New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 1 of 1
  1. - Top - End - #1
    Ogre in the Playground
    Alabenson's Avatar

    Join Date
    Mar 2011

    Default The Haruspex (3.5 base class) (PEACH)

    The Haruspex

    When the warmth of summer begins to fade away and the fields and orchards ready to yield their bounty, those who spend their lives tilling the earth know the season of the haruspex has descended upon them. These enigmatic and sometimes sinister priests of harvest time see themselves as the living embodiment of the cycle of sowing and reaping that defines life for many and have learned to apply this cycle to the very forces of life itself.

    Adventures: Haruspex see the world as a field ripe and ready for harvest and frequently see adventure as a means to the end of reaping those whose time has come. Additionally, many haruspex place great value on the opportunities to visit far off lands that adventures offer, not to mention the bounties of power and knowledge they can reap for themselves as well.

    Characteristics: Haruspex are potent spellcasters, drawing on many of the same stores of knowledge that druids possess. Furthermore, haruspex wield the ability to harvest life, magic and even souls as easily as a farmer might harvest wheat. Haruspex are able to sow what they reap, however, and are able to use the lifeforce they seize to aid their allies.

    Alignment: Haruspex share many of the same teachings as druids do, including the need to maintain at least some level of nature's indifference. As such, a haruspex must be neutral on at least one alighment-axis (good - evil or law - chaos).

    Religion: Much like druids, haruspex tend to be drawn to deities of nature such as Obad-Hai. However, small but significant number of evil haruspex find themselves drawn to worship of Nerull, seeing the Reaper of Flesh as the ultimate embodiment of their focus.

    Background: The vast majority of haruspex began their training as runaways who found themselves under the care of either a lone mentor or a circle. While some tales speak of haruspex spiriting children away from their homes, in truth this practice is almost unheard of outside of the most malevolent haruspex circles.

    Races: Humans make up a significant number of haruspex with half-elves and halflings making up significant minorities (the latter tending to focus on the more benevolent teachings). While its relatively rare for the savage races to have developed agriculture to a degree needed to produce priests dedicated to its cycles, those that do tend to produce numerous, and particularly brutal, haruspex.

    Other Classes: Haruspex tend to get along with more with nature-oriented and self-taught classes such as barbarians, sorcerers and rangers. Despite, or perhaps because of, their similarities, however, many druids distrust haruspex, and paladins often have difficultly separating individual haruspex from their sinister reputation.

    Role: Haruspex are potent divine spellcasters and are able to provide significant healing and manipulate the battlefield to their advantage, although they don't have quite the versatility as druids. Furthermore, they possess additional powers that allow them to inflict lethal harm upon their enemies, the most powerful haruspex able to claim their very souls.

    Haruspex have the following game statistics
    Abilities: Wisdom is the most valuable ability for haruspex as it governs their spellcasting and the potency of several class abilities. Dexterity is also useful, as most haruspex tend to be lightly armored.
    Alignment: Any neutral (NG, LN, N, CN, or NE)
    Hit Die: D8
    Starting Age: As cleric
    Starting Gold: As barbarian

    Class Skills:
    Concentration, Craft, Gather Information, Heal, Hide, Intimidate, Knowledge (local), Knowledge (nature), Listen, Move Silently, Ride, Sense Motive, Spellcraft, Spot, Survival
    Skill Points at 1st level: (4 + Intelligence Modifier) x4
    Skill Points at Each Additional Level: 4 + Intelligence Modifier

    Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +0 +2 +0 +2 Harvest Energy, Sow Energy 3 1 -- -- -- -- -- -- -- --
    2nd +1 +3 +0 +3 Reaping Aura 4 2 -- -- -- -- -- -- -- --
    3rd +2 +3 +1 +3 Sow Magic (1 spell) 4 2 1 -- -- -- -- -- -- --
    4th +3 +4 +1 +4 Harvest Magic 5 3 2 -- -- -- -- -- -- --
    5th +3 +4 +1 +4 Conjure Bounty 5 3 2 1 -- -- -- -- -- --
    6th +4 +5 +2 +5 Sow Magic (2 spells) 5 3 3 2 -- -- -- -- -- --
    7th +5 +5 +2 +5 Harvest Vigor 6 4 3 2 1 -- -- -- -- --
    8th +6 +6 +2 +6 Sow Energy (remove conditions) 6 4 3 3 2 -- -- -- -- --
    9th +6 +6 +3 +6 Sow Magic (3 spells) 6 4 4 3 2 1 -- -- -- --
    10th +7 +7 +3 +7 Mass Harvest Energy 6 4 4 3 3 2 -- -- -- --
    11th +8 +7 +3 +7 Improved Reaping Aura 6 5 4 4 3 2 1 -- -- --
    12th +9 +8 +4 +8 Sow Magic (4 spells) 6 5 4 4 3 3 2 -- -- --
    13th +9 +8 +4 +8 Harvest Life 6 5 5 4 4 3 2 1 -- --
    14th +10 +9 +4 +9 Greater Conjure Bounty 6 5 5 4 4 3 3 2 -- --
    15th +11 +9 +5 +9 Sow Magic (5 spells) 6 5 5 5 4 4 3 2 1 --
    16th +12 +10 +5 +10 Improved Harvest Magic 6 5 5 5 4 4 3 3 2 --
    17th +12 +10 +5 +10 Sealed Life 6 5 5 5 5 4 4 3 2 1
    18th +13 +11 +6 +11 Sow Magic (6 spells) 6 5 5 5 5 4 4 3 3 2
    19th +14 +11 +6 +11 Harvest Soul 6 5 5 5 5 5 4 4 3 3
    20th +15 +12 +6 +12 Soulthresher Aura 6 5 5 5 5 5 4 4 4 4

    Weapon and Armor Proficiencies: Haruspex are proficient with all simple weapons plus the scythe. A haruspex is proficient with light and medium armor but is prohibited from wearing metallic armor. Haruspex are not proficient with shields.
    A haruspex that wears metal armor is unable to cast haruspex spells or use their supernatural or spell-like abilities as long as they wear the prohibited armor and for 24 hours thereafter.

    Spells: A haruspex casts divine spells, which are drawn from the haruspex spell list given below. A haruspex must prepare his spells in advance (see below)
    To prepare or cast a haruspex spell, a haruspex must have a Wisdom score of 10 + the spellís level. The Difficulty Class for a saving throw against an haruspex's spell is 10 + the spellís level + the haruspexís Wis modifier. Like other spellcasters, a haruspex can cast only a certain number of spells of each spell level per day, given on their class table. However, a haruspex does not gain bonus spells per day for having a high Wisdom score. Instead, a haruspex can recall previously cast spells a number of times per day as determined by their Wisdom score.
    For example, a haruspex with a Wisdom score of 20 can recall 1st level spells twice a day and 2nd, 3rd, 4th, and 5th level spells once a day each. A haruspex can use a higher level spell recall to cast a lower level spell, but only if they could normally cast a spell of the higher level. For instance, a 3rd level haruspex with a Wisdom score of 18 can recall a 1st and 2nd level spell once a day each, but cannot use their ability to recall 3rd or 4th level spells, even to cast a spell of a lower level.

    Harvest Energy (Su): One of the first abilities a haruspex learns is the trick to "harvesting" positive or negative energy from creatures so that it may be put to use. As a standard action, a haruspex of 1st level or higher can target a creature within 60 feet with a ranged touch attack. If this attack succeeds, the target creature takes an amount of damage equal to 1d6 per spell level of the highest haruspex spell the haruspex has available to cast. The haruspex may then use this energy to fuel their sow energy ability, with each point of damage dealt by harvest energy added to their sow energy pool up to their daily maximum.
    While a haruspex can claim both positive and negative energy with equal ease, they cannot effect the magical energy that animates constructs, who are immune to this ability. Furthermore, this ability cannot be used to damage nonliving objects.

    Sow Energy (Su): While haruspex have the ability to harvest the life from their enemies, they also possess the ability to make ready use of this energy to benefit their allies. With a touch, the haruspex may heal themselves or another living creature of 1 point of damage for each point of sow energy expended. A haruspex may expend a number of points of positive sow energy in a given day equal to twice their class level x their Wisdom modifier. Any unspent points of sow energy are lost when a haruspex regains their spells for the day. For example, a 7th level haruspex with Wisdom 16 could heal a total of 42 points of damage in a given day. The haruspex can choose to divide this healing among multiple recipients, and they donít have to use it all at once. Using sow energy is a standard action.
    Alternatively, a haruspex may use any or all of this healing power to deal damage to undead creatures. Using sow energy in this way requires a successful melee touch attack and doesnít provoke an attack of opportunity. The haruspex decides how much of his daily allotment of points to use as damage after successfully touching an undead creature.
    Beginning at 8th level, the haruspex can choose to spend some of the healing bestowed by sow energy to remove other harmful conditions affecting the target.
    For every 5 points of sow energy you expend, they can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual.
    For every 10 points of sow energy you expend, they can remove the exhausted, nauseated, poisoned, or stunned condition from one individual.
    For every 20 points of sow energy you expend, they can remove a negative level or the blinded, deafened, or diseased condition from one individual.
    The haruspex can remove multiple conditions and heal damage with the same touch, so long as they expend the required number of points.
    Similar to their ability to heal with positive energy, a haruspex can harm living creatures or heal undead with the negative energy they harvest from undead. A haruspex tracks the amount of positive and negative energy they can expend separately, so a 7th level haruspex with Wisdom 16 can wield a total of 42 points of positive energy and 42 points of negative energy each in a given day.

    Reaping Aura (Su): Starting at 2nd level, a haruspex gains the ability to project an aura out to a range of 30 feet that claims the last bits of life of those close to death who are within its area of effect. Any dying creature (hp -1 to -9) within the area of the haruspex's reaping aura automatically is dealt 1 point of damage each round at the beginning of the haruspex's turn. Each point of damage thus dealt heals the haruspex by an equal amount. The haruspex may suppress this aura as a free action. Furthermore, the haurspex may designate up to one creature per point of Wisdom modifier who is unaffected by this ability while it is active and may change these designations once per round as a swift action.

    Sow Magic (Sp): A haruspex of 3rd level or higher develops the ability to sow magic within themselves or a willing target to take effect at a later date. The target of this ability must be a valid target for the spell being sown and the process takes 1 full round plus 1 round per level of the spell being sown or the spell's casting time, whichever is longer, during which the haruspex must remain in contact with the target regardless of the spell's range. Once sown, the spell may take effect either when conditions set by the haruspex at the time of the sowing are met or when the haruspex wills it. Triggering a sown spell is a standard action for the haruspex, who may do so at any range as long as they are on the same plane as the target. Once triggered, a sown spell effects the target as though the haruspex had cast it upon them, using their statistics at the time of the sowing for any numerical effects. A sown spell will persist until either triggered or until 1 day per haruspex class level passes, at which point the sown spell dissipates with no effect.
    At first the haruspex may only have one sown spell in effect at any given time. For every three class levels the haruspex possesses beyond 3rd (6th, 9th, 12th, 15th and 18th) the haruspex gains the ability to have an additional sown spell in effect beyond the first.

    Harvest Magic (Su): At 4th level, the haruspex gains the ability to harvest magical energy. As long as the haruspex has an available spell of 2nd level or higher the haruspex can target either a creature or an active spell effect with a targeted dispel magic effect as a standard action using their haruspex class level. Furthermore, for every spell level dispelled in this manner the haruspex gains 2 temporary hp, which persist for 1 minute before fading. The specifics of this ability depend on the highest level spell the haruspex has available at the time they use it.
    2nd-3rd; The haruspex must make a successful touch attack against the target creature or effect to be dispelled.
    4th-6th; The haruspex may target a single creature or spell effect within 100 feet.
    7th-9th; The haruspex may target multiple creatures or effects with a single use of the ability, up to 1 target per 2 spell levels powering the ability.

    Conjure Bounty (Sp): Once per day, a haruspex of 5th level or higher may conjure a bountiful feast for up to 1 creature per 2 class levels. Those who partake need not eat or drink for the rest of the day, are cured of the fatigued and exhausted conditions and heal hp and ability damage as though they had benefited from a full day's rest.

    Harvest Vigor (Su); A haruspex of 7th level or higher can use their harvest energy ability to instead harvest a living creature's might instead. As a standard action, instead of dealing damage a haruspex can use their harvest energy ability to deal an amount of Strength damage to a living target equal to the highest spell level the haruspex has available. The target of the ability may attempt to negate this with a successful Fortitude save (DC = 10 + 1/2 the haruspex 's class level + the haruspex's Wisdom modifier).

    Mass Harvest Energy (Su): Beginning at 10th level, whenever a haruspex uses their harvest energy ability (but not it's variants), they my target a number of creatures within range equal to 1 creature per 2 class levels.

    Improved Reaping Aura (Su): At 11th level, a haruspex gains the ability to temporarily greatly intensify the power of their reaping aura. As a swift action, the haruspex can increase the damage their reaping aura deals to 4d6 per round and have it affect all living creatures within its area. The haruspex may maintain this improved reaping aura for a number of rounds per day equal to twice their class level, however these rounds need not be consecutive.

    Harvest Life (Su); A haruspex of 13th level or higher can use their harvest energy ability to instead harvest a portion of a living creature's very life force. As a standard action, instead of dealing damage a haruspex can use their harvest energy ability to deal a number of negative levels to a living target equal to the 1/3 of the highest spell level the haruspex has available (rounded down). The target of the ability may attempt to negate this with a successful Fortitude save (DC = 10 + 1/2 the haruspex 's class level + the haruspex's Wisdom modifier).

    Greater Conjure Bounty (Sp): Whenever a living creature partakes in the food produced by the conjure bounty ability of a haruspex of 14th level or higher they receive all the benefits of a heroes' feast spell (CL equal to the haruspex's class level) in addition to the conjure bounty's regular effects.

    Improved Harvest Magic (Su): Beginning at 16th level, a haruspex receives a bonus to their dispel checks equal to their Wisdom modifier whenever they use their harvest magic ability.

    Sealed Life (Su): At 17th level and beyond, a haruspexís lifeforce becomes warded against magical attacks. The haruspex becomes immune to death spells and effects, energy drain and negative energy effects.

    Harvest Soul (Su): A haruspex of 19th level or higher can use the pinnacle of their harvest energy ability to harvest a living creature's very soul. As a full round action, a haruspex can use their harvest energy ability to rip a living creature's soul out of its body, killing it unless it succeeds on a Fortitude save (DC = 10 + 1/2 the haruspex 's class level + the haruspex's Wisdom modifier). On a successful save the target takes an amount of damage equal to 3d6 plus the haruspex's class level and is considered exhausted. Creature's killed by this ability cannot be raised by any means short of a true resurrection or wish spell and even then only if the caster succeeds on a CL check against a DC = 10 + the haruspex's class level.
    The haruspex may use this ability a number of times per day equal to their Wisdom modifier (minimum 1).

    Soulthresher Aura (Su): At level 20, a haruspex masters the ultimate form of their reaping aura, the dreaded soulthresher aura. This aura functions like the improved version of the haruspex's reaping aura, except that the haruspex may activate it at will without limit. Furthermore, any creature reduced to 0 hp or less while within the aura's area of effect has their soul harvested, meaning that they cannot be raised by any means short of a true resurrection or wish spell and even then only if the caster succeeds on a CL check against a DC = 10 + the haruspex's class level. However, if the haruspex wishes then they can voluntarily release any soul they have harvested, allowing the deceased to be raised by any spell that could normally do so. Moreover, creatures whose souls have been harvested in this manner are treated as having died when the haruspex choose to release their souls rather than when they actually passed and creatures brought back to life in this manner do not suffer any level or Constitution loss regardless of the spell used.

    Haruspex Spell List
    0: create water, cure minor wounds, detect magic, guidance, light, mending, naturewatch, purify food or drink, read magic

    1: animate fire, animate water, animate wood, beget bogun, camouflage, climbing tree, cloudburst, cure light wounds, delay disease, detect animals or plants, endure elements, entangle, faerie fire, goodberry, lesser vigor, obscuring mist, pass without trace, rot of ages, spore field, thunderhead, wall of smoke, wood wose

    2: barkskin, bear's endurance, binding winds, blackrot, brambles, briar web, bull's strength, cat's grace, cure moderate wounds, decomposition, delay poison, fog cloud, gust of wind, kelpstrand, lesser restoration, local tremor, mass camouflage, master air, one with land, owl's wisdom, resist energy, smoke stairs, soften earth and stone, splinterbolt, tree shape, warp wood, wood shape

    3: bottle of smoke, call lightning, capricious zephyr, contagion, crumble, cure serious wounds, daylight, diminish plants, downdraft, entangling staff, forest eyes, forest voice, forestfold, junglerazor, mass lesser vigor, meld into stone, nature's rampart, neutralize poison, plant growth, poison, protection from energy, quench, remove disease, stone shape, thorn skin, tremor, vigor, vine mine, water breathing, weather eye, wind wall

    4: air walk, antiplant shell, arc of lightning blight, command plants, control water, cure critical wounds, dispel magic, eye of the hurricane, freedom of movement, greater resistance, ice storm, land womb, lay of the land, miasma of entropy, murderous mist, poison vines, reincarnate, renewed vigor, rusting grasp, scrying, sheltered vitality, wind at back, wood rot

    5: blood creepers, call lightning storm, cold snap, commune with nature, control winds, death ward, greater stone shape, greater vigor, jungle's rapture, mass contagion, mass cure light wounds, memory rot, panacea, plant body, poison thorns, rejuvenation cocoon, stoneskin, swam stride, transmute mud to rock, transmute rock to mud, tree stride, wall of thorns

    6: anger of the noonday sun, antilife shell, blood sirocco, bones of the earth, cometfall, crumble, energy immunity, enveloping cocoon, find the path, greater dispel magic, hide the path, ironwood, liveoak, mass bear's endurance, mass bull's strength, mass cat's grace, mass cure moderate wounds, mass owl's wisdom, miasma, move earth, phantasmal disorientation, repel wood, superior resistance, stone tell, transport via plants, vigorous circle, wall of stone

    7: animate plants, changestaff, cloudwalkers, control weather, great worm of the earth, greater scrying, heal, mass cure serious wounds, master earth, plague, shifting paths, storm of elemental fury, storm tower, sunbeam, transmute metal to wood, true seeing, waterspout, wind walk, wrack earth

    8: bombardment, cocoon, control plants, mass cure critical wounds, deadfall, earthquake, finger of death, flashflood, repel metal or stone, reverse gravity, stormrage, sunburst, unyielding roots, whirlwind, word of recall

    9: antipathy, cast in stone, foresight, greater whirlwind, mass death ward, regenerate, shadow landscape, shambler, storm of vengeance, sympathy, transmute rock to lava
    Last edited by Alabenson; 2024-05-09 at 05:22 PM.
    If brute force isn't working, that just means you're not using enough of it.

    When in doubt, set something on fire. If not in doubt, set something on fire anyway.

    My Homebrew

    Spoiler: PbP Characters

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts