A Monster for Every Season: Summer 2
You can get A Monster for Every Season: Summer 2 now at Gumroad
Page 1 of 7 1234567 LastLast
Results 1 to 30 of 186
  1. - Top - End - #1
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default [Base Class and Feats] The Harrowed (Read 1st two posts)

    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.




    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.

    Spoiler
    Show
    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).
    Last edited by Lord_Gareth; 2008-09-26 at 10:07 AM.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  2. - Top - End - #2
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: [Base Class] The Harrowed

    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.
    Last edited by Lord_Gareth; 2007-10-10 at 07:09 PM.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  3. - Top - End - #3
    Orc in the Playground
     
    Fako's Avatar

    Join Date
    Dec 2006

    Default Re: [Base Class] The Harrowed

    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]
    Amazing Abjuration Avatar made by Serpentine.
    Quote Originally Posted by Gramarie IRC
    <Fako> Most of my contributions to the system have been in the form of taking a baseball bat to other homebrewer's works.
    <~sirpercival> haha
    <Fako> You laugh because it's true :P
    <~sirpercival> yes. yes i do.
    Skinshred Swarm (CR 9) / Reaper Wolf (CR 5) / Demonecris (CR 18)
    Indomitable (Melee PrC [5 Lvl])

  4. - Top - End - #4
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: [Base Class] The Harrowed

    Yes, TABLE!

    Thank you very much *steals*


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  5. - Top - End - #5
    Orc in the Playground
     
    Fako's Avatar

    Join Date
    Dec 2006

    Default Re: [Base Class] The Harrowed

    Quote Originally Posted by Lord_Gareth View Post
    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...
    Amazing Abjuration Avatar made by Serpentine.
    Quote Originally Posted by Gramarie IRC
    <Fako> Most of my contributions to the system have been in the form of taking a baseball bat to other homebrewer's works.
    <~sirpercival> haha
    <Fako> You laugh because it's true :P
    <~sirpercival> yes. yes i do.
    Skinshred Swarm (CR 9) / Reaper Wolf (CR 5) / Demonecris (CR 18)
    Indomitable (Melee PrC [5 Lvl])

  6. - Top - End - #6
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: [Base Class] The Harrowed

    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.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  7. - Top - End - #7
    Dwarf in the Playground
     
    Karma Guard's Avatar

    Join Date
    Feb 2007

    Default Re: [Base Class] The Harrowed

    Quote Originally Posted by Fako View Post
    {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)

  8. - Top - End - #8
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: [Base Class] The Harrowed

    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-.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  9. - Top - End - #9
    Troll in the Playground
     
    Yakk's Avatar

    Join Date
    Nov 2006

    Default Re: [Base Class] The Harrowed

    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.

  10. - Top - End - #10
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: [Base Class] The Harrowed

    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.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  11. - Top - End - #11
    Bugbear in the Playground
     
    Rigel Cyrosea's Avatar

    Join Date
    Jan 2007
    Location
    Almonte, Ontario, Canada
    Gender
    Male

    Default Re: [Base Class] The Harrowed

    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.
    Just another souless construct out for world peace and harmony.

    Campaign Setting- The Slow Death

    Auron Avatar courtesy of Ink.

  12. - Top - End - #12
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: [Base Class] The Harrowed

    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 ^_^


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  13. - Top - End - #13
    Bugbear in the Playground
     
    JackMage666's Avatar

    Join Date
    Jan 2007
    Location
    Central Texas
    Gender
    Male

    Default Re: [Base Class] The Harrowed

    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.
    If there's a rule, there's someone out there trying to figure out how to get around it just to piss off his DM.

    Spoiler
    Show
    - The Jack-signal. Thanks Jokes!

    Avatar created by Yeril, who made it look awesome.

  14. - Top - End - #14
    Troll in the Playground
     
    Yakk's Avatar

    Join Date
    Nov 2006

    Default Re: [Base Class] The Harrowed

    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.

  15. - Top - End - #15
    Orc in the Playground
     
    BardGuy

    Join Date
    Jan 2007

    Default Re: [Base Class] The Harrowed

    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.
    Last edited by Ceiling009; 2007-10-05 at 12:10 AM.

  16. - Top - End - #16
    Barbarian in the Playground
     
    Magnor Criol's Avatar

    Join Date
    Apr 2007
    Location
    Ominous flowers!
    Gender
    Male

    Default Re: [Base Class] The Harrowed

    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.

  17. - Top - End - #17
    Halfling in the Playground
     
    PaladinGuy

    Join Date
    Mar 2006
    Location
    At the keyboard
    Gender
    Male

    Default Re: [Base Class] The Harrowed

    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!
    Squatting Monk

    Romphaia: Rescue seems impossible, but for divine intervention.
    Thorak: I'm a paladin. I am divine intervention.
    (Found on WotC's D&D boards.)

  18. - Top - End - #18
    Bugbear in the Playground
     
    Paragon Badger's Avatar

    Join Date
    Aug 2007
    Location
    Oahu, Hawaii
    Gender
    Male

    Default Re: [Base Class] The Harrowed

    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)
    Paragon Badger (14 HP)
    Str 23, Dex 32, Con 30, Int 17, Wis 27, Cha 19
    AC: 33, Claw: +29 Melee (1d2+19)
    Body by Jake Army. Avatar by Kyace.

  19. - Top - End - #19
    Dwarf in the Playground
     
    Xeran's Avatar

    Join Date
    Nov 2006
    Location
    California Bay Area, USA

    Default Re: [Base Class] The Harrowed

    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.
    Big props to Ceika and http://www.homestarrunner.com/sbemail58.html for my Avatar.

    Sex , Drugs , and Rock & Roll . The three things that make life worth living. Oh, and D&D . Yeah, make that four things...

  20. - Top - End - #20
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: [Base Class] The Harrowed

    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.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  21. - Top - End - #21
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: [Base Class] The Harrowed

    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.
    Last edited by Lord_Gareth; 2007-10-05 at 02:04 PM.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  22. - Top - End - #22
    Dwarf in the Playground
     
    Xeran's Avatar

    Join Date
    Nov 2006
    Location
    California Bay Area, USA

    Default Re: [Base Class] The Harrowed

    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?
    Big props to Ceika and http://www.homestarrunner.com/sbemail58.html for my Avatar.

    Sex , Drugs , and Rock & Roll . The three things that make life worth living. Oh, and D&D . Yeah, make that four things...

  23. - Top - End - #23
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: [Base Class] The Harrowed

    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 ^_^


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  24. - Top - End - #24
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: [Base Class] The Harrowed

    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.
    Last edited by Lord_Gareth; 2007-10-05 at 02:07 PM.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  25. - Top - End - #25
    Bugbear in the Playground
     
    JackMage666's Avatar

    Join Date
    Jan 2007
    Location
    Central Texas
    Gender
    Male

    Default Re: [Base Class] The Harrowed

    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.
    If there's a rule, there's someone out there trying to figure out how to get around it just to piss off his DM.

    Spoiler
    Show
    - The Jack-signal. Thanks Jokes!

    Avatar created by Yeril, who made it look awesome.

  26. - Top - End - #26
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: [Base Class] The Harrowed

    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!


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  27. - Top - End - #27
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: [Base Class] The Harrowed

    Feats added to the bottom of the original post, check 'em out there - that's where I'll edit them from too.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  28. - Top - End - #28
    Bugbear in the Playground
     
    JackMage666's Avatar

    Join Date
    Jan 2007
    Location
    Central Texas
    Gender
    Male

    Default Re: [Base Class] The Harrowed

    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.
    If there's a rule, there's someone out there trying to figure out how to get around it just to piss off his DM.

    Spoiler
    Show
    - The Jack-signal. Thanks Jokes!

    Avatar created by Yeril, who made it look awesome.

  29. - Top - End - #29
    Firbolg in the Playground
     
    Lord_Gareth's Avatar

    Join Date
    Sep 2007

    Default Re: [Base Class] The Harrowed

    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).


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

  30. - Top - End - #30
    Bugbear in the Playground
     
    JackMage666's Avatar

    Join Date
    Jan 2007
    Location
    Central Texas
    Gender
    Male

    Default Re: [Base Class] The Harrowed

    Quote Originally Posted by Lord_Gareth View Post
    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.
    If there's a rule, there's someone out there trying to figure out how to get around it just to piss off his DM.

    Spoiler
    Show
    - The Jack-signal. Thanks Jokes!

    Avatar created by Yeril, who made it look awesome.

Posting Permissions

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