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| Jessica_Morgan10-10-07, 08:16 PM | Hello all! I originally posted this class as Lord_Gareth on the GiantItP forums, and I decided, what the hell, I'll bring it here. But first, some mad props to - Animecliche, for inspiring it in the first place. Cog_n_Taz, for hammering out some of the abilities, and backin' me up when I was 'bout to back down on some things. Fako, for giving me a table (I NEED ONE HERE, PLEASE! *begs*) Other GiantItP forumites, for encouragement, and balancing. Dragor_Shadowfury (now Munchlord) for the feats that would become Shadow Soul and Dark Child. Without further ado, your class (sans table, I could really use one of those) - http://i126.photobucket.com/albums/p119/Lord_Gareth/1afb-1.jpg Lvl BAB Fort Refl Will Special 1 +0 +0 +0 +2 The Monster Within, Hellfire Touch 1d6, Bonus Feat 2 +1 +0 +0 +3 Sight of the Haunted (Detect Magic) 3 +2 +1 +1 +3 Hellfire Touch 2d6 4 +3 +1 +1 +4 - 5 +3 +1 +1 +4 Bonus Feat. Hellfire Mantle, Hellfire Touch 3d6 6 +4 +2 +2 +5 Hellfire Touch (Melee) 7 +5 +2 +2 +5 Hellfire Touch 4d6 8 +6/+1 +2 +2 +6 Whispers of the Past 9 +6/+1 +3 +3 +6 Hellfire Touch 5d6 10 +7/+2 +3 +3 +7 Bonus Feat, Sight of the Haunted (Darkvision 60') 11 +8/+3 +3 +3 +7 Hellfire Touch 6d6 12 +9/+4 +4 +4 +8 Hellborn Savagery 13 +9/+4 +4 +4 +8 Hellfire Touch 7d6 14 +10/+5 +4 +4 +9 Hellfire Touch (Unholy) 15 +11/+6/+1 +5 +5 +9 Bonus Feat, Hellfire Touch 8d6, Unleash the Monster 16 +12/+7/+2 +5 +5 +10 Wings of Fire, Sight of the Haunted (Magical Darkness) 17 +12/+7/+2 +5 +5 +10 Hellfire Touch 9d6 18 +13/+8/+3 +6 +6 +11 - 19 +14/+9/+4 +6 +6 +11 Hellfire Touch 10d6 20 +15/+10/+5 +6 +6 +12 Bonus Feat, Hellfire Apocalypse "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 Hellfire 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 fire 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 another element aside from fire. 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: Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (All Skills, chosen individually) (Int), Profession (Wis), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int), Use Magic Device (Cha) Skill Points at First Level (4 + Intelligence Modifier) x 4 Skill Points Per Level after First - 4 + Intelligence Modifier 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 class level. If they succeed at the save, they do not need to save again for that particular ability for a number of rounds equal to their charisma modifier. The monster within each Harrowed is invariably Chaotic Evil, though not necessarily deadly, willing to play pranks, murder, commit arson (which they take particular glee in) or simply party hard as the whim strikes them. While the Harrowed is possessed, she is an NPC under the control of the DM. Attempts to remove the monster invariably fail - even greater deities are stymied as their spells simply fail against it. This universal trait amongst the Harrowed is another subject of speculation among sages. 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. Hellfire Touch (Su): The monsters that haunt the Harrowed seem to have an intense connection to fire - leading many sages to speculate the involvement of Mephistopholes - and their essence seeps through to their hosts. Once per round, as a standard action, the Harrowed may hurl a bolt of Hellfire at one being within 60 ft as a ranged touch attack, dealing 1d6 points of damage for every two levels in this class (1d6 at 1st, 2d6 at third, and so on) to a maximum of 10d6 at 19th level. Half of this damage is fire damage, while the other half stems directly from unholy power and is not subject to any sort of resistence. At sixth level, the Harrowed may add their Hellfire damage to a single melee attack as a standard action, dealing it in addition to weapon damage. At fourteenth level, Good creatures take half-again as much unholy damage from the Harrowed's Hellfire attacks. Making a Hellfire Touch attack provokes a Will save (see The Monster Within), as well as attacks of opportunity (unless she channels it through a melee strike). Bonus Feat: At first level, the Harrowed gains a bonus feat, selected from the list of feats below. The Harrowed gains another bonus feat at levels five, ten, fifteen, and twenty. Sight of the Haunted (Su): While the Harrowed continues to fight the monster within her, her body changes, affected by the power contained within it. Starting at second level, the Harrowed benefits from as if from a constant detect magic spell. 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 benefits from as if from a constant analyze dweomer spell. After a Harrowed gains this ability, her eyes turn either a deep, blood red or a lush violet color (player's choice) and their pupils turn to catlike slits - the color of her Hellfire abilities changes to match the color of their eyes. Hellfire Mantle (Su): Starting at fifth level,twice per encounter, the Hellfire essence of the beast within the Harrowed infuses her body more deeply, allowing her to erupt in unholy fire. While this ability is active, her body is wreathed in Hellfire, dealing 2d6 points of damage to any creature that strikes her in melee, half of which is fire damage and half of which stems directly from unholy power and is not subject to resistance of any sort. She also gains DR 5/- against ranged attacks - any projectile that fails to pierce this DR is turned to ash, never to be retrieved. These flames do not harm the Harrowed's equipment, and last a number of rounds equal to her charisma modifier. After she gains this ability, the Harrowed's footprints leave behind Hellfire that, while harmless, takes weeks or even months to gutter out on its own, even when she is not wreathed in flame. Using Hellfire Mantle provokes a save vs. the Harrowed's monster. 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 fire, half of which stems directly from unholy power and is not subject to any resistance. A Harrowed's claws count as both magic and evil for the purposes of damage reduction. A Harrowed may retract her claws into her hands in a very painful process as a standard action that provokes attacks of opportunity, dealing 1d4 points of damage to herself and provoking a Will save vs. her monster. She may extend her claws as a free action on her turn in another painful process that deals 1d4 points of damage to her (but does not provoke a save). Unleash the Monster (Su): Once per encounter, starting at level 15, the Harrowed may unleash their monster to attack their enemies, albeit in a limited way. The Harrowed may target one enemy she can see, who must succeed at a Will save (DC 15 + the Harrowed's Cha modifier) or see a vision of a shadowy, clawed creature reaching for them. If it fails the save, it takes 25d6 negative energy damage and is shaken for the duration of the encounter. This is a mind-affecting, necromancy, fear effect, and its use provokes a save vs. the Harrowed's monster and attacks of opportunity. Wings of Fire (Su): Starting at level sixteen, as a move action that provokes attacks of opportunity, the Harrowed may sprout wings of Hellfire that grant her a fly speed of 40ft (average manueverability). If she hovers (Using the Hover feat) over a spot, those under her within a 10ft radius take 5d6 damage, half of which is fire, half of which stems directly from unholy power and is not subject to resistance, as Hellfire rains from her beating wings. Those who succeed at a Reflex save (DC 15 + the Harrowed's Cha modifier) take only half damage. Hellfire Apocalypse (Su): At twentieth level, the Harrowed gains full control over her monster's Hellfire powers, gaining the dreaded Hellfire Apocalypse. Once per day, as a standard action that provokes attacks of opportunity, she can unleash her burning wrath in a 100ft radius burst centered on her, dealing double Hellfire Touch damage to all those but herself within and blinding them for 1d6 rounds. Creatures that succed at a Reflex save (DC 15 + the Harrowed's Cha modifier) take only half damage and are not blinded. 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. 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, and not by those who possess Savage Beast. 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, Elemental] Though you haven't necessarily embraced the monster within you, you have embraced the Hellfire, and it suffuses your soul. Prerequisites: Hellfire Mantle Benefit: Whenever you succeed at a save against a mind-affecting spell or ability that targets you, the caster of that spell takes 4d6 damage, half of which is fire, half of which stems directly from unholy power and is not subject to any resistance. The victim of this ability recieves a Reflex save (DC 15 + your Charisma modifier) for half damage. Special: You can only have one Elemental feat. 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. 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. Consuming Hellfire [Harrowed] Your Hellfire hangs around for tea and crumpets instead of dissapating on impact. Prerequisites: Hellfire Touch 1d6 Effect: Your Hellfire attacks can ignite flammable objects. Any creature damaged by one of your Hellfire abilities must make a Reflex save (if the ability doesn't already allow one) or catch on fire (DC 15 + your Charisma modifier) for a number of rounds equal to double your charisma modifier. Treat this otherwise as normal fire. Normal: Hellfire attacks do not ignite flammable objects or creatures. Special: This feat has no effect if your Hellfire attacks do not deal fire damage. Savage Beast [Harrowed] Your monster is a true butcher. Prerequisites: The Monster Within Benefit: Whenever your monster gains control of your body, it enters a frenzy, gaining +6 Strength and Constitution, immunity to mind-affecting abilities, and the benefit of the Diehard feat. As long as it is in control, it attacks the nearest living (or undead) being it can see to the best of its ability. If there are none, it attacks inanimate objects until it is no longer in control. Normal: The monster within you is chaotic evil, but not necessarily murderous, and may negotiate. Special: A character with Docile Beast cannot take this feat, and this feat must be taken at first level. 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. Taking this feat prevents you from gaining the Hellborn Savagery class feature. 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 +10 racial bonus on your land speed while you move on all fours (you cannot take attacks while doing so, though you may still use the charge action). Your legs change to become feline and your body coves in gray, catlike fur, granting you a +4 racial bonus on Jump checks. You gain a further +2 inherant bonus to Dexterity and permanent loss of two points of strength. 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. Touch of the Fire-Crow [Harrowed] Your monster grants part of its power voluntarily to fuel your wings of fire. Prerequisites: Wings of Fire Benefit: Your Wings of Fire ability is always active, never requiring saves vs. your monster. Normal: Whenever you activate your Wings of Fire ability, you must make a Will save vs. your monster. Hellfire Sniper [Harrowed] You give up your ability to channel Hellfire through a touch in exchange for accuracy and potence. Prerequisites: Harrowed level 6 Benefit: You can no longer make Hellfire Touch attacks through melee attacks. However, the range of your ranged Hellfire Touch attack increases to 120ft, and if it strikes a flat-footed opponent, it deals an additional 2d6 points of damage. Frigid Hate [Harrowed, Elemental] Your monster is no fiery beast, but rather a manifestation of cold hatred. Prerequisites: The Monster Within Benefit: All fire damage that would be dealt by your Harrowed feats or class features is instead cold. Additionally, those damaged by your abilities must make a Fortitude save (DC 15 + your Cha modifier) or take a -2 circumstance penalty on their next attack. Choosing this feat turns your eyes violet when you gain the Sight of the Haunted class feature. Your other class features manifest as cold, blue fire. Special: This feat may only be chosen at first level. You cannot have more than one elemental feat. Earthen Fury [Harrowed, Elemental] A mighty beast of the earth shares your soul. Prerequisites: The Monster Within Benefit: All fire damage that would be dealt by your Harrowed class features or feats is instead acid. Additionally, creatures that fail a Reflex save (DC 15 + your Charisma modifier) after being damaged by one of your attacks are coated in acid, taking an additional 2d6 points of damage, half of which is acid, half of which stems directly from unholy power and is not subject to resistance, on the round immediately after being damaged. Special: You can only have one elemental feat, and this feat may only be selected at level one. Fused to Lightning [Harrowed, Elemental] A powerful being of air shares your soul. Prerequisites: The Monster Within Benefit: All fire damage that would be dealt by your Harrowed class features or feats is instead electricity. Additionally, any being damaged by one of your Harrowed class features or feats must succeed at a Fortitude save (DC 15 + your Charisma modifier) or be deafened for a number of rounds equal to your Charisma modifier. Special: You may only select this feat at level one, and you may only have one elemental feat. Crushing Will [Harrowed, Elemental] The beast within you has an indomitible will that it lets you exert on the world around you. Prerequisites: The Monster Within Benefit: All fire damage dealt by your Harrowed class features or feats is now force-based. The damage die for these abilities goes down by one step (from D6 to D4, for example). You recieve a -2 circumstance penalty on all Will saves made against the monster within you. Special: This feat may only be selected at first level, and you may only have one elemental feat. Throw Away [Harrowed] The indomitible will of your beast can toss enemies aside like the worthless trash they are. Prerequisites: Crushing Will, Iron Will, Hellfire Touch 5d6 Benefit: Enemies damaged by your Hellfire Touch ability are shoved 5 feet in a straight line for every 10 points of damage inflicted. This movement provokes attacks of opportunity. If a barrier would prevent them from completing this movement, they take an additional 2d6 points of bludgeoning damage as they slam against it. Shadow Soul [Harrowed] The darkness of your beast within taints your powers - and gives you strength. Prerequisites: The Monster Within, Hellfire Mantle Benefit: Whenever you activate your Hellfire Mantle, you gain partial concealment (20% miss chance). Further, as a move action, you can snuff out any nonmagical light you can see simply by concentrating. You may snuff out magical light sources this way, but it takes a standard action, and you may only affect those with a caster level equal to or lower than your Harrowed level. You permanently lose two points of Wisdom and gain a +2 inherant bonus to Intelligence. Taking this feat turns your hair dark black and causes light to flicker and waver in your presence. Special: Characters with this feat cannot select Lupine Soul or Feline Soul. Dark Child [Harrowed] The darkness of you beast suffuses you more deeply, granting you more power over shadow and light. Prerequisites: Hellborn Savagery, Shadow Soul Benefit: As a move action that provokes attacks of opportunity, you may create a 40-foot cloud of darkness centered on you. This action provokes a DC 22 Will save vs. your monster. Others cannot see through this darkness, though you can perfectly, and it lasts a number of rounds equal to your charisma modifier. By readying an action to do so, you may snuff out any light-based spell that you can see being cast, so long as its caster level is equal to or less than your Harrowed level. Next post - More Fluff! |
| Jessica_Morgan10-10-07, 08:19 PM | The Harrowed's Monster: The monster within every Harrowed is an intelligent being with its own personality, and these range from mindless killers to genteel beings with a refined sense of dignity and honor. All, however, hate being trapped within the Harrowed - a prison that they cannot escape - and are greedy for any new sensation they can get while they are free. They take particular delight in arson and murder, but seemingly avoid rape - an odd pattern that has yet to be broken. The monster is intelligent and can be negotiated with - its personality and starting reaction is determined by the DM. It particularly enjoys feeling new emotions and may be willing to offer nonviolence in exchange for being subjugated to an emotion-causing spell. The monster is, however, fiercely protective of its body, using all its powers to their fullest and most viscious extent if pressed. Every monster has a True Name, as described in the Words of Creation section of the Book of Exalted Deeds. If the Harrowed discovers its monster's True Name (the DC for all checks related to that research is 45, usually Knowledge (The Planes)), she gains a +6 bonus on all Will saves against it to maintain control of her body. Offtopic Note: The following is one possibility for the origin of the Harrowed, and the one I will use in games I DM. You are both allowed and indeed -encouraged- to come up with your own to fit your world, game, or cosmology. The Chaos Wars In ancient times, in those murky depths of history where no sage, no matter how wise and learned, can say what happened first or last or in between, there were the Chaos Wars. Only the might Faeries of the Seelie Court claim to have an accurate accounting of the events, and they will not divulge - the following is an account from one Escalla Brightflower, based on, "Stuff I remember from my history lessons" (the Justicar vouches for his wife, which is the only reason an order as learned as ours is using such a dubious source). During the course of the Chaos Wars, the multiverse was thrown into absolute turmoil. All of creation was close to being undone by the power of the magics used, the clashes of gods and mortals whose power surpassed the wildest dreams of the maddest mage today. The planes warped and bled into each other, fusing their essences and leaving huge scars - canyons, mountains, magical distortions and other horrid things. Many pure bloodlines were sundered - elves, faeries, giants, dragons, and countless others. Just when it seemed all must come undone, four beings appeared, and the fighting quelled. These four beings named themselves Good, Evil, Law, and Chaos, and called themselves the Greater Primals. They spoke as one, for the first and only time united, to give the multiverse, "one hell of a scolding," (Chaos, or a being claiming to be, was able to be contacted for interview, but his information on this matter is subject to review for accuracy). Law reached forth and plucked the power from mortal hands. Good instilled a sense of responsibility and selflessness into the multiverse, to ensure nothing of the like would happen again. Evil cursed mortals and gods alike with the twin diseases of Selfishness and Greed, to ensure none would gain that kind of power ever again. Chaos, it is said, simply smiled, waved his hand, and formed the Great Wheel as we know it. Mortals quaked in fear of the awesome power of these beings, who had brought them low with no more than their thoughts, and begged to be spared the consequences for their foolishness. A deal was struck - mortals would never again weild the power taken from them, but would serve as its custodians and watchers, to ensure that no other took it. The four Greater Primals took the power and bestowed upon it each one aspect - Evil granted it Yearning, the need to be free and do as it pleased. Law caged it, to give it bars to rail against. Good gave it Free Will, to choose to act as it wished and know emotion. Chaos smiled again, and waved his hand. The power found itself imprisoned inside countless mortals, in fragments, ripped through the still-forming elemental planes and tainted with them. The other Greater Primals were furious, but not as furious as the gods. As one, they rose and imprisoned the Greater Primals within a not-void from which there could be no escape. But they could not undo what had been done, and so they let the mortals who had the power in them alone, to struggle against it as they saw fit. Since then, the rage at its sundering and imprisonment has turned most of this power - re-formed as beasts - to fire, though some have been exposed to other elements (these cases appear to be exceedingly rare, happening only once in every thousand documented cases, further research is needed) and seem to follow those predominantly. Interestingly enough, most of these 'Harrowed' (the Faerie name for them) seem to tend towards good, out of an instinctive need to fight the beast in them - perhaps another of Chaos' effects. Many of my fellow sages speculate what would happen should any of these power fragments be freed. I believe their reshaping has rendered them harmless on a cosmic scale, though they would still be devastating - loose beings of hate and destruction bound deeply to the elements and evil, having billions of millenia to channel their hate. As to their powers and abilities, I truly have no theories. My best regards, Aryillia, Throne Archon Researcher P.S. On a personal note to go with this dissertation, it would appear that my younger sister has inadvertantly become a prison for one of these beings - it has sapped her memories in the peculiar fashion that they do, likely the work of Law. It is my humble request that you watch and protect her. |
| Ecureuil_Diabolique10-10-07, 08:41 PM | Lvl BAB Fort Refl Will Special 1 +0 +0 +0 +2 The Monster Within, Hellfire Touch 1d6, Bonus Feat 2 +1 +0 +0 +3 Sight of the Haunted 3 +2 +1 +1 +3 Hellfire Touch 2d6 4 +3 +1 +1 +4 - 5 +3 +1 +1 +4 Bonus Feat. Hellfire Mantle, Hellfire Touch 3d6 6 +4 +2 +2 +5 - 7 +5 +2 +2 +5 Hellfire Touch 4d6 8 +6/+1 +2 +2 +6 Whispers of the Past 9 +6/+1 +3 +3 +6 Hellfire Touch 5d6 10 +7/+2 +3 +3 +7 Bonus Feat 11 +8/+3 +3 +3 +7 Hellfire Touch 6d6 12 +9/+4 +4 +4 +8 Hellborn Savagery 13 +9/+4 +4 +4 +8 Hellfire Touch 7d6 14 +10/+5 +4 +4 +9 - 15 +11/+6/+1 +5 +5 +9 Bonus Feat, Hellfire Touch 8d6, Unleash the Monster 16 +12/+7/+2 +5 +5 +10 Wings of Fire 17 +12/+7/+2 +5 +5 +10 Hellfire Touch 9d6 18 +13/+8/+3 +6 +6 +11 - 19 +14/+9/+4 +6 +6 +11 Hellfire Touch 10d6 20 +15/+10/+5 +6 +6 +12 Bonus Feat, Hellfire Apocalypse There's the table for you. I don't think I missed anything. Oh, and cool class. I'll have to do more than a simple skim through though. I'll see if there is anything that I think could use some tweaking afterwards. |
| Jessica_Morgan10-10-07, 08:52 PM | Thank'ee kindly - only changed it up slightly, to show when they get extensions on Sight of the Haunted and Hellfire Touch. |
| Ecureuil_Diabolique10-10-07, 09:17 PM | I was thinking of doing that, wasn't sure though so I just left it alone. |
| Shinigami4210-11-07, 10:46 AM | I must say I am very impressed with this class. I will be using it for one of the villains in my campaign :) |
| MaverickWolf10-11-07, 01:07 PM | Have yourself a :cookie: I love the flavor in this thing. I don't see any glaring problems with the balance. I may have to see if I can get this allowed in a campaign sometime.... |
| vorpo10-11-07, 06:33 PM | Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (All Skills, chosen individually) (Int), Profession (Wis), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int), Use Magic Device (Cha) First off, why all knowledge? The harrowed doesn't look like a scholarly type char to me. A few relevant knowledge may be fine, but not all. I can see you have ability to add bonus to knowledge skills, still, does the monster within grant her that much knowledge to be class skill? Second, spellcraft should only be skill class of those that actually cast spells or invocations. I don't think there is any official class that doesn't cast spell has spellcraft as class skill. The Monster Within (Su): The Harrowed shares her body and soul with an insubstantial beast that lives for its own sadistic purposes, slaughtering, torturing, or merely playing cruel jokes on a whim. No one - including the Harrowed - knows the true nature of this monster, though it seems to be intelligent, often whispering advice, secrets, or simply conversation into its host's mind. Whenever a Harrowed uses one of her activated supernatural abilities from this class, she must make a Will save (DC 10 + Class level required to use the ability) or lose control of their body to the monster for a number of rounds equal to their class level. If they succeed at the save, they do not need to save again for that particular ability for a number of rounds equal to their charisma modifier. How about lose control a number of rounds equal to how much she misses her Will save? Losing 20 rounds of control at lvl 20 isn't very pleasing to neither the player nor the DM. If you must have it lose control same # of rounds as class lvl, give the character a chance to wrestle the control back. Maybe, every round the character can attempt a Will save DC of 20 + lvl to regain control. Just a thought. Hellfire Touch (Su): The monsters that haunt the Harrowed seem to have an intense connection to fire - leading many sages to speculate the involvement of Mephistopholes - and their essence seeps through to their hosts. Once per round, as a standard action, the Harrowed may hurl a bolt of Hellfire at one being within 60 ft as a ranged touch attack, dealing 1d6 points of damage for every two levels in this class (1d6 at 1st, 2d6 at third, and so on) to a maximum of 10d6 at 19th level. Half of this damage is fire damage, while the other half stems directly from unholy power and is not subject to any sort of resistence. Do you mean the resistance doesn't work at all against hellfire touch or just the half that's from unholy power? Making this a SU ability makes SR useless too. The Moster Within might make up for the power it has over warlock's EB I guess. Also, since it's ranged attack, blast is better than touch since you aren't really touching. At sixth level, the Harrowed may add their Hellfire damage to a single melee attack as a standard action, dealing it in addition to weapon damage. Since hellfire itself causes touch attakc dmg, maybe you can consider making the weapon attack itself as a touch attack as well? At fourteenth level, Good creatures take half-again as much unholy damage from the Harrowed's Hellfire attacks. So, at lvl 14 you'd do 7d6 hellfire blast. On avg 24~25 hp. So, you do 36ish dmg to good character (assuming there is no SR/DR or whatever)? Making a Hellfire Touch attack provokes a Will save (see The Monster Within), as well as attacks of opportunity (unless she channels it through a melee strike). I don't see AoO is necessary, unless Hellfire Touch can be interrupted (need concentration). But, I don't think it can be. So, no AoOs. 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. I assume you mean Harrowed feats? 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. Detect or see? True Seeing still actually requires you to "look" while detect doesn't (in my interpretation anyway). So, can you detect/see outsider that's behind you? If it is detection indeed, maybe you should not use "true seeing" to describe the power. Just simply sensing the presence (and maybe exact location) is enough. At 16th level, the Harrowed sees normally in all forms of darkness, including deeper darkness spells and benefits from as if from a constant analyze dweomer spell. Constant Analyze Dweomer might be too powerful. I don't know, but I personally would prefer Detect Magic over that. Hellfire Mantle (Su): Starting at fifth level,twice per encounter, the Hellfire essence of the beast within the Harrowed infuses her body more deeply, allowing her to erupt in unholy fire. While this ability is active, her body is wreathed in Hellfire, dealing 2d6 points of damage to any creature that strikes her in melee, half of which is fire damage and half of which stems directly from unholy power and is not subject to resistance of any sort. She also gains DR 5/- against ranged attacks - any projectile that fails to pierce this DR is turned to ash, never to be retrieved. These flames do not harm the Harrowed's equipment, and last a number of rounds equal to her charisma modifier. I think an item saving throw makes more sense then simply not penetrating the DR. A very powerful magical +4 arrow could still row a 1 and fail to penetrate the DR. After she gains this ability, the Harrowed's footprints leave behind Hellfire that, while harmless, takes weeks or even months to gutter out on its own, even when she is not wreathed in flame. If you leave trail of fire, then it does dmg, friend or foe alike. Dmg is dealt to character that "stays" in such a square. Personally tho, I'd prefer it doesn't leave a trail at all (what does it burn?). Using Hellfire Mantle provokes a save vs. the Harrowed's monster. Sounds weird, just say using this ability activates the Monster Within. Maybe. 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. I am not sure if using the knowledge skill counts as using this SU ability. Personally, if you don't want this to invoke the moster within, make this EX and it would still make sense. Hellborn Savagery (Su): The beast makes one last surge to change the Harrowed into its form at level twelve, causing her to grow large talons where her fingers would normally be. Treat these as claws that deal 1d6 slashing damage and an additional 2d6 damage, half of which is fire, half of which stems directly from unholy power and is not subject to any resistance. A Harrowed's claws count as both magic and evil for the purposes of damage reduction. A Harrowed may retract her claws into her hands in a very painful process as a standard action that provokes attacks of opportunity, dealing 1d4 points of damage to herself and provoking a Will save vs. her monster. She may extend her claws as a free action on her turn in another painful process that deals 1d4 points of damage to her (but does not provoke a save). I would think that extending claws would also be standard action. Another question, how does retract/extend claws count toward monster within? IMO, you don't gain claws when you gain this ability, rather, you gain the ability to grow claws. Each time you grow claws you invoke the monster within. Retracting claws doesn't invoke it tho. Unleash the Monster (Su): Once per encounter, starting at level 15, the Harrowed may unleash their monster to attack their enemies, albeit in a limited way. The Harrowed may target one enemy she can see, who must succeed at a Will save (DC 15 + the Harrowed's Cha modifier) or see a vision of a shadowy, clawed creature reaching for them. If it fails the save, it takes 25d6 negative energy damage and is shaken for the duration of the encounter. This is a mind-affecting, necromancy, fear effect, and its use provokes a save vs. the Harrowed's monster and attacks of opportunity. lvl 15 doing 25d6 + shaken? How about just 15d6? And +1d6 every lvl after? Even it's just one use per encounter, the dmg is huge. Reword the last line to "This ability invokes the monster within and provokes AoOs" just to sound better? Wings of Fire (Su): Starting at level sixteen, as a move action that provokes attacks of opportunity, the Harrowed may sprout wings of Hellfire that grant her a fly speed of 40ft (average manueverability). If she hovers (Using the Hover feat) over a spot, those under her within a 10ft radius take 5d6 damage, half of which is fire, half of which stems directly from unholy power and is not subject to resistance, as Hellfire rains from her beating wings. Those who succeed at a Reflex save (DC 15 + the Harrowed's Cha modifier) take only half damage. I seriously prefer it to be a 5' radius effect. This too should invoke monster within, after all this is an activated SU ability. Hellfire Apocalypse (Su): At twentieth level, the Harrowed gains full control over her monster's Hellfire powers, gaining the dreaded Hellfire Apocalypse. Once per day, as a standard action that provokes attacks of opportunity, she can unleash her burning wrath in a 100ft radius burst centered on her, dealing double Hellfire Touch damage to all those but herself within and blinding them for 1d6 rounds. Creatures that succed at a Reflex save (DC 15 + the Harrowed's Cha modifier) take only half damage and are not blinded. 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.[/QUOTE] I think 100' radius is overdoing it. And excluding targets within the blast radius doesn't make sense either. I understand it's meant to exclude party members. But it just simply doesn't make sense. Maybe make this a 100' cone shape attack so you don't have to worry about your teammates. 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. For monster's within, if you still want to use lvl to dictate how many rounds the player loses control, make it character lvl not class lvl. As the character grows, the monster within should grow with him, even if she's not a pure harrowed. The monster's strength isn't dependent on her harrowed class, and thus shouldn't limit the monster within to do harm just based on harrowed class lvl. 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. I think the monster within penalizes this class enough to add another penalty. I do, however, believe that weapons, spells or effects that do harm to evil should affect the harrowed regardless of her own alignment. Burning Soul [Harrowed, Elemental] Though you haven't necessarily embraced the monster within you, you have embraced the Hellfire, and it suffuses your soul. Prerequisites: Hellfire Mantle Benefit: Whenever you succeed at a save against a mind-affecting spell or ability that targets you, the caster of that spell takes 4d6 damage, half of which is fire, half of which stems directly from unholy power and is not subject to any resistance. The victim of this ability recieves a Reflex save (DC 15 + your Charisma modifier) for half damage. Special: You can only have one Elemental feat. I would think that this feat implies that hellfire is retaliating the caster that isn't near you. And the damage done in retaliation is due to a spiritual conduit. Therefore, Will save makes more sense IMO. Still saves for 1/2 tho. I am a bit tired reading all the feat as of now so I might read the rest later. But I love the class concept. Good job and well done. |
| Jessica_Morgan10-11-07, 09:09 PM | The Knowledge skills on the Harrowed are because a great deal of Harrowed spend time researching, trying to find out what's wrong with them. This is in addition to echoing memories of what they learned from past lives and the advice of their monster. Spellcraft is a direct aspect of their monster. Just because they don't get much use out of it doesn't mean they can't take it - after all, nothing stops Fighter Jim from cross-classing into it if he -really- wants to know what Gandalf just cast. Hellfire Touch provokes AoOs because it is a ranged attack - it's really just a reminder. I should put the save vs. monster reminder text on there though - and on Wings too, forgot about that. Half of the damage is fire and can be resisted. The other half is unholy and cannot be. This damage setup is actually inferior to Eldritch Blast. The bonus unholy damage vs. good effectively makes it x1.25 vs. Good Sight of the Haunted says, RIGHT THERE, "In their field of vision", so yes, they have to look. Additionally, a Wizard at level 16, or anyone with enough gold, has had a permanent analyze dweomer for quite a few levels. Hellfire Mantle's fire trail is harmless - AS IT SAYS ON THE ABILITY - and merely a cool flavor thing. Whispers of the Past is not an active ability and does not provoke a save vs. the monster. However, it does stop functioning in an anti-magic field, where the monster is surpessed and the magical nature of the Harrowed dulled - hence, supernatural. Hellborn Savagery - The reason I say that they grow the claws is because it isn't the Harrowed's choice - they don't -want- it. Their natural form is foever altered and it's only through that effort of will and excrutiating pain that they can alter it at all. Unleash the Monster - three tags and Will negates is enough, dude. In all likelyhood, the Harrowed won't get to use it effectively that often, and in any event, by level 15, the Wizard has been slinging Disintegrate for a few levels - and so have about eight other classes. Hellfire Apocalypse - There is a -reason- it's called an apocalypse. They can exclude people from the area both to make it party-friendly and as a measure of their control over their abilities - similar to the Extraordinary Concentration feat. Occult Slaying - if you were a witch hunter, don't you think you'd be shanking Harrowed all day long if you could? Burning Soul - it's not a mind attack back, it's an eruption of flame at the unfortunate caster's location - hence, reflex. |
| dman1123510-11-07, 09:36 PM | Nice class. Seize Control is too powerful even given the requirements to activated. I also don't like things that are similar to the beat it by ten mechanic, makes things unnecessarily complicated. I'd change it to it you succeed, then the caster makes a will save (DC 15+cha), only affects humanoids, and you are paralyzed for the duration of the effect. Add that this is spell like. The DC would be 19+cha if it can affect any creature, and have the minimum class level be 18. Change the minimum class level to 10 now. If you decide to keep it as an opposed check, make it charisma checks. But I highly recommend just the will save. All harrowed feats should be (su) unless stated otherwise. Hellfire Sweep should be (sp) and DC 11+cha. For Ears of the Beast, increase the blindsense and blindsight to 15 feet. Change hellfire Mantle to either 3x/day, or once per encounter. You don't need it twice per encounter as it'll last the entire encounter anyway. Get rid of the monster save requirement for Hellfire Touch. Since it's already not as good as Eldritch Blast (does 1/2 elemental damage), no need to nerf further. Also, making a save every single round (as this appears to be the main battle tactic) can be annoying. Also, keep the AoO for it, requiring a DC in accordance to the concentration skill. Remember, you can always use it defensively. Before I address more issues, I must address the monster within mechanic. I don't like it. Will saves are easy to come by especially for a good will save class, and it doesn't feel at all like a wisdom based thing. It should be a charisma check. "Opposed" by the beast. DC is 10+1/2 class level required to use that ability, minimum DC 11. This DC is still fail-able at level 20, especially for the higher level abilities, but it gets easier to control the lesser abilities. I can easily see a charisma of +10 at level 20, so that's an even chance of making/failing the level 20 ability. If someone really wants to, they can get Cha 34, for a +12 (without racial modifiers). You will have to state that a natural one still fails, that way there is still failing at higher levels. This will change Docile Beast to a +2 bonus. I'd leave Whispers of the Past, Hellfire Apocalypse, and Sight of the Haunted as is. I'd change to just knowledge (arcana), (planes), and maybe (religion), and 2+int skills, get rid of spellcraft and heal. Unleash the Monster should be 15d6. I don't see it being necromancy, but an illusion. And besides, it doesn't have a school, being (su). So it's a mind-affecting fear effect. And it's should increase in potency by 1d6 every two levels. Change the extending of the claws to a standard or move action. That's what I have for now. |
| dman1123510-11-07, 09:48 PM | Okay, in response to what you just wrote: Knowledge (dungeoneering) doesn't seem to have much of an impact on the harrowed. Why should it be a class skill? Really, all they need is planes, arcana, and possibly religion. Analyze Dweomer is a fine addition. Loremasters get identify at will as (sp), and latter analyze dweomer 1/day, so not too powerful. Also, all this means is that you don't have to pay to identify things ever again. That's sure game breaking. Unleash the Monster is too much damage. 15d6 at level 15 is a little more than twice the hellfire touch. I'd actually change it to be 2x your touch damage. That should work. Also, change the DC to be 10+1/2 class levels (round down)+cha. Oh, and I am definately using this in my campaign sometime. |
| vorpo10-11-07, 10:44 PM | The Knowledge skills on the Harrowed are because a great deal of Harrowed spend time researching, trying to find out what's wrong with them. This is in addition to echoing memories of what they learned from past lives and the advice of their monster. Even with your reasoning only a few knowledge makes sense. Heraldry? Nobility and royalty? Dungeoneering? Architecture and engineering? It looks more like you don't want to bother with isolating the ones that really fits. Echo memories gives bonus, I can understand; making them class skill, I don't. Spellcraft is a direct aspect of their monster. Just because they don't get much use out of it doesn't mean they can't take it - after all, nothing stops Fighter Jim from cross-classing into it if he -really- wants to know what Gandalf just cast. No, it doesn't stop him cross-skill. So, make it cross class. Spellcraft is really meant to be used by spellcaster. The monster within doesn't use any spell or spell-like ability as far as I can tell from your class features. This damage setup is actually inferior to Eldritch Blast. How is it inferior? Aside from the Monster within check, you have better damage progression (10d6 at lvl 19, EB is 9d6 at 20). While EB ignores DR but faces SR, your HT ignores SR (being supernatural) and half the DR. So, I'd say they are about the same given that monster save. Without that monster save, your HT is actually superior. Sight of the Haunted says, RIGHT THERE, "In their field of vision", so yes, they have to look. Additionally, a Wizard at level 16, or anyone with enough gold, has had a permanent analyze dweomer for quite a few levels. Seriously, analyze dwoemer looks more like you want to squeeze something into the features rather than fitting the flavor. I wonder why the monster has that ability. I asked about detection or vision because simply vision WILL be blocked by nonmagical barriers. So, how do you justify you actually see through? Blockage = not in her vision. Detection, however, would make more sense in that situation. Hellfire Mantle's fire trail is harmless - AS IT SAYS ON THE ABILITY - and merely a cool flavor thing. That wasn't a question. It was suggestion. Make it do dmg or don't have it at all. 1) hellfire just burns on the ground, what's it burning? 2) hellfire should be so strong and a tiny bit of it hurts. do 1 or 2 pts of dmg at least. Hellfire Apocalypse - There is a -reason- it's called an apocalypse. They can exclude people from the area both to make it party-friendly and as a measure of their control over their abilities - similar to the Extraordinary Concentration feat. Since when apocalypse exclude people? Not that I'm saying you can't. Occult Slaying - if you were a witch hunter, don't you think you'd be shanking Harrowed all day long if you could? That would really depend on my alignment and character now, wouldn't it. Burning Soul - it's not a mind attack back, it's an eruption of flame at the unfortunate caster's location - hence, reflex. I'd like to remind you that a lot of mind-affecting spells can be and will be cast with some other people in the way. If your hellfire retaliation works in physical space, it should go through everyone and everything in between. Therefore, I was wondering if a soul retaliation with Will save will work better. Lastly, you post your class for critics, no? Why am I getting the feeling you are very rude and defensive when this class is being critiqued on? Seriously, don't know if you meant it, but your undertone makes me feel I just wasted 30 mins bothering myself going through your class and not appreciated at all |
| vorpo10-11-07, 10:49 PM | Okay, in response to what you just wrote: Knowledge (dungeoneering) doesn't seem to have much of an impact on the harrowed. Why should it be a class skill? Really, all they need is planes, arcana, and possibly religion. Analyze Dweomer is a fine addition. Loremasters get identify at will as (sp), and latter analyze dweomer 1/day, so not too powerful. Also, all this means is that you don't have to pay to identify things ever again. That's sure game breaking. Unleash the Monster is too much damage. 15d6 at level 15 is a little more than twice the hellfire touch. I'd actually change it to be 2x your touch damage. That should work. Also, change the DC to be 10+1/2 class levels (round down)+cha. Oh, and I am definately using this in my campaign sometime. Knowledge (nature) and (history) MIGHT help. I wasn't saying analyze dweomer too powerful, I was thinking that it's not so up there with flavor. She's basing her dmg on disintegrate. Though I have to say, if saved, disintegrate only does 5d6. |
| vorpo10-11-07, 11:06 PM | One more thing I forgot to say about disintegrate. Leave humanoids aside (their stats and saves varies too greatly), most monsters have good fort save and good con mod to back it up. That's what disintegrate saves against. So, while monsters can save more or less easily against disintegrate and take only 5d6 instead of 30d6 at lvl 15, the same cannot be said against your 25d6 save vs will. Will save is harder for monsters and still take more dmg when saved. |
| dman1123510-11-07, 11:38 PM | I do agree that Analyze dweomer shouldn't be there unless I'm missing something flavor-wise. I do, however disagree with your views on the hellfire steps. I too think it's a neat flavor thing that comes with another class feature. However, I'd drop the time down to hours or minutes, not weeks. I think three hours is a good length. One more thing about the unleashing the monster attack, it should just be damage, not negative energy. It should be damage the same way Phantasmal killer does damage if you make the fort save. HT is inferior to EB because it deals fire damage. That's half of the damage you're doing that can easily be negated. That's much less damage than the 9d6 as oppsed to 10. And it carries a penalty if you fail a save after every use. I don't think 1d6 and SR (yes) can bring EB to this level. |
| vorpo10-11-07, 11:52 PM | So if she use that ability in a bar fight, the hellfire is just supposed to sit pretty in the middle of the bar, doing nothing. I do agree it's flavorful, but it should at least do 1 or 2 dmg to ppl staying in that square. So, a 20 lvl warlock's EB vs 20 lvl harrowed HT. EB: 9d6, SR negates damage entirely => 22.5 or 0 dmg HT: 10d6, fire resistance "potentially" negates the fire half => 35 or 17.5 dmg I cannot say there are more critters with SR or more with fire resist. |
| IdleAltruism10-12-07, 12:05 AM | The monster within each Harrowed is invariably Chaotic Evil, though not necessarily deadly, willing to play pranks, murder, commit arson (which they take particular glee in) or simply party hard as the whim strikes them. While the Harrowed is possessed, she is an NPC under the control of the DM. Attempts to remove the monster invariably fail - even greater deities are stymied as their spells simply fail against it. This universal trait amongst the Harrowed is another subject of speculation among sages. NO just no. There are only a few instances where a DM should take control of a PC. This should not be an exception. I suggest looking at something like Binders, if they fail a pact they are "influenced" by the vestige they are trying bind. Hellfire Touch (Su): The monsters that haunt the Harrowed seem to have an intense connection to fire - leading many sages to speculate the involvement of Mephistopholes - and their essence seeps through to their hosts. Once per round, as a standard action, the Harrowed may hurl a bolt of Hellfire at one being within 60 ft as a ranged touch attack, dealing 1d6 points of damage for every two levels in this class (1d6 at 1st, 2d6 at third, and so on) to a maximum of 10d6 at 19th level. Half of this damage is fire damage, while the other half stems directly from unholy power and is not subject to any sort of resistence. Warlocks aren't really known for their "blasting" power. This is eldritch which half can be resisted. As an the main offensive power this is rather weak. At sixth level, the Harrowed may add their Hellfire damage to a single melee attack as a standard action, dealing it in addition to weapon damage. It didn't work for warlock.....why would it work for this class? At fourteenth level, Good creatures take half-again as much unholy damage from the Harrowed's Hellfire attacks. This doesn't do much...at all. 5d6x1.5= 9 addition damage on average vs good creatures. Um yay? Hellfire Mantle (Su): Starting at fifth level,twice per encounter, the Hellfire essence of the beast within the Harrowed infuses her body more deeply, allowing her to erupt in unholy fire. While this ability is active, her body is wreathed in Hellfire, dealing 2d6 points of damage to any creature that strikes her in melee, half of which is fire damage and half of which stems directly from unholy power and is not subject to resistance of any sort. She also gains DR 5/- against ranged attacks - any projectile that fails to pierce this DR is turned to ash, never to be retrieved. These flames do not harm the Harrowed's equipment, and last a number of rounds equal to her charisma modifier. This ability is ok.....The DR is a little to powerful at this level, but the rest of the class is very weak. After she gains this ability, the Harrowed's footprints leave behind Hellfire that, while harmless, takes weeks or even months to gutter out on its own, even when she is not wreathed in flame. The WC illidan trail, however cool it may seem, doesn't help the character at all. Actually its probably a disadvantage. Especially when walking in town..... 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. Theres a feat, can't remember the name atm, that gives +1 all knowledge checks. This ability is a little over board and doesn't make much sense. What part of the class needs knowledges anyways? It seems more like a frenzied beserker/warlock(mostly warlock) hybrid, thing. Hellborn Savagery (Su): The beast makes one last surge to change the Harrowed into its form at level twelve, causing her to grow large talons where her fingers would normally be. Treat these as claws that deal 1d6 slashing damage and an additional 2d6 damage, half of which is fire, half of which stems directly from unholy power and is not subject to any resistance. A Harrowed's claws count as both magic and evil for the purposes of damage reduction. This ability is very very weak..... Unleash the Monster (Su): Once per encounter, starting at level 15, the Harrowed may unleash their monster to attack their enemies, albeit in a limited way. The Harrowed may target one enemy she can see, who must succeed at a Will save (DC 15 + the Harrowed's Cha modifier) or see a vision of a shadowy, clawed creature reaching for them. If it fails the save, it takes 25d6 negative energy damage and is shaken for the duration of the encounter. This is a mind-affecting, necromancy, fear effect, and its use provokes a save vs. the Harrowed's monster and attacks of opportunity. 5th level spell equivalent 25d6? This ability is a little to powerful. Probably not by much though. The class thus far is shoe horned into one type of character. All the abilities are once or twice per encounter effectively making them your only options. Wings of Fire (Su): Starting at level sixteen, as a move action that provokes attacks of opportunity, the Harrowed may sprout wings of Hellfire that grant her a fly speed of 40ft (average manueverability). If she hovers (Using the Hover feat) over a spot, those under her within a 10ft radius take 5d6 damage, half of which is fire, half of which stems directly from unholy power and is not subject to resistance, as Hellfire rains from her beating wings. Those who succeed at a Reflex save (DC 15 + the Harrowed's Cha modifier) take only half damage. Hover feat is really just a waste. This ability is way to limited, although it does give flight, the extra bit of hover fluff is worthless. Hellfire Apocalypse (Su): At twentieth level, the Harrowed gains full control over her monster's Hellfire powers, gaining the dreaded Hellfire Apocalypse. Once per day, as a standard action that provokes attacks of opportunity, she can unleash her burning wrath in a 100ft radius burst centered on her, dealing double Hellfire Touch damage to all those but herself within and blinding them for 1d6 rounds. Creatures that succed at a Reflex save (DC 15 + the Harrowed's Cha modifier) take only half damage and are not blinded. This affects allies? This capstone ability is also very weak. 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. Hopefully no ones polymorphed/shape changed or enlarged. And hopefully the Harrowed player took concentration....idk why they would, other then to use this ability. Docile Beast[Harrowed] The monster within you is more tame than most. Prerequisites: The Monster Within Benefit: You gain a +5 bonus on Will saves to prevent your monster from gaining control. Special: This feat may only be taken at first level, and not by those who possess Savage Beast. A must with the way the beast is currently designed. 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. Why would you ever take this? Why doesn't the DC of hellfire touch ever change? Maybe something like a warlocks EB? 1/2 harrowed level. I seriously suggest taking a look at a warlock, they're like a buff version of this class(thats saying alot since the warlock is considered to be somewhat weak itself) Burning Soul [Harrowed, Elemental] Though you haven't necessarily embraced the monster within you, you have embraced the Hellfire, and it suffuses your soul. Prerequisites: Hellfire Mantle Benefit: Whenever you succeed at a save against a mind-affecting spell or ability that targets you, the caster of that spell takes 4d6 damage, half of which is fire, half of which stems directly from unholy power and is not subject to any resistance. The victim of this ability recieves a Reflex save (DC 15 + your Charisma modifier) for half damage. Special: You can only have one Elemental feat. This is not worth a feat. 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. This is kind of cool, but seriously how often would this happen? Why do you need to know that they're casting? 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. Not bad, are you immune to your own wall? Consuming Hellfire [Harrowed] Your Hellfire hangs around for tea and crumpets instead of dissapating on impact. Prerequisites: Hellfire Touch 1d6 Effect: Your Hellfire attacks can ignite flammable objects. Any creature damaged by one of your Hellfire abilities must make a Reflex save (if the ability doesn't already allow one) or catch on fire (DC 15 + your Charisma modifier) for a number of rounds equal to double your charisma modifier. Treat this otherwise as normal fire. Normal: Hellfire attacks do not ignite flammable objects or creatures. Special: This feat has no effect if your Hellfire attacks do not deal fire damage. Burning hands does this better? Wait how is that possible. Savage Beast [Harrowed] Your monster is a true butcher. Prerequisites: The Monster Within Benefit: Whenever your monster gains control of your body, it enters a frenzy, gaining +6 Strength and Constitution, immunity to mind-affecting abilities, and the benefit of the Diehard feat. As long as it is in control, it attacks the nearest living (or undead) being it can see to the best of its ability. If there are none, it attacks inanimate objects until it is no longer in control. Normal: The monster within you is chaotic evil, but not necessarily murderous, and may negotiate. Special: A character with Docile Beast cannot take this feat, and this feat must be taken at first level. Its like the TPK feat. Raging CE NPC set loose on the party, with +6 str and con. This class makes for weak melee.....this doesn't really help it any. 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 feat is strange and really not worth taking. Lupine Soul [Harrowed] You share your soul with a fiery wolf demon. Prerequisites: The Monster Within, Hellfire Mantle Benefit: Your jaw enlongates and grows gray fur, and your body is likewise covered with this fur. You gain a bite attack that deals 1d8 points of piercing damage plus an additional 2d6, half of which is fire, half of which stems directly from unholy power and is not subject to resistance. You may retract your jaw to normal for your race in an extremely painful process as a standard action, dealing you 2d6 points of damage (you may extend it again the same way, but as a free action on your turn). You permanently lose two points of Dexterity and gain a +2 inherant bonus to Strength. Special: A character with Feline Soul cannot take this feat, and vice versa. Taking this feat prevents you from gaining the Hellborn Savagery class feature. To powerful this low level. 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. Way to big a bonus. Feline Stance [Harrowed] Your body changes to more closely resemble your inner monster, becoming catlike. Prerequisites: Feline Soul Benefit: You gain a +10 racial bonus on your land speed while you move on all fours (you cannot take attacks while doing so, though you may still use the charge action). Your legs change to become feline and your body coves in gray, catlike fur, granting you a +4 racial bonus on Jump checks. You gain a further +2 inherant bonus to Dexterity and permanent loss of two points of strength. By now the character is pretty feeble, how are they running at all? Halfings beat them at arm wrestling. 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. Very situational and not very good for this class. Touch of the Fire-Crow [Harrowed] Your monster grants part of its power voluntarily to fuel your wings of fire. Prerequisites: Wings of Fire Benefit: Your Wings of Fire ability is always active, never requiring saves vs. your monster. Normal: Whenever you activate your Wings of Fire ability, you must make a Will save vs. your monster. Again not worth the feat, way to late in the game for this. Hellfire Sniper [Harrowed] You give up your ability to channel Hellfire through a touch in exchange for accuracy and potence. Prerequisites: Harrowed level 6 Benefit: You can no longer make Hellfire Touch attacks through melee attacks. However, the range of your ranged Hellfire Touch attack increases to 120ft, and if it strikes a flat-footed opponent, it deals an additional 2d6 points of damage. Why wouldn't you take this feat? Generally that means its to good. Frigid Hate [Harrowed, Elemental] Your monster is no fiery beast, but rather a manifestation of cold hatred. Prerequisites: The Monster Within Benefit: All fire damage that would be dealt by your Harrowed feats or class features is instead cold. Additionally, those damaged by your abilities must make a Fortitude save (DC 15 + your Cha modifier) or take a -2 circumstance penalty on their next attack. Choosing this feat turns your eyes violet when you gain the Sight of the Haunted class feature. Your other class features manifest as cold, blue fire. Special: This feat may only be chosen at first level. You cannot have more than one elemental feat. Ok instead of being the first most commonly resisted element they get the second. Earthen Fury [Harrowed, Elemental] A mighty beast of the earth shares your soul. Prerequisites: The Monster Within Benefit: All fire damage that would be dealt by your Harrowed class features or feats is instead acid. Additionally, creatures that fail a Reflex save (DC 15 + your Charisma modifier) after being damaged by one of your attacks are coated in acid, taking an additional 2d6 points of damage, half of which is acid, half of which stems directly from unholy power and is not subject to resistance, on the round immediately after being damaged. Special: You can only have one elemental feat, and this feat may only be selected at level one. Thats alot of acid damage. Seems like a bit much, you could melt a city within a day. Fused to Lightning [Harrowed, Elemental] A powerful being of air shares your soul. Prerequisites: The Monster Within Benefit: All fire damage that would be dealt by your Harrowed class features or feats is instead electricity. Additionally, any being damaged by one of your Harrowed class features or feats must succeed at a Fortitude save (DC 15 + your Charisma modifier) or be deafened for a number of rounds equal to your Charisma modifier. Special: You may only select this feat at level one, and you may only have one elemental feat. This is a bit much, theres lots of penalties that go along with deafen. Crushing Will [Harrowed, Elemental] The beast within you has an indomitible will that it lets you exert on the world around you. Prerequisites: The Monster Within Benefit: All fire damage dealt by your Harrowed class features or feats is now force-based. The damage die for these abilities goes down by one step (from D6 to D4, for example). You recieve a -2 circumstance penalty on all Will saves made against the monster within you. Special: This feat may only be selected at first level, and you may only have one elemental feat. 10d4 force damage at 20th level, for some reason, just doesn't seem all to threatening. The -2 penalty is ouch, just ouch. The acid seems like the best choice so far. Throw Away [Harrowed] The indomitible will of your beast can toss enemies aside like the worthless trash they are. Prerequisites: Crushing Will, Iron Will, Hellfire Touch 5d6 Benefit: Enemies damaged by your Hellfire Touch ability are shoved 5 feet in a straight line for every 10 points of damage inflicted. This movement provokes attacks of opportunity. If a barrier would prevent them from completing this movement, they take an additional 2d6 points of bludgeoning damage as they slam against it. I'd change this to something like a bull rush, with the caster using charisma and a +4 bonus. Shadow Soul [Harrowed] The darkness of your beast within taints your powers - and gives you strength. Prerequisites: The Monster Within, Hellfire Mantle Benefit: Whenever you activate your Hellfire Mantle, you gain partial concealment (20% miss chance). Further, as a move action, you can snuff out any nonmagical light you can see simply by concentrating. You may snuff out magical light sources this way, but it takes a standard action, and you may only affect those with a caster level equal to or lower than your Harrowed level. You permanently lose two points of Wisdom and gain a +2 inherant bonus to Intelligence. Taking this feat turns your hair dark black and causes light to flicker and waver in your presence. Special: Characters with this feat cannot select Lupine Soul or Feline Soul. These feats remind me of willing deformities. Blur spell by 5th level should be pretty common, not really a great 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. This ability is a bit much. Although you do screw your party over. My advice, just use a warlock. If you really want to implement this theme make a PrC class. Overall its quite weak(unless I've overlooked alot). It also seems to just be a very weak warlock variant type. I suggest a binder/warlock hybrid PrC, might be the flavor you're looking for. |
| DaTedinator10-12-07, 12:08 AM | I gotta say, I like the class. It's solid, inventive, and worth playing, and has me rethinking a current villan concept because I totally want a chance to use one. That said, I actually think it's a little underpowered. Sort of in the same way the Warlock is, except moreso. See, it's kind of a one-trick pony. It can do combat. Out of combat, it doesn't really bring much to the table. Outside of combat, at least the Warlock has invocations, which can be really helpful in plenty of situations. This thing, doesn't add too much. Also. It's not even amazing at combat. D6 HD and average BAB for starters means this guy pretty much won't be in melee, despite being able to use Hellfire Touch in melee (while still provoking an AoO, as far as I can see...) and getting claws. For ranged combat, we have Hellfire touch, which deals damage that's not too comparable to a spellcaster. However, it's Su, so that starts to make up for it, but an Archer could still do better. And quite possibly have a better chance of hitting, depending on the opponent. Also there's the chance of losing control of your character, which is never really that fun, for players or DMs. It has some other abilities, of course. The Monster Within, Sight of the Haunted, and Whispers of the past are flavorful nuggets that shouldn't be discounted, but don't add to combat too much, so we'll put them aside for now. Hellfire Mantle is nice, and useful. I might make it useable at will by higher levels though, and maybe increase in damage; eventually, the possibility of hurting your allies in the ring gives it enough of a drawback to counter increased damage, and having it at-will. Then there's the flying, which gives 40/average flying, at 16th level. As opposed to Fly, which gives you 60/good at fifth. Yes, it has the damage, yes it's usable at will, but you have to save against losing control of your character to use it, and at that level fly spells are candy anyway, when necessary. Other than that we have Unleash the Monster and Hellfire Apocalypse, which, while useful, are much more limited than their spellish counterparts. Unleash the Monster is useless against anything immune to Negative Energy, Mind-affecting effects, fear effects, or necromancy effects - a tall list. Hellfire Apocalypse is only usable once a day. Now, this isn't meant to discourage you; it's still a brilliant class that I want to use. I just think it needs a *slight* - not massive - boost in combat, and some things he can do outside combat too. Basic suggestions: change The Monster Within so that their alignment changes to Chaotic Evil for the duration, and must be played that way. If they're not playing it right, the DM can take control, but it's easiest on everyone if that's a last resort. Up the fly speed and/or maneuverability of Wings of Fire. Give invocations? Could be a stifled list - say, up to six-eight at 20th level, from a more limited list. Maybe write up a couple too. Also, I'd consider making many of the Harrowed feats into class abilities. With the Lupine/Feline/Shadow becoming like a talent tree, and the element a choice at first level. I wouldn't necessarily, I'd just consider it. --- Haha. Wow, that was longer than I expected. Don't think you have to do anything I say, it's your class. I hate it when people impose their vision on my class, so I don't want to do the same to you. ^_^ |
| dman1123510-12-07, 03:09 AM | You know, so many suggestions have been made, I'm going to suggest that you fix it up a bit and we'll look at the updated version. |
| atomisk945510-12-07, 10:19 PM | :) :) :D this class is like a mix between naruto and ghost rider its awsome |
| EpicEvokerElf10-13-07, 10:11 PM | Nice work, Ira. Up to your usual standards with the flavor, I see. Hello all! I originally posted this class as Lord_Gareth on the GiantItP forums, and I decided, what the hell, I'll bring it here. But first, some mad props to - Animecliche, for inspiring it in the first place. Cog_n_Taz, for hammering out some of the abilities, and backin' me up when I was 'bout to back down on some things. Fako, for giving me a table (I NEED ONE HERE, PLEASE! *begs*) Other GiantItP forumites, for encouragement, and balancing. Dragor_Shadowfury (now Munchlord) for the feats that would become Shadow Soul and Dark Child. Without further ado, your class (sans table, I could really use one of those) - YAY! http://i126.photobucket.com/albums/p119/Lord_Gareth/1afb-1.jpg[/CENTER] Lvl BAB Fort Refl Will Special 1 +0 +0 +0 +2 The Monster Within, Hellfire Touch 1d6, Bonus Feat 2 +1 +0 +0 +3 Sight of the Haunted (Detect Magic) 3 +2 +1 +1 +3 Hellfire Touch 2d6 4 +3 +1 +1 +4 - 5 +3 +1 +1 +4 Bonus Feat. Hellfire Mantle, Hellfire Touch 3d6 6 +4 +2 +2 +5 Hellfire Touch (Melee) 7 +5 +2 +2 +5 Hellfire Touch 4d6 8 +6/+1 +2 +2 +6 Whispers of the Past 9 +6/+1 +3 +3 +6 Hellfire Touch 5d6 10 +7/+2 +3 +3 +7 Bonus Feat, Sight of the Haunted (Darkvision 60') 11 +8/+3 +3 +3 +7 Hellfire Touch 6d6 12 +9/+4 +4 +4 +8 Hellborn Savagery 13 +9/+4 +4 +4 +8 Hellfire Touch 7d6 14 +10/+5 +4 +4 +9 Hellfire Touch (Unholy) 15 +11/+6/+1 +5 +5 +9 Bonus Feat, Hellfire Touch 8d6, Unleash the Monster 16 +12/+7/+2 +5 +5 +10 Wings of Fire, Sight of the Haunted (Magical Darkness) 17 +12/+7/+2 +5 +5 +10 Hellfire Touch 9d6 18 +13/+8/+3 +6 +6 +11 - 19 +14/+9/+4 +6 +6 +11 Hellfire Touch 10d6 20 +15/+10/+5 +6 +6 +12 Bonus Feat, Hellfire Apocalypse Nothing to see here folks, move along. :Shifty: Hit Die: D6 Base Attack Bonus: Average Fortitude Save: Poor Reflex Save: Poor Will Save: Good Starting Gold: 3d4 x 10 G.P. Okay... No problems yet... Class Features Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (All Skills, chosen individually) (Int), Profession (Wis), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int), Use Magic Device (Cha) Skill Points at First Level (4 + Intelligence Modifier) x 4 Skill Points Per Level after First - 4 + Intelligence Modifier Okay... Concentration... Does Hellfire touch provoke AoO's? It should, or you should cut this. Cut decipher script. Cut Heal. Make Knowledge be only Arcana, the Planes, Religion. Cut Speak Language. Weapon and Armor Proficiency - Harrowed are proficient with all simple weapons, one martial weapon of their choice, and light armor. Are they penalized for wearing armor? ASF? They need it above light. The Monster Within (Su): The Harrowed shares her body and soul with an insubstantial beast that lives for its own sadistic purposes, slaughtering, torturing, or merely playing cruel jokes on a whim. No one - including the Harrowed - knows the true nature of this monster, though it seems to be intelligent, often whispering advice, secrets, or simply conversation into its host's mind. Whenever a Harrowed uses one of her activated supernatural abilities from this class, she must make a Will save (DC 10 + Class level required to use the ability) or lose control of their body to the monster for a number of rounds equal to their class level. If they succeed at the save, they do not need to save again for that particular ability for a number of rounds equal to their charisma modifier. You should be able to end this early with a Will save, DC = initial save DC + 5. The monster within each Harrowed is invariably Chaotic Evil, though not necessarily deadly, willing to play pranks, murder, commit arson (which they take particular glee in) or simply party hard as the whim strikes them. While the Harrowed is possessed, she is an NPC under the control of the DM. Attempts to remove the monster invariably fail - even greater deities are stymied as their spells simply fail against it. This universal trait amongst the Harrowed is another subject of speculation among sages. Make the monsters vary, perhaps?... IDK. The monster does not enjoy sharing control of its host with others, bolstering the Harrowed's mental defenses - she gains a +4 bonus to Will saves vs. enchantment effects. Sure, whatever, make it only Charm and Compulsion though. Hellfire Touch (Su): The monsters that haunt the Harrowed seem to have an intense connection to fire - leading many sages to speculate the involvement of Mephistopholes - and their essence seeps through to their hosts. Once per round, as a standard action, the Harrowed may hurl a bolt of Hellfire at one being within 60 ft as a ranged touch attack, dealing 1d6 points of damage for every two levels in this class (1d6 at 1st, 2d6 at third, and so on) to a maximum of 10d6 at 19th level. Half of this damage is fire damage, while the other half stems directly from unholy power and is not subject to any sort of resistence. This should provoke an AoO... Does it? Change the damage progression to match the warlock's. At sixth level, the Harrowed may add their Hellfire damage to a single melee attack as a standard action, dealing it in addition to weapon damage. Good. Does this let you make a full attack? At fourteenth level, Good creatures take half-again as much unholy damage from the Harrowed's Hellfire attacks. Okay, pretty much useless but whatever. I like the flavor. Making a Hellfire Touch attack provokes a Will save (see The Monster Within), as well as attacks of opportunity (unless she channels it through a melee strike). Answers my AoO questions, keep Concentration then. Use this format instead of saying "save vs. the Harrowed's Monster." Bonus Feat: At first level, the Harrowed gains a bonus feat, selected from the list of feats below. The Harrowed gains another bonus feat at levels five, ten, fifteen, and twenty. Sight of the Haunted (Su): While the Harrowed continues to fight the monster within her, her body changes, affected by the power contained within it. Starting at second level, the Harrowed benefits from as if from a constant detect magic spell. Okay, just want to point out that the warlock gets this AT WILL but not CONSTANT. You okay with that? Starting at 10th level, the Harrowed has Darkvision with a range of 60 ft. and she automatically detects any Outsiders in her field of vision, as though with a true seeing spell, except that nonmagical forms of hiding are also ineffective - she sees their aura no matter where they hide. Is this blocked by walls of X thickness or lead like normal detect spells? And does detect mean knows that they're present? Knows their exact location? Can see them? At 16th level, the Harrowed sees normally in all forms of darkness, including deeper darkness spells and benefits from as if from a constant analyze dweomer spell. Just say 'magical darkness.' Cut the analyze dweomer, replace it with... I don't know. It doesn't fit here. After a Harrowed gains this ability, her eyes turn either a deep, blood red or a lush violet color (player's choice) and their pupils turn to catlike slits - the color of her Hellfire abilities changes to match the color of their eyes. Sure, cool. Hellfire Mantle (Su): Starting at fifth level,twice per encounter, the Hellfire essence of the beast within the Harrowed infuses her body more deeply, allowing her to erupt in unholy fire. While this ability is active, her body is wreathed in Hellfire, dealing 2d6 points of damage to any creature that strikes her in melee, half of which is fire damage and half of which stems directly from unholy power and is not subject to resistance of any sort. She also gains DR 5/- against ranged attacks - any projectile that fails to pierce this DR is turned to ash, never to be retrieved. These flames do not harm the Harrowed's equipment, and last a number of rounds equal to her charisma modifier. I like this, but make it 1/encounter and include activation action–I suggest immediate so as to respond to ranged attacks. After she gains this ability, the Harrowed's footprints leave behind Hellfire that, while harmless, takes weeks or even months to gutter out on its own, even when she is not wreathed in flame. Cool Illidan flavor, I like that it's harmless. However, it should go away in a day per level and have an effect on survival checks to track them – perhaps +10 to find and follow tracks? Using Hellfire Mantle provokes a save vs. the Harrowed's monster. Word this differently–perhaps invokes the Monster Within ability or some such. See above. Whispers of the Past (Su): While the Harrowed does not truly remember her past, the whispers of her monster and flickering memories of her previous existence sometimes grant her insight, giving her an insight bonus equal to 1/2 her levels in this class on all Knowledge checks starting at level eight. Neat. Flavorful but not that good. I like it. Hellborn Savagery (Su): The beast makes one last surge to change the Harrowed into its form at level twelve, causing her to grow large talons where her fingers would normally be. Treat these as claws that deal 1d6 slashing damage and an additional 2d6 damage, half of which is fire, half of which stems directly from unholy power and is not subject to any resistance. A Harrowed's claws count as both magic and evil for the purposes of damage reduction. Weird. A Harrowed may retract her claws into her hands in a very painful process as a standard action that provokes attacks of opportunity, dealing 1d4 points of damage to herself and provoking a Will save vs. her monster. She may extend her claws as a free action on her turn in another painful process that deals 1d4 points of damage to her (but does not provoke a save). Wolveriney. I like it. I assume that if she fails the save to prevent the Monster Within, the claws stay out. Unleash the Monster (Su): Once per encounter, starting at level 15, the Harrowed may unleash their monster to attack their enemies, albeit in a limited way. The Harrowed may target one enemy she can see, who must succeed at a Will save (DC 15 + the Harrowed's Cha modifier) or see a vision of a shadowy, clawed creature reaching for them. If it fails the save, it takes 25d6 negative energy damage and is shaken for the duration of the encounter. This is a mind-affecting, necromancy, fear effect, and its use provokes a save vs. the Harrowed's monster and attacks of opportunity. Make it 1 or 3 per day, not 1/encounter. Otherwise it'll be the first thing every fight. Change the DC to 10 + 1/2 your Harrowed level + your Cha mod. Reduce the damage to 1d6 per level +1 point per die or something. Wings of Fire (Su): Starting at level sixteen, as a move action that provokes attacks of opportunity, the Harrowed may sprout wings of Hellfire that grant her a fly speed of 40ft (average manueverability). If she hovers (Using the Hover feat) over a spot, those under her within a 10ft radius take 5d6 damage, half of which is fire, half of which stems directly from unholy power and is not subject to resistance, as Hellfire rains from her beating wings. Those who succeed at a Reflex save (DC 15 + the Harrowed's Cha modifier) take only half damage. How many times per day? How long does it last? Make it GRANT Hover itself, so you won't be suckered into taking that poor a feat. Hellfire Apocalypse (Su): At twentieth level, the Harrowed gains full control over her monster's Hellfire powers, gaining the dreaded Hellfire Apocalypse. Once per day, as a standard action that provokes attacks of opportunity, she can unleash her burning wrath in a 100ft radius burst centered on her, dealing double Hellfire Touch damage to all those but herself within and blinding them for 1d6 rounds. Creatures that succed at a Reflex save (DC 15 + the Harrowed's Cha modifier) take only half damage and are not blinded. As an apocalypse, it should hit her too. DC should be 10 + 1/2 level + Cha mod. A Harrowed may exclude up to five beings of Medium or smaller size in the radius from all effects of the Hellfire Apocalypse by making a DC 30 Concentration check as a normal part of using the ability. This should be 1/2 damage and include herself. A save after this negates. Multiclass Harrowed: Nothing prohibits a Harrowed from multiclassing, but those wanting to play a Harrowed -must- begin their careers as one - you are either born a Harrowed, or you never can be one. What if you're resurrected? You should be able to take levels then, as long as you lost a level through it. Perhaps trade 1 level in for a Harrowed level and lose 1, as part of dying? Mage Slayer Effects - The Harrowed count as arcane casters for the effects of the Occult Slayer prestige class, the Mage Slayer feat tree, the Hammer of Witches legacy weapon, and other items, feats, and classes designed to slay arcane casters. Add, "or any other effect that specifically targets or adversely affects arcane spellcasters. Call it Arcane Contamination or somesuch. The following are feats that only Harrowed can take, and are denoted as Harrowed feats. Sure. Docile Beast[Harrowed] The monster within you is more tame than most. Prerequisites: The Monster Within Benefit: You gain a +5 bonus on Will saves to prevent your monster from gaining control. Special: This feat may only be taken at first level, and not by those who possess Savage Beast. Too good. Maybe make it +1 per 4 levels. Hellfire Sweep [Harrowed] You are especially skilled with controlling your Hellfire, letting you sweep it into arcs and cones Prerequisites: Hellfire Touch 2d6 Benefit: You may choose to change your Hellfire Touch to an arc with an area identical to a burning hands spell, or a 10ft cone. Those in the area recieve Reflex saves (DC 15 + your Charisma modifier) for half damage. This ability does not otherwise change your Hellfire Touch. Umm, burning hands is a cone. Change the save DC to 10 + 1/2 half level + Cha mod. Burning Soul [Harrowed, Elemental] Though you haven't necessarily embraced the monster within you, you have embraced the Hellfire, and it suffuses your soul. Prerequisites: Hellfire Mantle Benefit: Whenever you succeed at a save against a mind-affecting spell or ability that targets you, the caster of that spell takes 4d6 damage, half of which is fire, half of which stems directly from unholy power and is not subject to any resistance. The victim of this ability recieves a Reflex save (DC 15 + your Charisma modifier) for half damage. Special: You can only have one Elemental feat. Don't make this an elemental feat, and DON'T fall into the DC thing. Make the DC as noted above. Sieze Control [Harrowed] You've learned a trick or two from your monster about controlling the minds of others - and can attack through windows they open. Prerequisites: Harrowed Level 14th, Iron Will Benefit: Whenever you succeed at a save vs. a mind-affecting spell or ability that targets you by a margin of ten or more, you may make an opposed Will save vs. the caster of that spell (assuming that you were aware of the spell being cast and can see the caster). If you beat the caster, you gain control of their actions as though by dominate person for a number of rounds equal to your Charisma modifier. Make it a charm or compulsion ability, and make it you target them with the same effect for a number of rounds equal to your Cha mod or the spell's duration, whichever is less. Ring of Hellfire [Harrowed] As though from the black depths of Hell itself, you may raise a ring of fire around you. Prerequisites: Hellfire Touch 5d6, Improved Initiative Benefit: Once per encounter, as an immediate action, you may raise a 5-foot wall of Hellfire around you. Those caught in the wall take Hellfire Touch damage every round they remain within it. While within the wall, you have partial concealment (20% miss chance) and any flammable projectiles that miss due to this concealment burn to ashes, never to be recovered. The wall of Hellfire lasts for a number of rounds equal to your Charisma modifier. Projectiles that miss are always destroyed, aren't they? Anyway. Are you immune to it, and does it follow the abjuration rules for forcing it at someone? Consuming Hellfire [Harrowed] Your Hellfire hangs around for tea and crumpets instead of dissapating on impact. Prerequisites: Hellfire Touch 1d6 Effect: Your Hellfire attacks can ignite flammable objects. Any creature damaged by one of your Hellfire abilities must make a Reflex save (if the ability doesn't already allow one) or catch on fire (DC 15 + your Charisma modifier) for a number of rounds equal to double your charisma modifier. Treat this otherwise as normal fire. Normal: Hellfire attacks do not ignite flammable objects or creatures. Special: This feat has no effect if your Hellfire attacks do not deal fire damage. DC thing, and this feat is really bad. Or really balanced. That tells me that the others are too good... Savage Beast [Harrowed] Your monster is a true butcher. Prerequisites: The Monster Within Benefit: Whenever your monster gains control of your body, it enters a frenzy, gaining +6 Strength and Constitution, immunity to mind-affecting abilities, and the benefit of the Diehard feat. As long as it is in control, it attacks the nearest living (or undead) being it can see to the best of its ability. If there are none, it attacks inanimate objects until it is no longer in control. Normal: The monster within you is chaotic evil, but not necessarily murderous, and may negotiate. Special: A character with Docile Beast cannot take this feat, and this feat must be taken at first level. Way too good. This is like a whole PrC for one feat, infinite times/day. Just point him at the enemy, have him voluntarily fail the save, and run out of sight. You win. Feline Soul [Harrowed] The monster within you is catlike, or so it would seem, and your body is changing to reflect it. Prerequisites: The Monster Within, Hellborn Savagery Benefit: You grow a catlike tail covered in gray fur, and your muscles change to become lean and agile. You lose two points of Strength permanently, and gain a +2 inherant bonus to Dexterity. The tail grants you a +2 racial bonus on Balance and Climb checks. Special: A character with Lupine Soul cannot take this feat, and vice versa. You misspelled inherent, but other than that I see no problems. I like this. Lupine Soul [Harrowed] You share your soul with a fiery wolf demon. Prerequisites: The Monster Within, Hellfire Mantle Benefit: Your jaw enlongates and grows gray fur, and your body is likewise covered with this fur. You gain a bite attack that deals 1d8 points of piercing damage plus an additional 2d6, half of which is fire, half of which stems directly from unholy power and is not subject to resistance. You may retract your jaw to normal for your race in an extremely painful process as a standard action, dealing you 2d6 points of damage (you may extend it again the same way, but as a free action on your turn). You permanently lose two points of Dexterity and gain a +2 inherant bonus to Strength. Special: A character with Feline Soul cannot take this feat, and vice versa. Taking this feat prevents you from gaining the Hellborn Savagery class feature. Too good. This should be even with Feline Soul, and it's not. Make the bite take another feat. Ears of the Beast [Harrowed] Your ears transform to resemble a cat's or wolf's, granting you acute - even supernatural - hearing. Prerequisites: The Monster Within, Con 13+ Benefit: Your ears change to resemble those of a wolf or large cat covered in gray fur, granting you a +10 racial bonus on Listen checks. At level 10, you gain Blindsense within ten feet. Effects that negate your hearing also negate this Blindsense. At level 18, your Blindsense extends to thirty feet, and you have Blindsight within ten feet. Whatever. Sure. Feline Stance [Harrowed] Your body changes to more closely resemble your inner monster, becoming catlike. Prerequisites: Feline Soul Benefit: You gain a +10 racial bonus on your land speed while you move on all fours (you cannot take attacks while doing so, though you may still use the charge action). Your legs change to become feline and your body coves in gray, catlike fur, granting you a +4 racial bonus on Jump checks. You gain a further +2 inherant bonus to Dexterity and permanent loss of two points of strength. Don't adjust the abilities again. Also, kill the moving on all fours clause. It doesn't exist in D&D, so don't add it. Unless you want to be considered prone? Add +4 balance. Fury of the Wolf [Harrowed] You gain a measure of the wolf within's ferocity. Prerequisites: Lupine Soul, Improved Natural Attack (Bite), Improved Grapple Benefit: When you bite an enemy in a grapple, you may choose to hold on and shake, ripping apart muscle and bone and causing agonizing pain. As long as you continue to hold and shake, you cannot make attacks, but you deal an automatic 1d8 points of damage and your victim takes a -2 circumstance penalty on any grapple checks to free themself from you. Make it deal damage as your bite attack. This make a large creature do less damage. Add the feat that the bite attack becomes as a prereq. Touch of the Fire-Crow [Harrowed] Your monster grants part of its power voluntarily to fuel your wings of fire. Prerequisites: Wings of Fire Benefit: Your Wings of Fire ability is always active, never requiring saves vs. your monster. Normal: Whenever you activate your Wings of Fire ability, you must make a Will save vs. your monster. Okay, but your wings of fire ability seems to last forever anyway as written. Why? Hellfire Sniper [Harrowed] You give up your ability to channel Hellfire through a touch in exchange for accuracy and potence. Prerequisites: Harrowed level 6 Benefit: You can no longer make Hellfire Touch attacks through melee attacks. However, the range of your ranged Hellfire Touch attack increases to 120ft, and if it strikes a flat-footed opponent, it deals an additional 2d6 points of damage. This is way good, but on par with the rest (sadly). Make it require Far Shot. Frigid Hate [Harrowed, Elemental] Your monster is no fiery beast, but rather a manifestation of cold hatred. Prerequisites: The Monster Within Benefit: All fire damage that would be dealt by your Harrowed feats or class features is instead cold. Additionally, those damaged by your abilities must make a Fortitude save (DC 15 + your Cha modifier) or take a -2 circumstance penalty on their next attack. Choosing this feat turns your eyes violet when you gain the Sight of the Haunted class feature. Your other class features manifest as cold, blue fire. Special: This feat may only be chosen at first level. You cannot have more than one elemental feat. Good, but kill the extra stuff. Just deal cold damage. If you must keep the penalty, at least fix the DC. Earthen Fury [Harrowed, Elemental] A mighty beast of the earth shares your soul. Prerequisites: The Monster Within Benefit: All fire damage that would be dealt by your Harrowed class features or feats is instead acid. Additionally, creatures that fail a Reflex save (DC 15 + your Charisma modifier) after being damaged by one of your attacks are coated in acid, taking an additional 2d6 points of damage, half of which is acid, half of which stems directly from unholy power and is not subject to resistance, on the round immediately after being damaged. Special: You can only have one elemental feat, and this feat may only be selected at level one. Call it caustic fury. This kicks butt. Cut the extra damage, or make it 1 point per 4 levels and fix the save DC. Fused to Lightning [Harrowed, Elemental] A powerful being of air shares your soul. Prerequisites: The Monster Within Benefit: All fire damage that would be dealt by your Harrowed class features or feats is instead electricity. Additionally, any being damaged by one of your Harrowed class features or feats must succeed at a Fortitude save (DC 15 + your Charisma modifier) or be deafened for a number of rounds equal to your Charisma modifier. Special: You may only select this feat at level one, and you may only have one elemental feat. Fix the save DC. Crushing Will [Harrowed, Elemental] The beast within you has an indomitible will that it lets you exert on the world around you. Prerequisites: The Monster Within Benefit: All fire damage dealt by your Harrowed class features or feats is now force-based. The damage die for these abilities goes down by one step (from D6 to D4, for example). You recieve a -2 circumstance penalty on all Will saves made against the monster within you. Special: This feat may only be selected at first level, and you may only have one elemental feat. Kill the save penalty. Throw Away [Harrowed] The indomitible will of your beast can toss enemies aside like the worthless trash they are. Prerequisites: Crushing Will, Iron Will, Hellfire Touch 5d6 Benefit: Enemies damaged by your Hellfire Touch ability are shoved 5 feet in a straight line for every 10 points of damage inflicted. This movement provokes attacks of opportunity. If a barrier would prevent them from completing this movement, they take an additional 2d6 points of bludgeoning damage as they slam against it. I like it. Shadow Soul [Harrowed] The darkness of your beast within taints your powers - and gives you strength. Prerequisites: The Monster Within, Hellfire Mantle Benefit: Whenever you activate your Hellfire Mantle, you gain partial concealment (20% miss chance). Further, as a move action, you can snuff out any nonmagical light you can see simply by concentrating. You may snuff out magical light sources this way, but it takes a standard action, and you may only affect those with a caster level equal to or lower than your Harrowed level. You permanently lose two points of Wisdom and gain a +2 inherant bonus to Intelligence. Taking this feat turns your hair dark black and causes light to flicker and waver in your presence. Special: Characters with this feat cannot select Lupine Soul or Feline Soul. Best one yet. Dark Child [Harrowed] The darkness of you beast suffuses you more deeply, granting you more power over shadow and light. Prerequisites: Hellborn Savagery, Shadow Soul Benefit: As a move action that provokes attacks of opportunity, you may create a 40-foot cloud of darkness centered on you. This action provokes a DC 22 Will save vs. your monster. Others cannot see through this darkness, though you can perfectly, and it lasts a number of rounds equal to your charisma modifier. By readying an action to do so, you may snuff out any light-based spell that you can see being cast, so long as its caster level is equal to or less than your Harrowed level.[/sblock] I like this as well. The dark ones are the most balanced. However, don't use a static save DC. Make it a save DC 10 + 3/4 your level. All in all, I like it. But it needs work, polishing. Hope you find the above helpful. (remember the save DCs!) -E3 |
| CobaltDeathWolf10-17-07, 04:18 PM | i like this alot, the only problem i have is with the skills why are there so few? if you cut the skills he mentioned, they'll have just about nothing. now thats not to say i think this class should be a "skill monkey", but in all honesty, it really doesnt look like they have anything in the skill department... but, i suppose a few levels in rouge or ranger could fix that right up okay good stuff... good stuff... oh! i like the whole focus on fire! i'm a bit of a pyro myself :mage: i assume its going to be somwhat like the warlock in epic levels, getting feats that allow you to use special abilities, maybe even pulling the monster within you into reality!:D all in all... this seems to be a class centered around the hellfire touch, but its possible for theat to be rendered ineffective, then what? ... it actually seems like it could make a damn good template though, kidding :P |
| VampyresThrenody10-17-07, 05:33 PM | The fluff for this class is what drew me in and is really what helps distinguish an awesome idea from a weak one. I'd like to see the creator's perception on some of the changes mentioned. I will be using this in my game and following alot of the suggestions added such as the changes to the DC's, inclusion of Hover with the Fire Mantle ability and also improving its speed/manueverability. I'll also probally weaken that one 25d6 ability... |
| VampyresThrenody10-18-07, 05:18 PM | I'd like to see someone make a template of this..perhaps I'll bring it up on the Monster forum. So I'm going to be using this in my game and, hopefully with the creator's support, made the following changes: 1) Reduced Knowledge (all) to just Nature, History, Outsiders (using this instead of planes for campaign reasons), Religion, Nature and Nobility & Royalty. If someone wants to know why those are the chosen skills I have reasons for each. 2) Added proficiency in medium armors 3) The Monster Within: When unleashed player must play as chaotic evil and attacks whatever target (ally or otherwise) is closest to her. If it is a multi-class character it does not have access to special abilities or spells from other classes. However, count this character as if raging. I also allowed DM to take over if the character is not attacking closest targets to prevent abuse of this. 4) Reigning in the Monster: At 4th level the Harrowed gains the ability to attempt a second Will save after losing control of the monster. This second will save can be made after 1/2 the time has passed at a DC of the first save +5. For example, Jack the 14th level Harrowed loses control and may make a save after 7 rounds of losing control to regain control. 5) Removed Analyze Dweomer. 6) Added scaling to the Hellfire Mantle of +2d6 damage per 5 levels. Also contemplating changing its usability to # per day as opposed to per encounter. 7) Whispers of the Past: Also acts partially as Jack of all trades, grants .5 ranks in all knowledge skills. (Not sure if Knowledge skills are normally only usable trained but in my game it is that way.) 8) Hellborn Savagery: Added scaling to this damage. +1d6 damage every 2 levels beyond 12th. If the claws are used while the Harrowed loses control of the his beast they do an additional +1 damage at 1/2 the Harrowed's level. 9) Unleash the Monster: Decreased initial damage to 15d6, usable once per day in addition to once more per day per level beyond fifteen but not beyond their Cha modifier. Damage also scales at 1d6 per level after fifteen at a maximum of 25d6. This is based on several 8th level wizard spells. 10) Wings of Fire: Now gives the Harrowed the hover feat. 11) Changed all DC's to 10 + 1/2 Harrowed's level + Cha modifer. *edit* The reason for increasing their abilities while possessed revolve around my idea that the Harrowed should be much stronger when possessed by its beast. Essentially it will become a pain in the ass to a party if the Harrowed loses control. |
| jubjubdestroyer10-19-07, 09:21 PM | ........AMAZING i love it, congrats. it plays out really well when you're character keeps dying and you're DM has you awaken 1d4 hours later and not remember anything. Best character ever!!!!! |
| Evilholyguy10-23-07, 08:24 PM | :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: this class deserves these cookies:D |
| CobaltDeathWolf11-13-07, 06:16 PM | a thought came to me earlier... lets say your in a battle with a... paladin for whatever reason, he may have found out about the monster and believes killing you will destroy it, but you dont want to die just yet. But OOPS! Your weapon just happens to be holy! This magical holy sword you found does quite well against demons and the like, but not so well against paladins. AND, should the monster ever take over, BAM! instant negative levels. whatever shall you do? Fear not! i have a possible solution! Hellflame Weapons! Wouldnt it be fantastic if the weapons alignment could change with yours? AND, wouldnt it be nice to make a full attack with a hellflame strike? (since you shouldnt be able to in the first place. 30d6??? :noway: ) all of this and more can be yours with the Hellflame Weapon feat described below. Hellflame Weapon Prerequisite: (Not quite sure yet) Benefit: After a short ritual, you can imbue one (and only one) weapon with the power of hellfire. It must be a masterwork weapon (weapons that are already magical will NOT work). This weapon has at least one alignment component that is yours (holy and/or axiomatic for example) and one that is your monsters (anarchic and/or unholy). Should your monster ever take over, the weapons qualities will adjust with it, so a +3 holy axiomatic longsword would become a +3 unholy anarchic longsword. Also, with this weapon you will be able to make a full attack with your hellflame strike. As a side note, whenever you use the hellflame strike ability, the number of die is cut in half because the weapon dilutes the purity (impurity??) of the hellfire. |
| vorpo11-14-07, 12:15 AM | I am 99.99% sure the OP gave up the thread because she probably wanted to boast with this class but got too many criticisms instead. |
| dman1123511-14-07, 01:56 AM | Yeah, well, that's what we're supposed to do. Help make a class good. And critique. There was the PEACH tag on this one. I'm still waiting for the updated version to see what still needs to be done. ATTENTION ANYONE WHO PUTS THE PEACH TAG ON THEIR STUFF: Do NOT expect us to not critique it honestly if you put that tag on there. It is an invitation for the rest of us to give our honest opinions and to help your class out if it had some problem you did not see. Do not be angry with us for saying "This class is overpowered" or "this class needs major work". We are trying to help. That is all. :gets off soapbox: |
| Jessica_Morgan11-27-07, 07:39 PM | Geez, a girl gets hospitalized and people start insulting her :P If you must know, I've been out for awhile after a nasty knife fight. I'm back and I've started making some changes, which can be seen on the GitP thread. I don't quite remember if I linked it here, I'll link it later if I haven't. I'm gonna reread this thread again and see what needs to be done. |
| Jessica_Morgan11-27-07, 07:59 PM | Alright, looking over, here's some changes I already made on the GitP thread, which can be found here (http://www.giantitp.com/forums/showthread.php?t=58810). The changes will be brought over as soon as I buy a new keyboard. *Hellfire has been changed to Shadowmental, of which fire is an option. The now redundant elemental feats have been removed. *Some feats have been edited for balancing. I'm still working on fixing/finding a fix for Lupine Soul. Suggestions are welcome. *Added Hell's Fangs to give a bite attack to Harrowed who take Lupine Soul. *Changed class skills slightly. I could use a comprehensive list of Knowledge skills that make absolutely NO sense, so I can add an "except [KNOWLEDGES]" clause to the Knowledges section. *Added some more feats, including the Pact feats. *Replaced Analyze Dweomer with a sort of extraplanar detection. As in, "Harrowed senses, tingling." *Renamed Wings of Fire to Shadowmental Flight, changed it up slightly. I still need to edit some feat names to replace Hellfire references with Shadowmental ones. I could also use some ideas on what noncombat abilities the Harrowed could be bringing to the table. Aside from that, a general idea of how to up their evidently subpar combat would be nice. I, however, will NOT include Invocations. I feel rather strongly on this: The Harrowed are NOT CASTERS. Thank'ee all much for the help, I look forward to continuing to work with you. |
| Viatos12-11-07, 06:09 PM | Maybe I'm missing something, but Fury of the Wolf is a dog with no legs right now. FOUR FEATS to qualify, and you get a crappy 1d8 damage a turn and a minor penalty to escape? Shadowmental damage should apply to this bite FTW. Maybe half Shadowmental damage. But something. Dog with no legs, man. How about 1d8 per four class levels? I mean, you get 3d6 claws, which are pretty prime choices for use in a grapple anyway. Also, Caustic Fury is messed up. Cha is probably a primary or secondary stat for this class, so you're looking at 1d6 + 3d2 (average 3) damage a round, and that's only going up. Also, d2s are the worst. There is surely another way to work this. D4s of bonus damage, and duration increases by one round per four class levels? Three class levels? Whatever, just...not that. Just imagine. 10d6 + 5d2 (reasonable) damage a round...for freaking EVER, because you've got a 20 round duration. It's like a really annoying Implacable that you have to keep rolling for and never stops. God forbid an enemy flees. "Every round, flip five coins...for the next twenty rounds." Ick. Same complaint as earlier with monster control duration. At level 20, this is a TPK waiting to happen. Hellfire Apocalypse isn't a happy surprise. |
| Jessica_Morgan12-11-07, 10:09 PM | *Nods* Thank'ee. Still working things out..at least I have a coherent idea this time, though. Skolds turned out really crappy *shudders* Anyway, anything else on the changes? Harrowed senses tingling fine? |
| Viatos12-13-07, 11:54 AM | Well, I never saw the Analyze Dweomer version, and I'm having some trouble pinning down what you mean by 'Harrowed senses tingling', but it's all pretty shipshape. The Sight of the Haunted ability is fine, if that's what you're referring to. |