + your Charisma modifier) for half damage. This ability does not otherwise change your Hellfire Touch.

Umm, burning hands is a cone. Change the save DC to 10 + 1/2 half level + Cha mod.


Burning Soul [Harrowed, Elemental]
Though you haven't necessarily embraced the monster within you, you have embraced the Hellfire, and it suffuses your soul.
Prerequisites: Hellfire Mantle
Benefit: Whenever you succeed at a save against a mind-affecting spell or ability that targets you, the caster of that spell takes 4d6 damage, half of which is fire, half of which stems directly from unholy power and is not subject to any resistance. The victim of this ability recieves a Reflex save (DC 15 + your Charisma modifier) for half damage.
Special: You can only have one Elemental feat.

Don't make this an elemental feat, and DON'T fall into the DC thing. Make the DC as noted above.


Sieze Control [Harrowed]
You've learned a trick or two from your monster about controlling the minds of others - and can attack through windows they open.
Prerequisites: Harrowed Level 14th, Iron Will
Benefit: Whenever you succeed at a save vs. a mind-affecting spell or ability that targets you by a margin of ten or more, you may make an opposed Will save vs. the caster of that spell (assuming that you were aware of the spell being cast and can see the caster). If you beat the caster, you gain control of their actions as though by dominate person for a number of rounds equal to your Charisma modifier.

Make it a charm or compulsion ability, and make it you target them with the same effect for a number of rounds equal to your Cha mod or the spell's duration, whichever is less.


Ring of Hellfire [Harrowed]
As though from the black depths of Hell itself, you may raise a ring of fire around you.
Prerequisites: Hellfire Touch 5d6, Improved Initiative
Benefit: Once per encounter, as an immediate action, you may raise a 5-foot wall of Hellfire around you. Those caught in the wall take Hellfire Touch damage every round they remain within it. While within the wall, you have partial concealment (20% miss chance) and any flammable projectiles that miss due to this concealment burn to ashes, never to be recovered. The wall of Hellfire lasts for a number of rounds equal to your Charisma modifier.

Projectiles that miss are always destroyed, aren't they? Anyway. Are you immune to it, and does it follow the abjuration rules for forcing it at someone?


Consuming Hellfire [Harrowed]
Your Hellfire hangs around for tea and crumpets instead of dissapating on impact.
Prerequisites: Hellfire Touch 1d6
Effect: Your Hellfire attacks can ignite flammable objects. Any creature damaged by one of your Hellfire abilities must make a Reflex save (if the ability doesn't already allow one) or catch on fire (DC 15 + your Charisma modifier) for a number of rounds equal to double your charisma modifier. Treat this otherwise as normal fire.
Normal: Hellfire attacks do not ignite flammable objects or creatures.
Special: This feat has no effect if your Hellfire attacks do not deal fire damage.

DC thing, and this feat is really bad. Or really balanced. That tells me that the others are too good...


Savage Beast [Harrowed]
Your monster is a true butcher.
Prerequisites: The Monster Within
Benefit: Whenever your monster gains control of your body, it enters a frenzy, gaining +6 Strength and Constitution, immunity to mind-affecting abilities, and the benefit of the Diehard feat. As long as it is in control, it attacks the nearest living (or undead) being it can see to the best of its ability. If there are none, it attacks inanimate objects until it is no longer in control.
Normal: The monster within you is chaotic evil, but not necessarily murderous, and may negotiate.
Special: A character with Docile Beast cannot take this feat, and this feat must be taken at first level.

Way too good. This is like a whole PrC for one feat, infinite times/day. Just point him at the enemy, have him voluntarily fail the save, and run out of sight. You win.


Feline Soul [Harrowed]
The monster within you is catlike, or so it would seem, and your body is changing to reflect it.
Prerequisites: The Monster Within, Hellborn Savagery
Benefit: You grow a catlike tail covered in gray fur, and your muscles change to become lean and agile. You lose two points of Strength permanently, and gain a +2 inherant bonus to Dexterity. The tail grants you a +2 racial bonus on Balance and Climb checks.
Special: A character with Lupine Soul cannot take this feat, and vice versa.

You misspelled inherent, but other than that I see no problems. I like this.


Lupine Soul [Harrowed]
You share your soul with a fiery wolf demon.
Prerequisites: The Monster Within, Hellfire Mantle
Benefit: Your jaw enlongates and grows gray fur, and your body is likewise covered with this fur. You gain a bite attack that deals 1d8 points of piercing damage plus an additional 2d6, half of which is fire, half of which stems directly from unholy power and is not subject to resistance. You may retract your jaw to normal for your race in an extremely painful process as a standard action, dealing you 2d6 points of damage (you may extend it again the same way, but as a free action on your turn). You permanently lose two points of Dexterity and gain a +2 inherant bonus to Strength.
Special: A character with Feline Soul cannot take this feat, and vice versa. Taking this feat prevents you from gaining the Hellborn Savagery class feature.

Too good. This should be even with Feline Soul, and it's not. Make the bite take another feat.


Ears of the Beast [Harrowed]
Your ears transform to resemble a cat's or wolf's, granting you acute - even supernatural - hearing.
Prerequisites: The Monster Within, Con 13+
Benefit: Your ears change to resemble those of a wolf or large cat covered in gray fur, granting you a +10 racial bonus on Listen checks.
At level 10, you gain Blindsense within ten feet. Effects that negate your hearing also negate this Blindsense.
At level 18, your Blindsense extends to thirty feet, and you have Blindsight within ten feet.

Whatever. Sure.


Feline Stance [Harrowed]
Your body changes to more closely resemble your inner monster, becoming catlike.
Prerequisites: Feline Soul
Benefit: You gain a +10 racial bonus on your land speed while you move on all fours (you cannot take attacks while doing so, though you may still use the charge action). Your legs change to become feline and your body coves in gray, catlike fur, granting you a +4 racial bonus on Jump checks. You gain a further +2 inherant bonus to Dexterity and permanent loss of two points of strength.

Don't adjust the abilities again. Also, kill the moving on all fours clause. It doesn't exist in D&D, so don't add it. Unless you want to be considered prone? Add +4 balance.


Fury of the Wolf [Harrowed]
You gain a measure of the wolf within's ferocity.
Prerequisites: Lupine Soul, Improved Natural Attack (Bite), Improved Grapple
Benefit: When you bite an enemy in a grapple, you may choose to hold on and shake, ripping apart muscle and bone and causing agonizing pain. As long as you continue to hold and shake, you cannot make attacks, but you deal an automatic 1d8 points of damage and your victim takes a -2 circumstance penalty on any grapple checks to free themself from you.

Make it deal damage as your bite attack. This make a large creature do less damage. Add the feat that the bite attack becomes as a prereq.


Touch of the Fire-Crow [Harrowed]
Your monster grants part of its power voluntarily to fuel your wings of fire.
Prerequisites: Wings of Fire
Benefit: Your Wings of Fire ability is always active, never requiring saves vs. your monster.
Normal: Whenever you activate your Wings of Fire ability, you must make a Will save vs. your monster.

Okay, but your wings of fire ability seems to last forever anyway as written. Why?


Hellfire Sniper [Harrowed]
You give up your ability to channel Hellfire through a touch in exchange for accuracy and potence.
Prerequisites: Harrowed level 6
Benefit: You can no longer make Hellfire Touch attacks through melee attacks. However, the range of your ranged Hellfire Touch attack increases to 120ft, and if it strikes a flat-footed opponent, it deals an additional 2d6 points of damage.

This is way good, but on par with the rest (sadly). Make it require Far Shot.


Frigid Hate [Harrowed, Elemental]
Your monster is no fiery beast, but rather a manifestation of cold hatred.
Prerequisites: The Monster Within
Benefit: All fire damage that would be dealt by your Harrowed feats or class features is instead cold. Additionally, those damaged by your abilities must make a Fortitude save (DC 15 + your Cha modifier) or take a -2 circumstance penalty on their next attack.
Choosing this feat turns your eyes violet when you gain the Sight of the Haunted class feature. Your other class features manifest as cold, blue fire.
Special: This feat may only be chosen at first level. You cannot have more than one elemental feat.

Good, but kill the extra stuff. Just deal cold damage. If you must keep the penalty, at least fix the DC.


Earthen Fury [Harrowed, Elemental]
A mighty beast of the earth shares your soul.
Prerequisites: The Monster Within
Benefit: All fire damage that would be dealt by your Harrowed class features or feats is instead acid. Additionally, creatures that fail a Reflex save (DC 15 + your Charisma modifier) after being damaged by one of your attacks are coated in acid, taking an additional 2d6 points of damage, half of which is acid, half of which stems directly from unholy power and is not subject to resistance, on the round immediately after being damaged.
Special: You can only have one elemental feat, and this feat may only be selected at level one.

Call it caustic fury.

This kicks butt. Cut the extra damage, or make it 1 point per 4 levels and fix the save DC.


Fused to Lightning [Harrowed, Elemental]
A powerful being of air shares your soul.
Prerequisites: The Monster Within
Benefit: All fire damage that would be dealt by your Harrowed class features or feats is instead electricity. Additionally, any being damaged by one of your Harrowed class features or feats must succeed at a Fortitude save (DC 15 + your Charisma modifier) or be deafened for a number of rounds equal to your Charisma modifier.
Special: You may only select this feat at level one, and you may only have one elemental feat.

Fix the save DC.


Crushing Will [Harrowed, Elemental]
The beast within you has an indomitible will that it lets you exert on the world around you.
Prerequisites: The Monster Within
Benefit: All fire damage dealt by your Harrowed class features or feats is now force-based. The damage die for these abilities goes down by one step (from D6 to D4, for example). You recieve a -2 circumstance penalty on all Will saves made against the monster within you.
Special: This feat may only be selected at first level, and you may only have one elemental feat.

Kill the save penalty.


Throw Away [Harrowed]
The indomitible will of your beast can toss enemies aside like the worthless trash they are.
Prerequisites: Crushing Will, Iron Will, Hellfire Touch 5d6
Benefit: Enemies damaged by your Hellfire Touch ability are shoved 5 feet in a straight line for every 10 points of damage inflicted. This movement provokes attacks of opportunity. If a barrier would prevent them from completing this movement, they take an additional 2d6 points of bludgeoning damage as they slam against it.

I like it.


Shadow Soul [Harrowed]
The darkness of your beast within taints your powers - and gives you strength.
Prerequisites: The Monster Within, Hellfire Mantle
Benefit: Whenever you activate your Hellfire Mantle, you gain partial concealment (20% miss chance). Further, as a move action, you can snuff out any nonmagical light you can see simply by concentrating. You may snuff out magical light sources this way, but it takes a standard action, and you may only affect those with a caster level equal to or lower than your Harrowed level. You permanently lose two points of Wisdom and gain a +2 inherant bonus to Intelligence.
Taking this feat turns your hair dark black and causes light to flicker and waver in your presence.
Special: Characters with this feat cannot select Lupine Soul or Feline Soul.

Best one yet.


Dark Child [Harrowed]
The darkness of you beast suffuses you more deeply, granting you more power over shadow and light.
Prerequisites: Hellborn Savagery, Shadow Soul
Benefit: As a move action that provokes attacks of opportunity, you may create a 40-foot cloud of darkness centered on you. This action provokes a DC 22 Will save vs. your monster. Others cannot see through this darkness, though you can perfectly, and it lasts a number of rounds equal to your charisma modifier.
By readying an action to do so, you may snuff out any light-based spell that you can see being cast, so long as its caster level is equal to or less than your Harrowed level.[/sblock]

I like this as well. The dark ones are the most balanced. However, don't use a static save DC. Make it a save DC 10 + 3/4 your level.

All in all, I like it. But it needs work, polishing. Hope you find the above helpful. (remember the save DCs!)

-E3

munchlord
2007-10-19, 04:58 AM
Best one yet.


thank you!

Anyway I'm working on initial ideas for further progression on the shadow soul feat to make an actual ladder.

Finerty
2007-10-19, 09:44 AM
Well, lord_gareth, I suppose I'd better step up the release of my To Build A Kingdom campaign so that we can get this class some playtesting.

munchlord
2007-10-19, 10:51 AM
well just thought I'd let you know that I'm currently brewing two more shadow based feats, as well as avian soul, soul of nightmares and ocean soul (which will likely be renamed).

Karma Guard
2007-10-19, 02:41 PM
Why not just let the Harrowed choose an Energy Type (barring Sonic because Sonic is weird and broken)?

That way you don't have to burn up a feat, and you can include the 'bonuses' (setting on fire/melting/shocking/slowing) as an inherent part of the class. That seems fair to me. I just don't like burning through precious feats (MY PRECIOUS :smalltongue: ) Just to get a small change and bonus from not using fire.

I mean, it's not like the Abyss or Chaotic Evil Hell of Your Choice don't have precedence for being more than the usual fire and brimstone thing. So. v:smallconfused:v

Vadin
2007-10-19, 03:02 PM
I agree, having them pick an elemental feat at level 1 for free instead of arbitrarily assigning them fire and making them burn a feat to get anything else seems a tad unfair. When I give this class to my players, I plan to give them this option and lower the damage of Hellfire Mantle to 1d6. In addition, all 'Hellfire' references will be changed to simply 'Dark'.

Anxe
2007-10-19, 07:48 PM
You're not burning a feat to get another one. Most immunities are to fire, so switching it is beneficial. You also get that little extra benefit too.

Darkbane
2007-10-20, 01:58 PM
Plus they get a bunch of extra Harrowed feats, so you can use one of those for the Elemental feat.

Lord_Gareth
2007-11-26, 10:37 AM
I'm backles!

I haven't abandoned this project, my fickle attention was merely drawn elsewhere. I'm working on some changes based on advice both here and on the WotC boards. These are including:

- Change the elemental things into an inherant part of the class. Change the Hellfire name to Shadowmental.

- Fix some of the feats.

- Change the flight ability.

- Clarify saves vs. The Monster Within.

- Fix up certain save DCs.

- Add some tricks besides just combat to the class.

- Fix the class skill list. Provide some explanations as to why I'm keeping certain skills.

- Add more feats :D

Lord_Gareth
2007-11-27, 10:52 AM
Alright, so, the edit to Hellfire Touch will look like this:

Shadowmental Touch - An element suffuses the monster within the Harrowed, and it's power seeps through, allowing the host - or the beast - to lash out. At first level, the Harrowed must pick one of the following elements, which is theirs forever:

Hellfire: The Harrowed's beast is of destructive, chatoic flame, seeking to reduce all it sees to ash. Burning, unholy flame suffuses the Harrowed, allowing them to lash out with it as a ranged touch attack that deals 1d6 per two Harrowed levels, half of which is fire and half of which stems directly from unholy power and is not subject to any sort of resistance, starting at level one. Hellfire can ignite objects as though it were Alchemist's fire.

Frigid Hate: The Harrowed's beast is one of ice and snow, seeking to encase all around it in a frigid grave. The Harrowed can lash out with a ranged touch attack that deals 1d6 points of damage per two Harrowed levels, half of which is fire, half of which stems directly from unholy power and is not subject to any sort of resistance, starting at level one. Frigid Hate can instead freeze five cubic feet of liquid per d6 of damage it could inflict. DMs are encouraged to use common sense - it's probably not going to freeze molten iron instantly.

Caustic Fury: The Harrowed's beast is rooted deep in the fury of the earth itself, seeking to return all to the earth from whence it came. the harrowed can lash out with a ranged touch attack that deals 1d6 points of damage per two Harrowed levels, half of which is acid, half of which stems directly from unholy power and is not subject to any kind of resistance, starting at level one. Caustic Fury clings to its victims, dealing an additional 1d2 points of damage equal to the Harrowed's Charisma modifier each round after it hits for a number of rounds equal to the Harrowed's levels in this class. Multiple uses of Caustic Fury do not increase the damage dealt, but will extend the duration of the additional damage.

Thundrous Rage: The Harrowed's beast is one of air and lightning, seeking to scourge all to dust. The Harrowed can lash out with a ranged touch attack that deals 1d6 points of damage per two Harrowed levels, half of which is electricity, half of which stems directly from unholy power and is not subject to any kind of resistance, starting at level one. This attack is accompanied by a raging thunderclap, forcing all within five feet of the victim to succeed at a Fortitude save (DC 10 + 3/4 of the Harrowed's class levels + the Harrowed's Charisma modifier) or be deafened for a number of rounds equal to the Harrowed's Charisma modifier.

Crushing Will: The Harrowed's beast has an indomitable will, allowing the Harrowed to exert it on the world around her. The Harrowed can lash out with a ranged touch attack that deals 1d4 points of damage per two Harrowed levels, half of which is force, half of which stems directly from unholy power and is not subject to any sort of resistance. The monster's indomitable will imposes a -2 penalty on saves the Harrowed makes against it (see The Monster Within).

Regardless of the path chosen, the maximum damage dealt by the Harrowed's Shadowmental Touch is 10d6 (or 10d4 for those Harrowed who choose Crushing Will).

At sixth level, the Harrowed may add her Shadowmental Touch damage to a single melee attack as a standard action, dealing it in addition to weapon damage.

At fourteenth level, the Harrowed's Shadowmental Touch deals half again as much unholy damage to Good creatures (in effect, 1.25 its total damage is applied to Good creatures).

Using her Shadowmental Touch provokes a Will save (see The Monster Within), as well as attacks of opportunity (just like any ranged attack fired in melee) unless she is channeling it through a melee attack.

Lord_Gareth
2007-11-27, 11:28 AM
Alright, fixed the remaining names that need to be fixed, removed some redundant feats. I made Lupine Soul, Shadow Soul, and Feline soul into a new feat subclass (Soul) that you can only have one of. More to come later/tomorrow.

Lord_Gareth
2007-11-27, 06:31 PM
Fixed Wings of Fire, changed the name to Shadowmental Flight. More coming soon.

Lord_Gareth
2007-11-27, 06:51 PM
Alright, I THINK I've purged the last remnants of the Hellfire references. I need some help on fixing Lupine Soul. In the meantime:

Hell's Fangs [Harrowed]
Your wolflike spirit has teeth. Sharp ones.
Prerequisites: Lupine Soul, Hellborn Savagery
Benefit: You lose the claws granted to you by Hellborn Savagery. Instead, your snout enlongates and becomes wolflike, granting you a bite attack that does 1d8 points of damage, plus an additional 2d6 points of damage, half of which is the energy type selected for your Shadowmental touch, half of which stems directly from unholy power and is not subject to any kind of resistance. You cannot retract this jaw.

I'm also taking suggestions on some noncombat abilities the Harrowed could have.

Stycotl
2007-11-27, 09:28 PM
i don't see the problem with ability adjustments in feats built for a single class, especially with the subtraction to another ability.

for the whole 'rage' deal, i think that if the harrowed suffered some kind of debilitation after the frenzy, something worse than a barbarian's exhaustion, it would balance out well. maybe make it shaken for a number of rounds equal to the rage's duration.

and give it a penalty such as the war hulk's can't stop to think: can't make any non-combat roll, or can't gain any ability modifier to non-combat rolls (whatever it is. don't have book open in front of me...).

something along those lines

Lord_Gareth
2007-11-27, 09:44 PM
I'm reworking Savage Beast and Docile Beast, and have deleted them until they are finished. Thanks for the attention/ideas, though :D

But, ah, I know nothing about War Hulk...

Ceiling009
2007-11-27, 10:13 PM
It just seems like this class is screaming for something to do with intimidate as a non-combat ability. I mean I could see one of these, as the one could do the interrogating, giving you something like the "lazy" eye, caving in any will you had to resist his questioning.

Mr. Moogle
2007-11-27, 11:23 PM
A small nitpick, you obviously copied Frigid hate from Hellfire because it says that it does fire damage. Also, Hellfire seems a bit underpowered in comparison to Caustic fury's DoT, why not give it a choking smoke effect?

Reinboom
2007-11-28, 12:03 AM
Say there's a group of harrowed for a campaign. One player later takes a level of... say... knight due to heralding for kingdom, but then continues to focus on their harrowed abilities later, realizing they could use the inner beast in order to more readily protect the kingdom.
Due to their sudden armor proficiencies, and increased will saves, they now completely outshine the rest of the harrowed in the group. How do you handle this?
(I posted this like this, because, well, relying on role play to balance your classes is BAD, though, you didn't listen to the person who noted this before hand).

Also, levels 4 and 18 as dead levels are a bit meh. Players like getting more than numbers usually. A nonability that doesn't contribute power is usually good for those.

Ceiling009
2007-11-28, 12:58 AM
Something about wearing heavy armor to me would rub the creature the wrong I think... it's bad enough that they're trapped in a person, but that person is now wearing even heavier trappings... making it feel even more prison like... Also, in heavier armor, how about the effects of the shadowmental mantle and other things...

Lord_Gareth
2007-11-28, 06:57 AM
Rein, you make a very good point, but there's no real way to prevent dip classing aside from some utterly rediculous multiclassing penalty. I can, however, change The Monster Within to character levels, rather than Harrowed levels.

Heavier armor...you guys are right on that score. Mind ye, I can't install ASF, their abilities are Supernatural. So, instead, how about:

The Bars of the Cage: The beast within detests being trapped, and becomes furious if it is pinned down further. A Harrowed may wear light armor at no penalty. A Harrowed wearing medium armor, however, takes a -6 penalty on all Will saves vs. The Monster Within as the beast becomes enraged. A Harrowed wearing Heavy armor takes a -12 penalty to all saves vs. The Monster Within.

Reinboom
2007-11-28, 08:12 AM
I was thinking a similar thing (though, I was only thinking of it at around a -4, and -8 penalty) with a new feat to reduce the penalties.
Really, an option like so, in my opinion, very rarely should be restricted out of possibility, but rather, just made inefficient. Make it so if they dipped, suddenly becoming armored like a tank is still not smart... but it's still an option if they concentrated on it.
Look at the "Gish" (fighter/wizard) builds, for example. These are a rather well liked combination, fun, and not very power focused. Being an armored mage is very inefficient - but there's enough things to reduce ASF if they really concentrated on it to make it possible.

That said... perhaps a different inbetween... -6 and -10 will penalties, with a feat that reduces them by 4, and/or an armor property that reduces them further.
Or! To take advantage of already existing rules... they get a penalty to their will saves equal to the armor check penalty. (Which would make perfect sense, in this flavor, and there's already effects that reduce this)

StickMan
2007-11-28, 08:27 AM
Is Hellfire Sniper supposed to still be fire only?

I think you should write up stats for the beasts at some point just, as a story option.

Love the class, think I'm going to use it in an up coming game if thats ok with you.

Lord_Gareth
2007-11-28, 09:22 AM
Umm..my bad on sniper >.<

I'm gonna keep the Will penalties as they are, but good call on making some feats. The Harrowed's big way to make up for discouraging multiclassing and PrCs is supposed to be their feats, which I really should make more of. The reason I'm not making the Will penalty = to ASF is because, quite frankly, -30 Will vs. The Monster Within is a lot harsh.

And if I can ever bother to write him back, I'm gonna get the esteemed, the powerful, the almighty Vorpal Tribble to stat the Monster Within. Expect it to be a very, very epic challenge, somewhere on the level of what fighting a god should be.

So...

Condition the Beast [Harrowed]
You've trained the monster within to accept some forms of armor.
Prerequisites: Armor Proficiency (Medium), Iron Will
Benefit: Your penalty to Will saves vs. The Monster Within is reduced by 4 while wearing medium armor only. This feat does not affect saves while wearing heavy armor.

Bring to Heel [Harrowed]
You've forced the monster within you to accept even heavier forms of armor.
Prerequisites: Armor Proficiency (Heavy), Condition the Beast, Contract with the Beast
Benefit: Your penalty to Will saves vs. The Monster Within is negated while wearing medium armor, and reduced by 6 when wearing heavy armor.

Reinboom
2007-11-28, 09:44 AM
I said Armor Check Penalty, not Arcane Spell Failure :smalltongue:
http://www.d20srd.org/srd/equipment/armor.htm#tableArmorandShields
Perhaps double ACP (since masterwork reduces it by 1 anyways).

Lord_Gareth
2007-11-28, 09:58 AM
Nah, I really prefer the static penalty. I dunno, varying penalties just....annoy me, for some reason. 'S why I always wear Studded Leather, Chain Mail or Plate Mail, nothin' else. 'Cause I remember all their stuff.

Anything on those two feats or Hell's Fangs?

Also, let's try an edit on Lupine Soul:

Lupine Soul [Harrowed, Soul]
You share your soul with a wolflike beast, and its influence taints your body.
Prerequisites: The Monster Within, Shadowmental Mantle
Benefit: Your body becomes more muscular and less compact, causing you to lose two points of Dexterity permanently and gain a +2 inherant bonus to Strength. You gain a +2 racial bonus on Jump and Survival checks. You gain the Improved Trip special attack (like a wolf) whenever you are using a natural weapon (your fists do not count for this purpose).
Special: You do not gain the benefit of the Hellborn Savagery class feature if you have this feat, though you still have it for the purposes of gaining feats or qualifying for prestige classes. You may only have one Soul feat.

Ceiling009
2007-11-28, 12:08 PM
I think the special trip attack should be more in hell's fangs, than in lupine soul; since hell's fangs is basically part of the lupine soul tree, taking away hell born savagery and giving them the free trip attack with natural weapons (though not your fists) in the first feat isn't all that helpful. So far, I think it should mirror Feline soul, and so far all feline does is change out your stats a bit and give you skill bonus... and that tail (which can in effect give them a slam attack or a natural attack). I think Lupine could do with the stat changes, those skill bonuses and maybe scent, or something uniquely wolf like that isn't that trip attack.

Lord_Gareth
2007-12-08, 04:24 PM
Bump to find it more easily. More work to come soon.

Mr. Moogle
2007-12-18, 12:11 AM
i think that there should me more soul feats, can i contribute one?


SOUL OF CTHULHU [Soul] [Harrowed] [munchkin]
Requires: Leadership, enraged DM
Benefit: you immediatly gain controll over millions of people that flock to you like flies to crap, and give yourself divine rank 10,000,000
Special: ROCKS FALL EVERYONE DIES

Lord_Gareth
2008-01-01, 11:13 AM
Please no munchkin feats...

Still at work. Sort of. I'm thinking hard....

Lord_Gareth
2008-01-01, 11:24 AM
Alright, I finally broke down and put something in 4th elvel - ErrantX's Psychometry ability fits nicely. 18th level is still empty and will remain that way.

Non-munchkin feat ideas are being accepted.

ErrantX
2008-01-01, 10:32 PM
Alright, I finally broke down and put something in 4th elvel - ErrantX's Psychometry ability fits nicely. 18th level is still empty and will remain that way.

Aww, I'm honored. Thanks! Glad I could positively add to your base class.

-X

Atticus Bleak
2008-01-21, 08:23 PM
Well, I've read this enough times without posting on it, so lemme try...I tried out the class in a game (i apologize for yoinking without permission) and it seemed great.....we were doing a paragon campaign (not my idea) and he wound up a holy master of ice...it seemed balanced with the party, so thats my stuff, also i would like to thank you for your hard work, I honestly LOVE this class, and would recommend it to anyone. Also, just cus i found it fun, if you wanna go the ice path, "touch of golden ice" from the BoED is really awesome with it. Anyway, thats my two cents!

Lord_Gareth
2008-01-22, 06:55 AM
*Ahem*

WEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!!!!

*Huggles Atticus*

munchlord
2008-01-25, 07:35 AM
Hey there, just telling that I am trying to get a DM to permit me to use this class in his game, and that I intent to report on how the different abilities and feats works out compared to and combined with the other party abilities and that stuff.

((I did get permission earlier right?))

Night10194
2008-01-25, 11:09 PM
I'm using a Harrowed as an ally-NPC in a game with a friend, in order to test them before begging to play one as a PC next time he DMs for me, and I wanted to throw out an idea to make them more imposing if/when they fail their checks.

The character has a Contract with the Beast (because it's kinda the only Harrowed bonus feat you *can* take at level 1, as far as I can see.), and the monster dictates what hand weapon he uses. It seems innocous, so he complies.

What I want to do is give the guy some nasty bonus feats with that weapon, as well as a base-attack raise, when the monster is running the show. In other words, the monster wants him to be using a scythe, because when it takes over, that's *exactly* the weapon it's an expert with and would like to kill the rest of the party with.

Does that sound like an unbalanced addition to the Beast Within concept, or would you say it's reasonable within the fluff about the creature being an entirely different entity?

In addition, did I overlook something, or are there no Harrowed bonus feats that a Harrowed qualifies for at level 1 besides Contract with the Beast? If so, then either we need to come up with more feats, or just make Contract with the Beast a class feature, granted at level 1.

Lord_Gareth
2008-01-27, 12:49 PM
Well, there's Ears of the Beast, but you're right..need...more...feats.

Also - the Beast isn't really something that learns in that way. It doesn't gain feats while it is imprisoned and does not gain class levels while imprisoned. If it were free, it could, but then there's no Harrowed :P

Sorry to shoot you down like that, but the monster is just too..furious to really think and learn while in there. It's desperate.

Atticus Bleak
2008-01-31, 08:15 PM
er....thank you for the huggle? I feel the need to mention now how awsome my chara is....he has all the cat-style feats, and ice (i acually sort of cheated, my dm let me take the shadow child feats and the ice feats) So he is now a mystical ice kitty with the magical power to put out lights. I love you for making this class, and thank you. Oh, one really cool dramatic thing i love to brag about, i got a bunch of "Servant Candles" from ravenloft, magic floating candles, and i have them float around me in a cloud....and whenever i enter battle they all just go out and clatter to the floor...Sorry, must suppress bard instinct to brag.....Anyway, Alaster is now considered a legend in our world due to his using a giant kusuri-gama, having wings, and his ability to poison evil with a touch... So, thank you so much for this class.

Night10194
2008-01-31, 09:21 PM
Understandable. I was checking to see how 'cthulhu' vs. 'hannibal lector' the critter was, for reference. Still, I worry that the second the guy loses control, being that he's a relatively weak character compared to the PCs, they'll just hit him in the head with a rock and tie him to a tree until he stops being Evil (God knows, this wouldn't be the first time my group did that. Often, they don't even care if the guy's to be possessed or just normal Evil. They just rely on good ole' Stockholm's Syndrome). Any suggestions in how to maintain the flavor, but make a rampaging Harrowed more dangerous?

Also, as to Feats...Hmmmm...How's this sound? Can't come up with a snappy name, but a small feat that grants a +2 to Will saves against mind-affecting attacks, simply because the Harrowed's mind shares a body with something else and is rather harder to 'hit' than it would be if it was the sole entity?

munchlord
2008-02-01, 01:53 AM
Isn't that part of the monster within Night?

Raging_Pacifist
2008-02-04, 09:56 PM
Yes it is. Lord Gareth if I get pemission from my DM can I test drive this class for my PC?

Lord_Gareth
2008-02-04, 10:02 PM
^_^ I wouldn't put it up if I didn't want it used. Just warn your DM that the class may be subject to change as I think up more feats and fixes ^_^

Raging_Pacifist
2008-02-04, 10:16 PM
Alright thanks, also nice job w/ this class this obviously took alot of work.

AngelForm
2008-04-04, 02:55 AM
Great class m8 excellent concept :smallbiggrin:

Ok got a couple of questions:

1) Is the monster intelligent or not?
At one point you said it is a thinking creature that can negotiate, later you said it is too enraged to be capable of thinking and therefore cannot learn. From most of the flavour I would say it sounds like the former.

2) With Hellborn Savagery are the talons dextrous enough to act like hands? e.g. do they have an opposable “thumb” talon so they can grip, or are they usable only for ripping things to shreds?

And now a few suggestions.
(be warned most of the things I make end up ether way overpowered or rather underpowered)

The Monster Within
I feel this needs a duration change, I was thinking that you should have to actively retake control from the monster,
Say a will save DC = 20 + character level + the amount you failed by when the monster took control. With a cumulative +1 to the roll for each round the monster has been in control.
Only failing due to a natural 1 is counted as failing by 0 for the DC.

Shadowmental Mantle
This should be ether be 1/encounter or preferably a set number of uses per day, maybe make it usable for X rounds a day. X = cha x ˝ class level?

Also the footprints (love this btw) I think should work like this:
For 1 (longer when the Mantle is up?) round burns for 2 damage (1 elemental / 1 unholy)
For “number = character level” minutes/hours/days leaves a harmless glowing imprint, +10 circumstance bonus on track
For “number = character level” days/weeks leaves an invisible trail that can be felt (as in “I got a feeling it went this way”) by all creatures and seen with any magic or alignment detection, +1 circumstance bonus to all, +10 if tracker can detect magic or alignment.
Sorry about duration did not know how long you want this lasting.
It might make sense for this to grant an endure element or energy resistance to yore element / your opposite element.


Unleash the Monster
Just do not like the workings of this, as it is now all encounters will start with this and that just feels wrong.
I propose this:
Hellbreach
Starting at level 15, the Harrowed may unleash their monster to attack their enemies, albeit in a limited way, a number of times a day equal to her Cha modifier. Uses a standard action. Unleashing the monster allows you to shoot a number of Shadowmental Touch attacks up to her Cha modifier (maybe make this Wis or Con) however the monster may also make Shadowmental Touch attacks up to your Cha modifier, you may suppress the monsters attacks but for each attack you suppress the DC on The Monster Within increases by 5.
Using this activates The Monster Within.
Cannot by used again for a number of rounds equal to the total number of Shadowmental Touch attacks made.

Shadowmental Flight
Again excellent ability but could use some tweaking,
How long dose this last? The Shadowmental Wings feat implies it cannot be maintained indefinitely without the feat.
This should grant you the Hover feat for free.
Anyone you fly over should take 1d6 damage (maybe 1d3)

Ok now on to the feats

Shadowmental Sniper
This has potential and I think should be expanded on, maybe give an area effect,
I propose this:
Shadowmental Burst
You have learned to slightly destabilise your Shadowmental Touch causing it to detonate on impact.
Prerequisites: Shadowmental Sniper, Shadowmental Touch 6d6
When using this feat you halve the number of d6 damage you deal. However, regardless of weather or not the attack hits, for each d6 you gave up you deal d3 damage to all creatures within 10ft (may want to change that) of the initial target this includes the original target, reflex save DC 10 + ˝ class level + Cha (not a clue if that is balanced) for half damage.

Furious Shadowmental
You can unleash more power with your shadowmental attacks.
Prerequisites: Shadowmental Sniper, Shadowmental Touch 6d6
All damage dice from your Shadowmental Touch go up a level.

I saw somewhere a feat that added slashing damage to the Shadowmental touch, more like that may be useful.

On the “berserker soul” feat Savage Beast
Savage soul
Your monster is a creature of pure destruction, obsessed with butchering all it sees.
In its quest for slaughter it will gladly push your body beyond its natural limits.
Prerequisites: The Monster Within
Benefit: You gain a +2 inherant bonus to Strength and Constitution. Whenever your monster gains control of your body, it enters a frenzy, gaining +6 Strength and Constitution, immunity to mind-affecting abilities, and the benefit of the Diehard feat. This lasts for as many rounds as your new Constitution modifier. As long as it is frenzied, it attacks the nearest living (or undead) being it can see to the best of its ability. If there are none, it attacks inanimate objects until it leaves this frenzied state. Once in frenzy you cannot retake control of your actions as is usual for The Monster within. As soon as the frenzy ends you regain control. However as soon as frenzy ends you must take a fortitude save with a DC of 10 + 5 for every other time you have used frenzy in the same encounter + ˝ character level + number of rounds you have been in frenzy since you last slept or last gained a “charge” of Overuse.
If you fail you gain Overuse, a -1 cumulative penalty on melee attack rolls, Strength and Constitution-based checks and Fortitude saves. When sleeping 1 “charge” of Overuse is removed every hour, if you sleep for 8 hours continuously you lose all “charges” of overuse.
Special: You may only have one Soul feat

For a progression to this I was thinking of something like this:
Savage talons
A monster of such brutality as yours has weapons to mach .
Prerequisites: Savage soul, Hellborn Savagery
All damage dice from your talons go up a level, therefore 1d8 slashing damage and an additional 2d8 damage, also retracting/extending is 1d6

Could be a little weak but its all I can come up with.
Another could be something to change Hellbreach from a cannon into a mega frenzy but I got no idea how to balance that.

Also here is one I just made up :smallwink:
Lesser of two evils
Allys
Prerequisites: The Monster Within
When you fail on a save to prevent any other being (not including your monster) from taking control of/influencing your actions you may choose to re-role with a bonus equal to your Cha modifier, if this second save succeeds the effect is prevented and the monster immediately gains control, you count as having failed The Monster Within save by 0 for the DC.
Special: If you have the Savage soul feat then the second save is automatically passed if frenzy would give you immunity to it.

Maybe make this simply effect all mind-affecting abilities?

Well thats all i can come up with :smallsigh: hope some of it helps.

Lord_Gareth
2008-04-05, 06:59 AM
The berserker feats I axed for a reason - that's the Barbarian's job, really. But I appreciate the concern ^_^

Some of your ideas I like, but they need wording changes. I'll say this again - I will take ALL THE HELP I CAN GET!

Your Questions

- The monster is intelligent, but it's intelligent in the same sense that a homicidal psychopath or a murderous hedonist is intelligent. It's out to get what it can, as fast as it can, 'cause it doesn't have a lot of time to get it.

- The talons are not dextrous enough to be used as hands.

- I prefer the uses/encounter model. Uses per day annoys and irks me. But your endure elements idea is niiiice...

More stuff soon, I promise!

TKDfirefly
2008-04-06, 07:06 AM
I really like this class. I want to play it when I get home if my friends will allow me. However, I do like the idea of being able to blend the Shadow Soul aspect with one of the Beast Souls. Maybe if you added more like a Snake Soul, Shark Soul or Bat Soul. That would allow more varienty. But then if you allowed the mix there would have to be one alternate to Shadow Soul. I have no idea what that alternate could be because right now the only coming to mind is Light and that does not work with this class really.

But all in all, I really like this class. I appreciate all the work you did on this.

Lord_Gareth
2008-04-16, 06:15 AM
As a replacement for Unleash the Monster -

Bargain with Death (Su): Starting at fifteenth level, the Harrowed's connection to the land of the living strengthens, binding her and her monster there on a more permanent basis. She always stabalizes when brought down into negative hit points. Furthermore, once per day, should the Harrowed die, she may make a class level check against a DC of 35. Success means she is affected as though by a True Reincarnation spell at the end of the encounter.

Lord_Gareth
2008-04-26, 06:43 AM
Lupine Soul [Harrowed, Soul]
You share your soul with a wolflike beast, and its influence taints your body.
Prerequisites: The Monster Within, Shadowmental Mantle
Benefit: Your body becomes more muscular and less compact, causing you to lose two points of Dexterity permanently and gain a +2 inherant bonus to Strength. You gain a +2 racial bonus on Jump and Survival checks. You gain the Improved Trip special attack (like a wolf) whenever you are using a natural weapon (your fists do not count for this purpose).
Special: You do not gain the benefit of the Hellborn Savagery class feature if you have this feat, though you still have it for the purposes of gaining feats or qualifying for prestige classes. You may only have one Soul feat.


Edited!


Lupine Soul [Harrowed, Soul]
You share your soul with a wolflike beast, and its influence taints your body.
Prerequisites: The Monster Within, Shadowmental Mantle
Benefit: Your body becomes more muscular and less compact, causing you to lose two points of Dexterity permanently and gain a +2 inherant bonus to Strength. You gain a +2 racial bonus on Jump and Survival checks. Your nose becomes more keen, granting you the Scent special quality.
Special: You may only have one Soul feat.

Cieyrin
2008-04-27, 10:58 AM
As a replacement for Unleash the Monster -

Bargain with Death (Su): Starting at fifteenth level, the Harrowed's connection to the land of the living strengthens, binding her and her monster there on a more permanent basis. She always stabalizes when brought down into negative hit points. Furthermore, should the Harrowed die, she may make a class level check against a DC of 35. Success means she is affected as though by a True Reincarnation spell at the end of the encounter.

woo, glad to see the 15th level ability replaced, since it always seemed a bit strange to me. I tended to use Rattle the Cage instead but this also looks intriguing. My only question is what exactly is a True Reincarnation? Did you mean True Resurrection or is there in fact a greater Reincarnation spell out there somewhere, in which we can come back as wisecracking, bipedal badgers once again? =3

As for Lupine Soul and its track, it looks excellent as it is now and makes good sense, as well. Nice work.

One final note on Shadowmental Wings, I think that the ability to hover should be included in the feat and I liked the original name for them, Touch of the Fire Crow. It gives the feat character, I think. Just my 2 copper pieces. Take as you will.

Lord_Gareth
2008-04-27, 01:32 PM
See Masters of the Wild, 9th level Druid Spell. It's like True Ressurection, but it's Reincarnation. Oh, and you roll twice to determine form.

Also - Polk the Teamster, Guide to Advenshur

Cieyrin
2008-04-28, 10:39 AM
Wow, that's a blast from the past. I had to go looking for my old copy of Masters of the Wild, which was gathering dust in a corner of my bookshelf.

Well, could you then explain the reasoning for a reincarnation to occur, rather than being resurrected? Why would the Harrowed's Beast prefer to transform their host into a new form, rather than just bring them back as they were?

Lord_Gareth
2008-04-30, 06:17 AM
Because that's not the Monster Within doing it ^_^ The Harrowed are typically reincarnated without memories of their former lives whenever they die. Bargain with Death represents a Harrowed who has almost achieved complete memory - someone who can influnce their own deaths and rebirths. The Harrowed can't really be ressurected because they just keep coming back to begin with.

I'm probably going to change it to once/month before I actually add it as an ability, though.

Cieyrin
2008-05-01, 09:57 AM
Alright, I guess that makes sense, then, if Harrowed are rolled that way. Having more of a choice would make some sense.

Saeveo
2008-05-03, 05:53 AM
Concentration should be a class skill, methinks. It fits the flavour and they need it for some of their abilities....

Lord_Gareth
2008-09-26, 09:46 AM
Concentration isn't a class skill for two reasons - one, because they don't spend time meditating or otherwise focusing intensely, and two because, frankly, it doesn't fit the flavor in my opinion.

I'm working on a Harrowed PRC or two. I could use some ideas from the community, though!

- More Harrowed feats

- Replacements for Shadowmental Apocalypse and Unleash the Monster

- Anything else you can come up with!

Lord_Gareth
2008-09-26, 10:23 AM
S'more feats!

Shadowmental Barrage [Harrowed]
You can tap into the fury of your beast to unleash a barrage of energy.
Prerequisites: Shadowmental Touch, Point Blank Shot
Benefit: Once per encounter, as a full-round action, you may make a single Shadowmental Touch attack against every enemy within range.

Owrtho
2008-09-26, 11:21 AM
Not sure what sort of prcs your doing, but it could be fun to have one in which you can manafest the harrowed monster. Not sure exactly how it'd work though.

Owrtho

Zeta Kai
2008-09-26, 11:22 AM
Hey LG, I thought you left. Have you ended your sabbatical? If so, then welcome back.

Class/Feat comments pending further review.

Primal Fury
2008-09-29, 05:38 PM
Hm. Good to see you back Lord Gareth *bow* Theres always been something that bothered me about the soul feats. Why is it that you can't take shadow soul in addition to the other soul feats? I mean, it would fit, wouldn't it? When I envision a creature of absolute evil, I always see something dark and shadowy, whether it be a big cat, or a wolf. But thats just what I think.

And as for a shadowmental apacolypse (sp?) replacement... um. Why not just use a beefed up version of Unleash the Monster? A sort of transformational thing. Creating an entirely separate creature within a set of parameters with different abilities and powers based on the soul feats you took. Or were you saving that for the prestige classes? :smalltongue:

Anxe
2009-06-23, 01:25 AM
MY players have finally been introduced to the Harrowed character that will be unleashed upon them. Now I just need to wait for 8 months of game time to go by before it happens.

Karma Guard
2009-06-23, 02:39 AM
But then if you allowed the mix there would have to be one alternate to Shadow Soul. I have no idea what that alternate could be because right now the only coming to mind is Light and that does not work with this class really.

Why can't you use Light?

Electricity is pretty dang bright, last time I checked, and Radiance is not the nicest plane to hang out in. It's an oversaturation of light, of riotous color and sensation. It's not very pleasant.

Something like this:

Radiant Soul [Harrowed, Soul]
The craving of your beast within for sensation taints your powers - and gives you strength.
Prerequisites: The Monster Within, Shadowmental Mantle
Benefit: Whenever you activate your Shadowmental Mantle, you gain partial concealment (20% miss chance). Further, as a move action, you can make any nonmagical light you can see <do something like flare up> simply by concentrating. You may <do something like flare up> magical light sources this way, but it takes a standard action, and you may only affect those with a caster level equal to or lower than your Harrowed level. You permanently lose two points of Intelligence and gain a +2 inherant bonus to Wisdom.
Taking this feat turns your hair stark white (or some clashing coloration), and makes lights flicker brighter and pop, when you pass by them.
Special: You may only have one Soul feat.

Something to do with dazzling someone, maybe a Gaze attack.

I dunno, something along those lines I not good at feat. :V

But yes, more animal feats would be ace.

Lord_Gareth
2009-06-23, 05:37 PM
Arghaharghahaaa! THERE'S BEEN POSTS!!

My "sabbatical" (if by "sabbatical" you mean "enforced separation from my 'net") is not yet over; I'm just jacking someone else's 'net. I'm happy to see others posting here, though!

Why Not Light? - Because the monsters are shadow-mental beings. Even the electricity usually manifests as a sickly red or flickering black color. IF - and that's a huge, cosmos-damaging IF - one of the Beasts Within got free, for all its epic might, one can afford a bit of protection with something as pathetic as a candle flame. That is, until it snuffs it out, likely by destroying everything within several miles.

Feats - I do intend on making more of them. The animal feats, the shadow feats, and the pact feats will be expanded on. If you have feat ideas or ideas for alternate features, toss 'em out there!

Anxe
2009-06-24, 12:08 AM
Well so far you've got feats for most if not all of the class abilities except Sight of the Haunted. Maybe you should work up something there? I don't have any solid ideas for it though.

Owrtho
2009-06-24, 02:49 PM
If you have feat ideas or ideas for alternate features, toss 'em out there!

Alright then. Here's something I thought up. Note the numbers are mainly just placeholders.

Chained Beast [Harrowed]
You have used your strength of will to bind the monster within you with mental chains. However this has caused physical chains to form on you from your Shadowmental Touch.
Prerequisites: Iron Will, Shadowmental Touch 2d6 or 2d4
Benefit: You can manifest mental chains to bind your monster. You gain a +4 bonus on Will saves made vs. your monster when you have the chains manifested. When you have the chains manifest, your shadowmental touch reacts forming physical chains on you. These chains hinder your movement giving you a -2 penalty to Dex and your armors maximum Dex bonus by 1. They do however increase your AC by 1. Whenever you are damaged, the chains are also attacked. They have 10 hardness and 20 hp per 2 die of shadowmental touch. If the chains are destroyed, the backlash causes their shadowmental touch damage to all creatures within 5 feet of them. In addition the sudden destruction of the chains requires the Harrowed to make a Will save vs. the monster as a -8 penalty. A disguise check is required to hide the chains. Manifesting or removing (without destroying them) them requires an hour of concentration.

Also, I noticed that on the Throw Away feat that you required Crushing Will 5d6 which I think should be 5d4. Also, all of the other feats that require some die of shadowmental touch require d6, which would in theory prevent those who choose Crushing Will from taking them.

Also, an idea for a PRC could be something like leashed monster, which would use the chains in the above suggested feat as a leash and manifest a physical version of the monster to fight 'for' them (likely the monster would be made out of the energy of their shadowmental touch). Though those who saw them fight would always be left with the distinct impression that the one holding the leash was the monster, and they were the one on the end of it.

Owrtho

Anxe
2009-06-25, 12:38 AM
Owrtho. Your chained monster idea is creeping me out. I'm thinking of The Great Divorce now. And a bit of the Christmas Carol too.

TheLibrarian
2009-06-25, 02:09 AM
Very cool class idea.

Being able to manifest the monster inside would be an interesting prestige class. I've envisioned something like those obscenely demon animal things in Naruto. When Naruto manifests the Fox Demon he gets insanely powerful while harming himself in the long run (Mechanically it would be something like a beefed up rage, that gives some supernatural abilities based on the Monster, and does damage to the player while it's happening. The character remains in control so long as they take actions that the monster agrees with, and if they try and restrain themselves, or prematurely end the rage they take a massive penalty to control the monster.

Lord_Gareth
2009-06-25, 04:11 PM
Why is everyone so hopped up on manifesting the plane-destroying scourges on reality?

...Oh. Right. Because they're plane-destroying scourges on reality.

Folks, manifesting the monster is a feat beyond greater deities. Overdeities decide they'd rather not risk it. It'd be an epic-level campaign goal to do such a thing, culminating in the Harrowed losing ALL OF THEIR CLASS FEATURES and - wait for it - releasing a PLANE-EATING SCOURGE ON REALITY.

Have I now made myself clear?

Owrtho
2009-06-25, 04:24 PM
Why is everyone so hopped up on manifesting the plane-destroying scourges on reality?

...Oh. Right. Because they're plane-destroying scourges on reality.

Folks, manifesting the monster is a feat beyond greater deities. Overdeities decide they'd rather not risk it. It'd be an epic-level campaign goal to do such a thing, culminating in the Harrowed losing ALL OF THEIR CLASS FEATURES and - wait for it - releasing a PLANE-EATING SCOURGE ON REALITY.

Have I now made myself clear?

Well, while that would be cool, my thought with the leashed was that it would be more of a low level avatar of the monster. Not the actual thing itself. Also the feat idea I posted doesn't have anything to do with manifesting it on reality. Rather its about binding it more tightly.

Also, I've been thinking about making a PRC that would combine the Harrowed and the Wisp Fire Guide class I made (its in my sig if you want to see it), but thought I'd check with you if you minded first.

Owrtho

Lord_Gareth
2009-06-25, 04:28 PM
Give it a shot if you're willing - I'm not gonna complain.

EDIT - However, keep in mind that the Harrowed is still in a state of flux, and thusly your PRC may be subject to change as my internet status, computer access, and childlike whims dictate.

Owrtho
2009-06-25, 06:51 PM
I finished the first version of the Shadowmental Wisp PRC. It can be found in the second post of this (http://www.giantitp.com/forums/showthread.php?t=106072) thread. The idea is that it uses the basic abilities of the wisp fire guide, the shadowmental touch ability of the harrowed, and fear abilities generated by projecting the monster within to those following it. It likely needs some work still, though. Let me know what you think of it (also feel free to post it where ever you plan to put all the PRCs for the Harrowed).

Owrtho

Djinn_in_Tonic
2009-07-08, 09:46 AM
Alright. I promised a through critique of this at some point, and should probably do it before this fades away. :smallbiggrin:


The Monster Within (Su)

Hm. Interesting and flavorful, although I'm not sure many players would like becoming an NPC. Still, I can't fault the mechanics, so it passes.


Shadowmental Touch - An element suffuses the monster within the Harrowed, and it's power seeps through, allowing the host - or the beast - to lash out. At first level, the Harrowed must pick one of the following elements, which is theirs forever:

Hellfire: The Harrowed's beast is of destructive, chatoic flame, seeking to reduce all it sees to ash. Burning, unholy flame suffuses the Harrowed, allowing them to lash out with it as a ranged touch attack that deals 1d6 per two Harrowed levels, half of which is fire and half of which stems directly from unholy power and is not subject to any sort of resistance, starting at level one. Hellfire can ignite objects as though it were Alchemist's fire.

Frigid Hate: The Harrowed's beast is one of ice and snow, seeking to encase all around it in a frigid grave. The Harrowed can lash out with a ranged touch attack that deals 1d6 points of damage per two Harrowed levels, half of which is cold, half of which stems directly from unholy power and is not subject to any sort of resistance, starting at level one. Frigid Hate can instead freeze five cubic feet of liquid per d6 of damage it could inflict. DMs are encouraged to use common sense - it's probably not going to freeze molten iron instantly.

Caustic Fury: The Harrowed's beast is rooted deep in the fury of the earth itself, seeking to return all to the earth from whence it came. the harrowed can lash out with a ranged touch attack that deals 1d6 points of damage per two Harrowed levels, half of which is acid, half of which stems directly from unholy power and is not subject to any kind of resistance, starting at level one. Caustic Fury clings to its victims, dealing an additional 1d2 points of damage equal to the Harrowed's Charisma modifier each round after it hits for a number of rounds equal to the Harrowed's levels in this class. Multiple uses of Caustic Fury do not increase the damage dealt, but will extend the duration of the additional damage.

Thundrous Rage: The Harrowed's beast is one of air and lightning, seeking to scourge all to dust. The Harrowed can lash out with a ranged touch attack that deals 1d6 points of damage per two Harrowed levels, half of which is electricity, half of which stems directly from unholy power and is not subject to any kind of resistance, starting at level one. This attack is accompanied by a raging thunderclap, forcing all within five feet of the victim to succeed at a Fortitude save (DC 10 + 3/4 of the Harrowed's class levels + the Harrowed's Charisma modifier) or be deafened for a number of rounds equal to the Harrowed's Charisma modifier.

Crushing Will: The Harrowed's beast has an indomitable will, allowing the Harrowed to exert it on the world around her. The Harrowed can lash out with a ranged touch attack that deals 1d4 points of damage per two Harrowed levels, half of which is force, half of which stems directly from unholy power and is not subject to any sort of resistance. The monster's indomitable will imposes a -2 penalty on saves the Harrowed makes against it (see The Monster Within).

There's a large imbalance in power here. You can set things on fire (1d6 damage per round if a Reflex save isn't made, as well as minor burning abilities...but a commonly resisted energy type), freeze liquid (highly circumstantial, and a commonly resisted energy type), deal anywhere from 1d2 up to 10 or 12d2 damage per round for up to 20 rounds (with acid, a not-so common resistance...and no way to stop the building damage), deafen people (a moderately common resistance...but with an INCREDIBLY HIGH SAVING THROW...really? 3/4 level? 1/2 level works for everything else...it should work for this...AND a potentially long duration), or deal some force damage.

The Force damage isn't as good as you think. Remember...half this damage already bypasses resistances. Making it Force just allows you to reliabily deal your damage. I'd up the Force damage to match the others, and maybe even allow it to either push foes 5-10 feet or knock them prone if they fail a Fortitude save. The Lightning effect should allow a Fortitude save (DC 10 + 1/2 level + Charisma modifier), but only deafen for, say, 1d4 or 1d4+1 rounds. It's better at low levels, but doesn't become astronomical at higher levels. For the Acid effect, rather than dealing d2 damage over a period of time, simply deal half the initial damage (all acid damage) in the next round if a save is failed (Reflex, perhaps...DC 10 + 1/2 Level + Charisma modifier). This has precedent in a Dragonic Meta-Breath feat. Freezing could then cut movement speeds in half on a failed save, or something similiar. Fire, then, sets foes on fire...but a special fire, requiring a higher Reflex save (10 + 1/2 Level + Charisma modifier) to put out. Half the damage dealt from this fire is Unholy damage.

I also don't think you ever list a range, but I may have missed it.


The Bars of the Cage: The beast within detests being trapped, and becomes furious if it is pinned down further. A Harrowed may wear light armor at no penalty. A Harrowed wearing medium armor, however, takes a -6 penalty on all Will saves vs. The Monster Within as the beast becomes enraged. A Harrowed wearing Heavy armor takes a -12 penalty to all saves vs. The Monster Within.

I like it.


Sight of the Haunted (Su)

Cool. Neither underpowered or overpowered.


Psychometry (Su): Upon reaching 4th level, the Harrowed’s connection to the land of the dead from which he returned from is deepened, allowing him to witness the passing of others in the location in which they died. By attuning his beast’s vision towards the spirit world and using its eyes, the player may roll a Concentration check (DC 20) to witness the events that had transpired within 24 hours. For every day after the event, the DC increases by +2.

Whoa. This invalidates many potential adventures, and comes close to duplicating the 9th level spell Hindsight. I'd prefer to see the Harrowed gain the ability to see recently deceased spirits (possibly up to 1 hour/class level) and maybe the ability to communicate with them as if with a speak with dead spell...allowing the save as normal, but not allowing an additional attempt if the effect fails.



Shadowmental Mantle (Su): Starting at fifth level,twice per encounter, the Shadowmental essence of the beast within the Harrowed infuses her body more deeply, allowing her to erupt in unholy elemental energy. While this ability is active, her body is wreathed in Shadowmental energy, dealing 2d6 points of damage to any creature that strikes her in melee, half of which is damage of the element chosen for her Shadowmental Touch and half of which stems directly from unholy power and is not subject to resistance of any sort. This damage increases by 1d6 every two levels after the Harrowed, maxing out at 9d6 at 19th level. She also gains DR 5/- against ranged attacks - any projectile that fails to pierce this DR is destroyed. The Shadowmental energy does not harm the Harrowed's equipment, and last a number of rounds equal to her charisma modifier.

After she gains this ability, the Harrowed's footprints leave behind Shadwomental energy that, while harmless, takes hours or days to gutter out on its own, even when she is not wreathed in flame. These prints add a +10 circumstance bonus to those attempting to track her, with some exceptions for common sense (frozen footprints in the middle of the Arctic, for example).

Love the flavor of the last paragraph there. I'd suggest 1/encounter, possibly raising it later, but that's just me. Aside from that, throw in a clause saying the a single creature only takes the damage 1/round and I'm good...otherwise a full attack can deal up to 28d6 damage, and that's a little high. Perhaps it's fine as it is, but I'd be wary...

Actually, change of plans. I'd cap it at 1/round...but make the target save as if hit by the Shadowmental Touch ability. Fun times.


Whispers of the Past (Su): While the Harrowed does not truly remember her past, the whispers of her monster and flickering memories of her previous existence sometimes grant her insight, giving her an insight bonus equal to 1/2 her levels in this class on all Knowledge checks starting at level eight.

Cool.


Hellborn Savagery (Su): The beast makes one last surge to change the Harrowed into its form at level twelve, causing her to grow large talons where her fingers would normally be. Treat these as claws that deal 1d6 slashing damage and an additional 2d6 damage, half of which is the energy type selected for her Shadowmental Touch, half of which stems directly from unholy power and is not subject to any resistance. A Harrowed's claws count as both magic and evil for the purposes of damage reduction.

So does she can 2 Claw attacks as natural weapons, or a single Claw attack? If the former, cool. If the latter, (and I almost prefer this method), I'd remove the ability to channel the Shadowmental Touch through a weapon, and have it automatically channeled through this attack (as you don't get multiple attacks with natural weapons). Either way works though.


Bargain with Death (Su): Starting at fifteenth level, the Harrowed's connection to the land of the living strengthens, binding her and her monster there on a more permanent basis. She always stabalizes when brought down into negative hit points. Furthermore, once per day, should the Harrowed die, she may make a class level check against a DC of 35. Success means she is affected as though by a True Reincarnation spell at the end of the encounter.

The first part is good...the second? Almost useless, especially at this level. I'm not 100% sure on how to fix this...


Shadowmental Flight (Su): Starting at level sixteen, as a move action that provokes attacks of opportunity, the Harrowed may sprout wings of Shadowmental energy that grant her a fly speed of 40ft (average manueverability). If she hovers (Using the Hover feat) over a spot, those under her within a 10ft radius take 5d6 damage, half of which is of the element chosen for her Shadowmental Touch, half of which stems directly from unholy power and is not subject to resistance, as Hellfire rains from her beating wings. Those who succeed at a Reflex save (DC 10 + 3/4 the Harrowed's class levels + the Harrowed's Cha modifier) take only half damage. These wings last for a number of rounds equal to twice the Harrowed's Charisma modifier. Using Shadowmental Flight provokes a Will save (see The Monster Within)

LOWER THAT REFLEX SAVE MAN! :smallbiggrin: You do seem to love those high save DCs...but it's a little much. Again, I'd like to see this bring along the Shadowmental Touch effects. Also, I'd add that the Wings vanish at the end of the duration unless the Harrowed chooses to make an additional Will save...just so that Harrowed can fly without pausing every minute or so to briefly fall from the sky until they can bring their wings back up.


Shadowmental Apocalypse (Su): At twentieth level, the Harrowed gains full control over her monster's Shadowmental powers, gaining the dreaded Shadowmental Apocalypse. Once per day, as a standard action that provokes attacks of opportunity, she can unleash her wrath in a 100ft radius burst centered on her, dealing double Shadowmental Touch damage to all those but herself within and blinding them for 1d6 rounds. Creatures that succed at a Reflex save (DC 10 + 3/4 the Harrowed's levels in this class + the Harrowed's Cha modifier) take only half damage and are not blinded.

A Harrowed may exclude up to five beings of Medium or smaller size in the radius from all effects of the Hellfire Apocalypse by making a DC 30 Concentration check as a normal part of using the ability.

Cool, although I don't like the ability to exclude beings from the radius. Seems a little to controlled for a power derived from a terrible monster...and many similiar abilities lack that clause. Perhaps as an Epic feat it would be okay, but it just seems to catered to an adventuring party.

Again, lower the save. Additionally...well, I'd love to see all Shadowmental damage abilities trigger the effect of the Shadowmental Touch.


I'll take a look at the feats later, my friend. :smallbiggrin:

Lord_Gareth
2009-07-08, 02:33 PM
I'm actually working on a major revision of the Harrowed at the moment, but thanks for your review; you're giving me some ideas.

What to expect from the new Harrowed:

- An increased emphasis on perception-based abilities.

- Moar elementalz, less clawz.

- More distinct feat options.

Anxe
2009-07-08, 05:28 PM
- More distinct fear abilities.

Fixed that for ya. Hope the point is taken in funniness and suggestiveness.

Owrtho
2009-07-08, 05:30 PM
- Moar elementalz, less clawz.

I hope the claws are still available in some manner at least (like a feat or PRC).

Owrtho

Zeta Kai
2009-07-08, 08:11 PM
I'm actually working on a major revision of the Harrowed at the moment, but thanks for your review; you're giving me some ideas.

What to expect from the new Harrowed:

- An increased emphasis on perception-based abilities.

- Moar elementalz, less clawz.

- More distinct feat options.

That's a lot of revisions for a class that beat the Bio-Mage in a class contest. Are you not satisfied with it as it is? :smallconfused:

Djinn_in_Tonic
2009-07-08, 08:20 PM
That's a lot of revisions for a class that beat the Bio-Mage in a class contest. Are you not satisfied with it as it is? :smallconfused:

Perfection, my dear Zeta. If improvements can be made, is it not best to make them?

Also, it may just be me, but I'm always updating my work with new concepts, ideas, or approaches...

Zeta Kai
2009-07-08, 09:18 PM
Perfection, my dear Zeta. If improvements can be made, is it not best to make them?

Also, it may just be me, but I'm always updating my work with new concepts, ideas, or approaches...

Well, I'm guilty of that indulgence myself, I suppose. :smallbiggrin:

Lord_Gareth
2009-07-09, 09:43 AM
@Zeta - I've gotten a lot of critique on this class, most of which indicates a lack of focus and general weakness. I hope to remedy this to make the Harrowed the best it can be.

@Owrtho - The claws will, in fact, be available, as part of one of the feat trees that begins with a feat called The Beast Without.

Cieyrin
2009-07-09, 10:23 AM
Well, hopefully The Beast Without will get people to quit whining about how they want to unleash The Beast for multiplanar mayhem of epic proportions.

Lord_Gareth
2009-07-16, 03:23 PM
The Revised Harrowed (http://www.giantitp.com/forums/showthread.php?t=118467)

This version is, at the moment, class-features only. More to come, my friends, more to come!