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  1. - Top - End - #1
    Barbarian in the Playground
     
    MindFlayer

    Join Date
    Jan 2013

    Default Harbinger (Heralds of the Inevitable) 3.5/PF

    Harbinger



    Foolishly you cling to the same, color, shapes, lights, all the same. I bring change to your shores, I bring fate, I bring order, I bring the Bizltgohtthz to your world." - Zztrekxt Harbinger of Bizltgohtthz the 32nd universe.

    Harbingers are bringers of natural aspects of the universe even if we do not understand the aspects they bring.

    Adventures: Harbingers natural state is adventuring a herald rarely find the place they would call home the place they need to be.

    Characteristics: Due to the nature of the harbingers clear defined characteristics are only identifiable between harbingers of the same aspect.

    Alignment: Moral and ethical approaches vary widely, but True Neutral is the most common.

    Religion: Harbingers religion is almost always the force they herald.

    Background: Heralds are a rare breed, their level of devotion to a singular idea is uncommon even among most organized religion. While one may be a lost orphan that finds the truth of death, or a pyromaniac burning villages finds the true goal of flame. Each force has a single truth the harbinger is tasked with spreading.

    Races: As a whole any race is equally likely to become a harbinger. The major difference is harbingers of earth are rarely flying races and dwarves are far more likely to become harbingers of Earth then Air.

    Other Classes: Non-harbingers bring most unease as few favor the true nature of habingers, the few pious whos will aline consider them near massiahs, but those they oppose consider them the most dangerous manifestation of the enemy.

    Role: The Villain. Great or small even if they help the heroes today they are the end, or a new begining.


    GAME RULE INFORMATION
    Harbingers have the following game statistics.
    Abilities: Charisma is the most important attribute as it governs many class abilties and dexterity aids in their offensive and defensive capabilities and constitution ensures best chance of survival. While more agressive habingers would value strength, intelegence and wisdom sever the polytising kind well.
    Alignment: Any
    Hit Die: d8
    Starting Age: As barbarian
    Starting Gold: As cleric

    Class Skills
    The Harbinger's class skills (and the key ability for each skill) are Bluff (CHA), Concentration (CON), Craft (INT), Diplomacy (CHA), Disguise (CHA), Heal (Wis) Intimidate (CHA), Jump (STR), Knowledge (Arcana) (INT), Knowledge (religion) (INT), Knowledge (the planes) (INT), Profession (WIS), Preform(Orator) (CHA), Sense Motive (WIS), Spellcraft (INT), Use Magic Device (CHA)

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    HARBINGER
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Invocations
    1st
    +0
    +0
    +0
    +2
    Master and Servant, Esoteric Blast, Invocation (least)
    2 + 0
    2nd
    +1
    +0
    +0
    +3
    Salient Property I
    2 + 1
    3rd
    +2
    +1
    +1
    +3
    Limited Anathematic Secrecy, Manifestation
    3 + 1
    4th
    +3
    +1
    +1
    +4
    -
    4 + 1
    5th
    +3
    +1
    +1
    +4
    A Veil Drawn Thin, Manifestation
    4 + 2
    6th
    +4
    +2
    +2
    +5
    Invocation (least or lesser)
    5 + 2
    7th
    +5
    +2
    +2
    +5
    Manifestation
    6 + 2
    8th
    +6/+1
    +2
    +2
    +6
    -
    6 + 3
    9th
    +6/+1
    +3
    +3
    +6
    Anathematic Secrecy, Manifestation
    7 + 3
    10th
    +7/+2
    +3
    +3
    +7
    Avatar Takes Form
    8 + 3
    11th
    +8/+3
    +3
    +3
    +7
    Invocation (least, lesser, or greater), Manifestation
    8 + 4
    12th
    +9/+4
    +4
    +4
    +8
    -
    9 + 4
    13th
    +9/+4
    +4
    +4
    +8
    Manifestation
    10 + 4
    14th
    +10/+5
    +4
    +4
    +9
    -
    10 + 5
    15th
    +11/+6/+1
    +5
    +5
    +9
    Nature Changed, Manifestation
    11 + 5
    16th
    +12/+7/+2
    +5
    +5
    +10
    Invocation (least, lesser, greater, or esoteric)
    12 + 5
    17th
    +12/+7/+2
    +5
    +5
    +10
    Manifestation
    12 + 6
    18th
    +13/+8/+3
    +6
    +6
    +11
    -
    13 + 6
    19th
    +14/+9/+4
    +6
    +6
    +11
    Manifestation
    14 + 6
    20th
    +15/+10/+5
    +6
    +6
    +12
    True Avatar Manifest
    14 + 7

    Class Features
    All of the following are class features of the Harbinger.

    Weapon and Armor Proficiencies: Harbingers are proficient with all simple and master's favored weapons, all types of armor (light), and with shields (but not tower shields).

    Esoteric Blast (Su): The harbinger’s connection with their master manifests in his ability to generate an aura about their person, using its aura to attack their foes. The harbinger may summon the master's element to his hands at a moment’s notice, allowing him to channel this power through a touch or through an unarmed strike. Alternately, the character may project this energy in a ray as a ranged touch attack. Used as a ray, the character may make iterative attacks if using it as a full attack. The character must make a touch attack (if unarmed) or a melee attack (if using an unarmed strike) to use this ability and it can be added to any touch or unarmed melee attack the character makes as part of that action, including all attacks on a full attack action. esoteric blast may not be combined with any other special ability (such as martial maneuvers) unless specifically mentioned (such as shape and essence invocations). esoteric blast inflicts 1d6 points of energy damage at 1st level, and it increases by 1d6 points of damage every odd level (to a maximum of +10d6 at 19th level). When used as a touch attack or as a ranged touch attack, esoteric blast scores a critical threat on a natural 20 and inflicts x2 damage on a confirmed critical. When channeled through a weapon (through use of certain blast shape invocations), weapon damage is multiplied as normal, but esoteric blast damage is never multiplied. This is a supernatural ability and is not subject to spell resistance.

    Invocations: In combat, a harbinger harnesses the esoteric power of his faith in the form of invocations. The harbinger does not prepare or cast spells as other wielders of mystical forces do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the raw energy generated by his faith. A harbinger can use any invocation he knows at will, with the following qualifications: A harbinger's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A harbinger is entitled to a Concentration check to successfully use an invocation if he is hit by an attack, just as a spellcaster would be. A harbinger can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A harbinger's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A harbinger's caster level with his invocations is equal to his harbinger level. The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the harbinger's Charisma modifier. Since spell-like abilities are not actually spells, a harbinger cannot benefit from the Spell Focus feat. He can, however benefit from the Ability Focus feat. as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability.
    The four grades of harbinger invocations, in order of their relative power, are least, lesser, greater, and esoteric. A harbinger begins with knowledge of one invocation, which must be of the lowest grade (least). As a harbinger gains levels, he learns new invocations, as summarized on the class progression table. A list of available invocations can be found following the class description.
    At any level when a harbinger learns a new grade of invocation, he can also replace another invocation of the same or a lower grade. At 6th level, a harbinger can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 12th level, a harbinger can replace a least or lesser invocation he knows with another invocation of the same or lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a harbinger can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or esoteric).

    Master and Servant (Su): Upon taking the first level in harbinger a deal is made with an aspect of reality that is nigh unescapable. The Harbinger becomes the sign of the force's coming. The force corrupts the habinger slowly changing them to align with the master. The harbinger gains thier first manifestation at the first level and an additional manifestation each level there after. The harbinger adds 1/2 class level to saves vs corruption.

    Limited Anathematic Secrecy (Su): Starting at the 3rd level the harbinger begins to gain some protections their master garners. The harbinger gains immunity to divination spells or effects of a spell level equal to their class level, cast by divine spell caster or creature benefiting from divine power, Arcane and other magic cast by a nondivine spellcaster work normally.

    A Veil Drawn Thin (Su): Starting at the 5th level the harbinger becomes the center of the master's sign, the faint level affecting 51.5625 ft radius (rounded down). Each level past 6th the radius doubles, 103.125 ft at 6th, 206.25 ft at 7th, 412.5 at 8th, 825 ft at 9th, etc. Additionally the harbinger begins to bear traits related to their master, master of Terranis my become stony in appearance or covered in dirt, a harbinger of Goth gain a alabaster complexion or gaunt hollow features. The harbinger is concidered a minor avatar of their master.

    Anathematic Secrecy (Su): Starting at the 9th level the harbinger becomes immune to any divine spell or effect of the divination school.

    Avatar Takes Form (Su): Starting at the 10th level the harbinger becomes a greater locus of their master's power. After a long ritual, the harbinger becomes an lesser avatar of their Master. The harbinger doubles the range of signs their feint sign, and manifests the moderate sign out to the normal sign range. The ritual cast time is reduced based participant or special condition for the master is met. Lesser avatars manifest the moderate sign instead of the faint sign. When taking the form of the avatar the harbinger must immediately make a corruption check DC 25+

    Condition Met Participants Cast time Participants Cast time Participants Cast time Participants Cast time Participants Cast time Min. Cast time
    None
    None
    30 Days
    1-15
    -1 day each
    16-255
    -1 hour each
    256-831
    -10 mins each
    832-2211
    -1 min each
    1 hour
    1
    None
    7 days
    1-7
    -12 hours each
    8-63
    -1 hour each
    64-159
    -10 mins each
    160-849
    -1 min each
    30 min
    2
    None
    24 hours
    1-12
    -1 hour each
    13-60
    -10 min each
    61-240
    -1 min each
    241-690
    -1 round each
    15 min
    3
    None
    12 hours
    1-6
    -1 hour each
    7-30
    -10 min each
    31-120
    -1 min each
    121-370
    -1 round each
    5 min
    4
    None
    1 hour
    1-5
    -10 min each
    6-15
    -1 min each
    16-24
    -1 round each
    -
    -
    1 round

    Nature Changed (Su): Starting at the 15th level the harbinger's connection grows stronger. When preforming the ritual to become a avatar of the master the harbinger can become a greater avatar. The harbinger's type changes to Outsider(Native) and they gain additional benefits based on their master. When trying to manifest a lesser avatar of their master they are treated as having complete 2 of the special requirements. Greater avatars manifest the strong sign instead of faint sign.

    True Avatar Manifest (Su): Starting at the 20th level the harbinger gains the ability to become a true avatar upon completeing the avatar ritual. Additionally when trying to become a greater avatar the harbinger is treated as having complete 2 conditions, and having complete 4 conditions for a lesser avatar. True avatars manifest the overwhelming sign instead of faint sign.

    Masters:
    Spoiler: Bizltgohtthz
    Show
    Bizltgohtthz, the 32nd Universe
    Granted Invocations: 2nd - Force to Now, 5th - Call the Future Children, 8th - Vault of Futures, 11th - Nightmares Made Real, 14th - Devour Magic, 17th - Dark Foresight, 20th - Shape Alter To Be
    Salient Property: Sense Alter To Be: The harbinger gains an unnearing detection of one of the 78 peices of the Alter To Be. This detection is equivalent of Discern Location using the harbinger's class level as their caster level for the effect. Once the peice is found a new peice is attuned to.

    Sign: A World Remade
    Faint: The first signs come when the world that wakes does not. While sleeping anyone with in the sign must make a will save DC 10 + 1/2 source HD + Source Cha mod or suffer form dreams of the 32nd universe, they are awaken several times during the night awakening fatigued on failed save. Most belive them to be nightmares, but those tainted by the future's corruption know and find the dreams comforting, not needng to make a will save and instead wake refreshed as if effected by Restful Sleep.
    Moderate: -2 caster level to creation effects and 1d6 damage per day to everthing as it changes to its state in the 32nd universe.
    Strong: The damage is dealt every hour and -4 to the caster level of creation and transmutation effects.
    Overwhelming: Transmutation and creation effects cease to function unless for making things of the 32nd universe. Additionally everything takes 2d6 damage per 1d4 minutes as it rapidly changes to match the 32nd universe.


    Spoiler: Ignius
    Show
    Ignius, the Forger of Worlds
    Fable: When the stars were young the first gods known as Law-bringers needed a tool to make world more efficiently. This need brought forth the essence of a titan the Forger of Worlds, while not the true titan but just a echo of the one before it still boe more than enough might to serve and they name it Ignius.
    Granted Invocations: 2nd - Conjure Flame, 5th - Searing Blast, 8th - Vault of Futures, 11th - Infinite Armory, 14th - Swallowing Blast (Gluttony), 17th - Externalize Soul, 20th - Forge of Existence
    Salient Property: Forge of the Titans: The harbinger gains the ability to heat an object to up to 900 degrees, allowing for the forging of bronze with out a heat source. Upon gaining the A Veil Drawn Thin the temperature doubles allowing the forging of Iron. Avatar takes form grants the ability to forge mythril, and other precious metals of common hardness. Nature changed expands to adamantine and other high hardness metals. True avatar manifest allows forging of any material as if effected by shape stone but is not limited to stone.

    Sign: Heat of the Forge
    Faint: Fire based effects treat the level of the user as 2 higher, for spells this would be +2 caster level. Additionally, any fire burns much brighter and hotter then normal, roughly a 50% increase in tempurature. The increase in intesity does not effect the burn time as the actual increase comes from the plane of fire. Any natural flame deals 50% more damage, and skill cheks for any cooking and other skills interacting with fire have their DC increased by 5. The increase in tempurature has no effect while in the plane of fire.
    Moderate: Fire creatures begin to come through the holes in reality. There is a 20% chance each day a creature from the plane of fire will enter any nearby affected flames. The creature must be less than 1/6th the size of the fire, where a campfire may only have a fireflies, while a large house fire may be invaded by a salamander or efreeti. Water based effects treat the level of the user as 2 lower, for spells this would be -2 caster level. Additionally any body of water in range is halved in volume each day it is in the area of the sign as pure flame burns it away. Lakes and streams lower without drought, close water bottles dry, heavy rains become light showers, and wells run dry. The receeding water has no effect while in the plane of water.
    Strong: As moderate but the chance is increased to 60% each day, additionally the tempurature increase becomes 100% hotter, increasing the DC by 10 instead of 5, additionally natural flame does 100% more damage, and the bonus to level based fire effects is increased to 4. The rate
    Overwhelming: The tie to the plane of fire is so severe the air constaintly flashes with buring insects and other small objects, and the heat causes the air to be aird and dry even in a dense ran forest. Wildfires are quite common in the sign and many avoid the source unless there is a dire need. The chance of creature becomes 100% each day and fire are ten times their normal tempurature and deal ten times the normal damage. the DC for skills is increased to 50. The bonus to level based fire effects is increased to6


    Spoiler: Xixialtarz
    Show
    Xixialtarz, the Thumaturge
    Fable: When the stars were young the first gods known as Law-bringers needed a tool to make world more efficiently. This need brought forth the essence of a titan the Forger of Worlds, while not the true titan but just a echo of the one before it still boe more than enough might to serve and they name it Ignius.
    Granted Invocations: 2nd - Conjure Flame, 5th - Searing Blast, 8th - Vault of Futures, 11th - Infinite Armory, 14th - Swallowing Blast (Gluttony), 17th - Externalize Soul, 20th - Forge of Existence
    Salient Property: Forge of the Titans: The harbinger gains the ability to heat an object to up to 900 degrees, allowing for the forging of bronze with out a heat source. Upon gaining the A Veil Drawn Thin the temperature doubles allowing the forging of Iron. Avatar takes form grants the ability to forge mythril, and other precious metals of common hardness. Nature changed expands to adamantine and other high hardness metals. True avatar manifest allows forging of any material as if effected by shape stone but is not limited to stone.

    Sign: Heat of the Forge
    Faint: Fire based effects treat the level of the user as 2 highter, for spells this would be +2 caster level. Additionally, any fire burns much brighter and hotter then normal, roughly a 50% increase in tempurature. The increase in intesity does not effect the burn time as the actual increase comes from the plane of fire. Any natural flame deals 50% more damage, and skill cheks for any cooking and other skills interacting with fire have their DC increased by 5. The increase in tempurature has no effect while in the plane of fire.
    Moderate: Fire creatures begin to come through the holes in reality. There is a 20% chance each day a creature from the plane of fire will enter any nearby affected flames. The creature must be less than 1/6th the size of the fire, where a campfire may only have a fireflies, while a large house fire may be invaded by a salamander or efreeti. Water based effects treat the level of the user as 2 lower, for spells this would be -2 caster level. Additionally any body of water in range is halved in volume each day it is in the area of the sign as pure flame burns it away. Lakes and streams lower without drought, close water bottles dry, heavy rains become light showers, and wells run dry. The receeding water has no effect while in the plane of water.
    Strong: As moderate but the chance is increased to 60% each day, additionally the tempurature increase becomes 100% hotter, increasing the DC by 10 instead of 5, additionally natural flame does 100% more damage, and the bonus to level based fire effects is increased to 4. The rate
    Overwhelming: The tie to the plane of fire is so severe the air constaintly flashes with buring insects and other small objects, and the heat causes the air to be aird and dry even in a dense ran forest. Wildfires are quite common in the sign and many avoid the source unless there is a dire need. The chance of creature becomes 100% each day and fire are ten times their normal tempurature and deal ten times the normal damage. the DC for skills is increased to 50. The bonus to level based fire effects is increased to6
    Last edited by Lanth Sor; 2019-04-09 at 09:55 PM.

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  2. - Top - End - #2
    Barbarian in the Playground
     
    MindFlayer

    Join Date
    Jan 2013

    Default Re: Harbinger (Heralds of the Inevitable) 3.5/PF

    New & Updated Invocations
    Spoiler: Invocation Lists
    Show

    Harbingers Share the Warlocks invocation List with the Following Additions.
    Harbinger
    Least

    Conjure Fire
    Conjure Water
    Summon Monster
    Lesser

    Breach the Other
    Vault of Futures
    Greater
    Esoteric


    Spoiler: Invocations
    Show

    Breach the Other
    Lesser; 4th
    As a standard action, tear a breach to your master's home centered on the invoker. This breach has a radius of 5ft per level creating a small area affected by the sign. The area lasts until dismissed or a new area is created. The invoker must have a master as defined by the harbinger class to choose this invocation.

    Charm
    Lesser Invocation; 4th; Stacking

    The following is added after the last line. Each time taken allows an additional charmed target at one time.

    Conjure Fire
    Least Invocation; 3rd; Scaling
    As Control Fire psionic power but power is automatically augmented by equal amount of pp to Inoker level -1 for both increase and decrease functions. Additionally the Habringer can invoke a tiny ball of fire to be manipulated by control fire. The ball fictions identical to produce flame, but base damage matches Control Fire's damage. Any Fire manipulated or created by Conjure Fire adds the invoker's invoker level to the damage.

    Conjure Water
    Least Invocation; 3rd; Scaling
    As create water spell and may use the water preform a bull rush using caster level in place of BAB and Charisma instead of Strength. This bull rush gains a +1 bonus per gallon of water produced by create water, the invoker does not have to follow the target past the first 5ft. Alternatively the invoker may force the water into a hard shape making the act of being hit like hiting cement, this option does 1d8 bludgeon damage per Esoteric Blast die.

    Force to Now
    Least Essence; 3rd; Scaling
    This esoteric essence invocation allows you to infuse your esoteric blast with the change of time and times reimanging. A creature or object struck by an annihilating blast must make a Fortitude save or take double damage. In addition, a creature or object is killed or destroyed. Its body is totally reforged into its state in the 32nd universe, leaving behind only random bits or on rare occasion strange things form the future, if a peice of the Alter To Be is in what was killed the peice takes form and can be added to their collection.

    Shape Alter To Be
    Esoteric Invocation; 9th
    Upon collecting all 78 pieces the invoker bring them together. The alter slowly begins to solidify over the course of a 24 hour ritual. Upon completion the Alter To Be takes form, and is a large raised alter capable of holding one medium creature atop it. The alter has 50 hardness and 900hp and repairs 5 damage per round. The Alter To Be projects the Sign: A World Remade to a radius of 8.8ft at overwhelming intensity. Each round the range increases by 8.8ft.

    Summon Minion
    Least Invocation 1st: Scaling, Stacking
    Gain summon monster as per the spell. The duration is 24 hours. You may only have one monster summoned at a time. Summoned monsters cannot have an alignment opposed to your own.

    Vault of Futures
    Lesser Invocation; 6th
    This invocation allows you to access a personal extradimensional storage space. You can store a number of objects inside this space equal to your 5 times half your invokter level- these objects may be anything you can lift with two hands, but otherwise can be of any size or weight. As a move action you may store one object you are holding and also may retrieve one object stored in this space.




    Corruptions

    Spoiler: Forge Corruption
    Show

    Catalyst
    Prolonged contact with Abyssal energies or demons, whether willing or otherwise, has corrupted your soul.

    Progression

    Demonic corruption thrives in the presence of sin. One could become initially corrupted by demonic influence through being exposed to raw Abyssal energies, accepting one too many profane gifts from a succubus, or using a wish granted by a glabrezu, but the progression of the corruption is often tied to the individual’s most powerful sin. When an opportunity arises to carry out a significant action that matches the corruption’s theme (GM’s discretion), you are tempted to take it. The action might include wanton destruction and violence, or merely tempting someone to behave in a chaotic evil manner. You must succeed at a Will saving throw (DC = 15 + your manifestation level) or succumb to this temptation and perform the action.

    What counts as significant is up to the GM. If something prevents you from performing this act, the GM chooses a time over the next week when you’re compelled to otherwise further the cause of chaotic evil.

    Corruption Stage 1: The first time you perform a significant act that matches the corruption’s theme, your alignment shifts one step toward chaotic evil (toward evil first, if you aren’t yet evil). Any attempt to raise you from the dead requires a successful caster level check (DC = 15 + double your manifestation level).

    Corruption Stage 2: The second time you perform such an act, your alignment shifts to chaotic evil.

    Corruption Stage 3: The third time you perform such an act, you become a demonic entity under the GM’s control.

    Removing the Corruption

    Redemption requires destoryig the creature that corrupted you or cleansing the site where you were corrupted.

    Manifestations
    Embers of the Forge Father
    Flames of the forge burn in your eyes even when away from its heat.
    Gift: You can see through fire and smoke without penalty, ignoring any cover or concealment bonuses from fire and smoke. This does not allow you to see anything you could not otherwise see (for example, invisible creatures are still invisible). You are immune to the dazzled condition.
    Stain: The light of the forge causes you to treat all light as one step darker. The sunlight and magical light of a level higher than your manifestation level are unaffected.

    Hide of the Smith
    Your skin becomes course and craggy
    Gift: You gain a +2 bonus to your natural armor. At manifestation level 5th, this bonus increases by 1.
    Stain: Your flesh’s rocklike structure deadens your sensations and makes it harder for you to move. You take a –2 penalty to your Dexterity score.

    Mastery of the Smith
    The forge has past some of its mastery unto you.
    Gift: Choose a craft or profession skill, you may craft magic items using that skill. While crafting items using the skill your caster level is equal to your skill ranks. You may only craft items if your effective caster level meets the CL for the feat required to make the item, you do not need the feat. IE you would need skill rank 12 to craft a ring as it would grant effective caster level 12. For 3.5 add 3 to all skill ranks requirements, IE 4 ranks for effective caster level 1. The caster level this manifestation provides only functions for this manifestation and cannot affect or be affected by outside sources.
    Stain: -2 per manifestation level to all damage rolls vs objects and constructs.
    Special: You can gain this manifestation multiple times. Each time you gain the gift, you choose a different skill, and each time you gain the stain, the penalties stack.

    Trial by Fire
    After a lucid dream being tested by the Forge you find its flame dont hold the same bite.
    Gift: Gain fire resistance 5 per manifestation level. At manifestation level 8 the resistance becomes fire immunity and you gain the fire subtype.
    Stain: Gain Cold Weakness
    Special: Upon receiving this manifestation, you must take both the gift and the stain, even with the useful corruption or vile corruption variants.


    Spoiler: Unborn World Corruption
    Show

    Catalyst
    Prolonged contact with far realm or being from the 32nd universe, whether willing or otherwise, has corrupted your being.

    Progression

    The 32nd universe is the only known universe to fight other iterations to come into being. One could become initially corrupted by the future through being exposed to raw Time energies, accepting one too many profane gifts from a shaper of Bizltgohtthz, or using a wish granted by a Jinn of Bizltgohtthz, but the progression of the corruption is often tied to the individual’s loss in faith of their current universe. When an opportunity arises to carry out a significant action that matches the corruption’s theme (GM’s discretion), you are tempted to take it. The action might include advancement through time of an entire plane, or merely bringing something formed to ruin. You must succeed at a Will saving throw (DC = 15 + your manifestation level) or succumb to this temptation and perform the action.

    What counts as significant is up to the GM. If something prevents you from performing this act, the GM chooses a time over the next week when you’re compelled to otherwise further the cause of Bizltgohtthz.

    Corruption Stage 1: The first time you perform a significant act that matches the corruption’s theme, you disappear from time for 1d10 days. Upon return you have aged an equal number of years. The time was spent in Bizltgohtthz as such you may have new alien looking armor and twisted form. The changes are cosmetic only. The alien properties you have begun to show invoking a penalty to all charisma based checks and skill with everyone not connected to Bizltgohtthz equal to manifestation level.

    Corruption Stage 2: The second time you perform such an act, you disappear from time for 1d100 days. Upon return you have aged an equal number of years. The penalty doubles to charisma based checks and skills

    Corruption Stage 3: The third time you perform such an act, you become a native of Bizltgohtthz under the GM’s control working to bring you new home to into being.

    Removing the Corruption

    Redemption requires destoryig the creature that corrupted you or cleansing the site where you were corrupted.

    Manifestations

    Secrets of Time Yet to Come
    The whispers of Bizltgohtthz seep into you mind at all times. This is mentally taxing and leaves you strained.
    Gift: As a standard action gain the benefit of Augury spell caster level equal to your HD. You may use this once per day per manifestation level.
    Stain: The maddening whispers of future things cause you to be spooked at all times and any effect that would cause you to be shaken instead makes you scared.

    Vision Through Time
    Your eyes degenerate and take on properties of Bizltgohtthz.
    Prerequisites: Manifestation level 2nd
    Gift: As a move action, you can force reality to appear as it does in Bizltgohtthz to your mind. You gain blindsense with a range of 5 feet × 1/2 your manifestation level until the beginning of your next turn; during that time, you negate the penalty on Perception checks from the stain and instead gain a bonus on Perception checks equal to 1/2 your manifestation level.
    Stain: You gain the light blindness universal monster ability. You take a penalty on Perception checks equal to your manifestation level.

    Withered Flesh
    Your flesh dulls and taking on strange hues, while your muscles reshape becoming lithe and alien.
    Gift: The character gains a +2 deformity bonus to Dexterity. Furthermore, he gains a +2 circumstance bonus on Escape Artist checks and Intimidate checks.
    Stain: -4 to all charisma based skills vs anything not aligned with Bizltgohtthz


    New Rules
    Scaling Invocations: Scaling invocations spell level is 1 per odd invoker level to a max of 9. The invocation tier upgrades as the new tier is unlocked. The invocation has a minimum level and tier listed in the invocation.
    Stacking Invocations: This invocation can be taken multiple times. Each time taken has an additive benefit listed in the invocation.

    Designer Note: I find dark and divine to be too closely tied to a specific element as such I've labeled that tier as Esoteric, as Esoteric simply references the obscure nature of the invocation.

    3rd party source
    Invocations
    Last edited by Lanth Sor; 2018-06-25 at 06:46 PM.

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    Barbarian in the Playground
     
    MindFlayer

    Join Date
    Jan 2013

    Default Re: Harbinger (Heralds of the Inevitable) 3.5/PF

    I'll be trying to update the class, but time and focus constraints may limit updates, immediately I'll be completing the corruptions.

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    Barbarian in the Playground
    Join Date
    Dec 2015
    Location
    On the "Web"
    Gender
    Male

    Default Re: Harbinger (Heralds of the Inevitable) 3.5/PF

    I'm loving this so far, and I'd love to see how it is when everything is done with.
    Quote Originally Posted by Quarian Rex View Post
    Sometimes you need more than well crafted crunch. Sometimes you need well crafted crunch that is playable in the game.
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