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| TheDarkPrince04-08-07, 03:43 PM | Little Fluff: Surrounded by what seem to be undead, the Harvester of Souls is actually a warrior of nature, beholding the undead as a blight upon creation. The "undead" that surround him are in actuallity corpses animated by plants, which use the corpses as hosts in which to do battle. Harvester of Souls Hit Die: D8 Entry Requirements Alignment: Must be on the Neutral Axis. Skills: Knowledge (Nature) 8 ranks, Heal 4 (?) ranks Special: Resist Nature’s Lure, cast third level divine spells. Class Skills As Druid Skill Points at Each Level: 2 + Int modifier. Level BAB Fort Ref Will Special 1st +0 +2 +0 +2 Protector of the Wheel, Command Souls, Harvest 2nd +1 +3 +0 +3 Blight/ Bounty, Children of the Harvest 3rd +2 +3 +1 +3 Reaper’s Gift, Soul of the Harvest 4th +3 +4 +1 +4 Reaper Men 5th +3 +4 +1 +4 Soul of the Reaper 6th +4 +5 +2 +5 Reaper’s Gate 7th +5 +5 +2 +5 Gate’s Harvest, Soul of the Reaper 8th +6 +6 +2 +6 Fertilize 9th +6 +6 +3 +6 Soul of the Reaper 10th +7 +6 +4 +7 Reaper's Pawn Class Features All the following are class features of the Harvester of Souls. Weapon and Armor Proficiency: A Harvester of Souls is proficient with the scythe and sickle, and light armor. Protector of the Wheel: All Harvester of Souls levels stack with divine caster levels when determining spells. Command Souls: The Harvester of Souls gains the ability to rebuke (but not command nor destroy) undead at a level equal to his character level. He may not take any feats for which turning undead is a prerequisite, nor may he use his ability to rebuke for any other purpose than to rebuke. He may do this 3 + Cha modifier per day. This ability does not stack with any other attempts to turn undead. Harvest: A Harvester of Souls has the power to call the souls of the restless to the underworld. At first level, as a full round action, a Harvester of souls may make a single attack that deals an extra 1D6 damage (per Harvester of Souls level) to undead. He may apply this to spells, but any spell so empowered counts as two levels higher when preparing spells. Blight/ Bounty: All souls require the nourishment of mother earth, and if her gifts are abused, her gifts can be taken away. At second level the Harvester of Souls can use diminish plants/ plant growth as a spell like ability a number of times per day equal to his Harvester of Souls class levels. Children of the Harvest: At second level, the Harvester of Souls has learned to create the Children of the Harvest. As an at-will spell-like ability, you may cast a special version of animate dead. To use this effect, you must place a seed in the mouth or eyes of corpse. Vines then creep out of the eyes and wrap themselves around the corpse, animating it. Treat any bodies raised this way as normal skeletons or zombies created with the animate dead spell, except that instead of the undead type, they have the plant type, and all of its special qualities. This ability stacks with the HD pool for the animate dead spell. Reaper’s Gift: At 3rd level, any undead you create with the Children of the Harvest class feature have vines and leaves protruding from their bodies. This infestation means that your skeletons have a minimum natural armor bonus equal to your levels in the Harvester of Souls class, and they gain damage reduction 1/- per Harvester of Souls level. Soul of the Harvest: At 3rd level, the irises of your eyes become black and hollow. You gain energy resistance 2x your Harvester of Souls level to negative energy. Reaper Men: At 4th level, you may replace the heads of existing or Children of the Harvest with specially carved fetishes, creating Reaper Men. Reaper Men are equal to normal skeletons that have had the awaken undead effect used on them, that have a minimum natural armor bonus equal to your level in Harvester of Souls, immunity to piercing damage and the Woodland Stride ability of a 2nd level Druid. You may simultaneously control up to your Harvester of Souls level in Reaper Men. If you try to convert another skeleton or corpse into a Reaper Man beyond your control limit, the Reaper Man you have controlled the longest is destroyed. This is an at-will spell-like ability, but properly carving a fetish takes 30 minutes. Soul of the Reaper: At 5th level, the Harvester of Souls' form seems to be shrouded in a cloak of shadow. At fifth level he gains immunity to energy drain. At seventh level he gains immunity to negative levels. And at ninth level he gains immunity to ability damage and ability drain. Reaper’s Gate: At 6th level, a Harvester of Souls may create a Reaper’s Gate one per week as a spell-like ability. A Reaper’s Gate is a positively-charged rift in the material realm. He creates a 100ft x 100ft area covered in vines, leaves, and other plant growth, and he and his Children of the Harvest (and Reaper Men) in this area gain Fast Healing 1 and DR 5/ -. A Reaper’s Gate is a permanent effect until it is burned clean and the area has a desecrate effect used on the area. A Harvester of Souls may only have one Reaper's Gate at any given time. But multiple Harvester of Souls may combine thier gates to create larger effects. The area of the gate is considered consecrated. Gate’s Harvest: At 7th level, any creature killed in a Reaper’s Gate created by you becomes a Reaper Man that is not under your control (and does not count towards your control pool). This Reaper Man will not attack the creator of his gate, but will attack any other living creature entering any Reaper’s Gate contiguous to his own gate. Fertilize: At 8th level, whenever a Harvester or Reaper Men defeat an undead, they receive the benefit of a Death Knell effect, as the spell, for 1 round per class level. Reaper’s Pawn: At tenth level, the Harvester of Souls will return to life if killed. On the day of rest during harvest season. A Reaper Man must be in the Reaper's Gate in order for the Harvester of Souls in order to reanimate. The body of the Reaper Man is sacrificed to create a new body for the Harvester of Souls. When the Harvester returns to life, his type changes to plant. Cheers |
| Turaj04-08-07, 04:04 PM | Cool class, pretty much what I was looking for, except I wanted actual undead. Oh well, I can just change the flavor. Thanks. |
| TheDarkPrince04-08-07, 04:32 PM | Nevermind. |
| TheDarkPrince04-08-07, 11:20 PM | Nevermind. |
| TheDarkPrince04-09-07, 09:08 PM | Sadly.....:weep: .........I must :bump:...... |
| Krusk04-12-07, 12:45 AM | 1- class skills, just go as druid. 2-i would tone down protector of the wheel. as it is a druid looses nothing for entering the class but gains tons of good abilities. loose animal companion and wildshape advancement. or loose spell advancement to every other. 3-harvest is allowing them to deal -eventually- an extra 10d6 damage on all attacks? i know this is on undead and increadibly limited but even so. i would say standard action to use meaning one attack a round, or give it a progression like sneak attack. 4- your summons are immune to piercing damage? i would tone it down to maybe at most dr 30. honestly i would say dr 10 at 3rd, dr 20 at 6th and 30 at 9th. 5-souls of the harvest, i think in this you mean negative energy damage. if so i would change it to again energy resistance 15 or something. 6-reaper men is actually very cool 7-i would spread out soul of the reaper over some levels as well. not too bad if spread out. 8-reapers gate. i would say once per week. And would specifiy that they can only have one at a time. Multiple harvesters may combine gates. Makes it so there is a reason not to simply put them all over the planet. id change 10x10 to 10x10 area and the effect is 100x100 ft. so it eminates an aura. 9-for reapers pawn i would not loose the level. Instead i would say his type changes to plant. I would also make it required that he have a reaper man in his area in order to respawn. Respawn time would be pushed up to the day of rest from harvest. or the one day there is no harvest going on, he can take a break and respawn. basically pick a day of the week, and he respawns on the next X day. 10- why not 10 levels? the standards are 5 7 or 10 levels for prestige classes? just curious because it probably wouldnt be too hard to spread the abilities out over ten levels instead of 8. Also partial save? id just go for full save so it fits in most standard games. you asked me to be brutal. These are the the first things i noticed in the class. also, i do like the class. Wanted to make that clear as i pretty much tore it apart. |
| TheDarkPrince04-12-07, 01:03 AM | Thanks, this really helps a lot. I'll make the changes tomorrow, because I'm dead tired tonight. Thanks again. Night all. |
| TheDarkPrince04-12-07, 11:12 PM | Ok, all done. Any more suggestions, or critics? |
| Krusk04-13-07, 11:38 AM | Reaper’s Gift: At 3rd level, any undead you create with the Children of the Harvest class feature have vines and leaves protruding from their bodies. This infestation means that your skeletons have a minimum natural armor bonus equal to your levels in the Harvester of Souls class, and they gain damage reduction 2/- every level. Soul of the Harvest: At 3rd level, the irises of your eyes become black and hollow. You gain energy resistance 2 equal to your level to negative energy. I would fix your wording on these. dr2/- for each level of harvester possessed energy resistance = 2x your level I would let multiple reapers connect their gates. opens for intesesting ideas like citys that are entirly one of these. your table is fine, if you think there is still a problem with it what would you like changed? |
| Aktariel04-13-07, 02:46 PM | It's like the Pumpkin King (http://www.d20ragon.com/frank/prc%5Cpumpking.htm), except serious. Well done. Fairly balanced... But is the primary focus destroying or creating undead? Harvester of Souls sounds like the former, but a fair number of your abilities focus on the latter... |
| TheDarkPrince04-14-07, 01:00 PM | I don't really know.....Should I change the name so people don't get confused, or add some fluff (either on the abilities or just add it in the beginning.)? Thanks for all the help. Cheers. :D p.s. Krusk, thanks so much for all the help. |
| AllWillFall2Me04-14-07, 02:24 PM | First of all, let me say, this looks fantastic. A very interesting idea, very well executed. I think overall the class looks good, though as mentioned there seems to be some confusion over whether they love or hate undead. Allow me to make a small suggestion. Perhaps it's a simple belief of using what's available. The harvester disdains normal undead, as their link to the negative energy plane damages the world around them (or so he believes, may or may not be true) . However, he is aware that even dead things can be used to strengthen nature, either as fertilizer or a a basis for new growth. Thus, he isn't making undead, but instead making plants that resemble undead, since they utilize dead bodies as a base. Prepare some fluff to that effect, and it should be fine. My only complaint is nothing hurts me more as a DM than to see a dead level. any sort of minor, flavorful but unimportant ability I rank higher than just nothing. So perhaps put something at 8th level. MAybe some sort of effect that A harvester and his reaper men get bonuses whenever they slay undead or something, to clarify the class, and fill in the blank. Like this: Fertilize: (Su) At 8th level, whenever a Harvester or Reaper Men defeat an undead, they receive the benefit of a Death Knell effect, as the spell, for 1 round per class level. Just a suggestion. Love the class. |
| TheDarkPrince04-14-07, 04:53 PM | Great idea. I too hate dead levels, and I've been raking my brain for ideas. I like the fertalize idea. Mind if I add it in? I usually don't like adding fluff to classes because it sets specific idea to a class, when anyone should be able to use it as they like. So, does anyone think adding fertalize would be enough to get rid of the confusion, or should I add fluff?? |
| Krusk04-15-07, 01:06 PM | For whether they love or hate undead, i saw the class as hating undead, but being able to create animated plants. These plants are a parasite that uses a human body as the host, and are intelligent. Sort of like animated kudzu. that feeds off corpses instead of trees. Oh also, i would say make 4 ranks in heal needed for entry. Makes some sense they have to know how to prepare the body which is the heal skill. |
| TheDarkPrince04-15-07, 01:45 PM | Good idea. Thanks. That's how I viewed them when I started the class. I think I'll just stick with that. They use corpses as host for plants, and by thier nature, they are the anithesis of the undead. Thank you all for the help. :bow: Any more suggestions, comments, etc.? |
| Krusk04-15-07, 07:20 PM | Maybe write a small summary of how you view the class at the top, just so everyone is clear. No more than a paragraph or it will get skimmed over. |
| Dyne04-16-07, 12:07 AM | BAB and saves look weird. Some of the abilities look a tad bit powerful, especially Reaper's Gift (which seems to make your undead plant minion things virtually invincible). I would tone down some of the abilities a bit. I like the concept, though. |
| Krusk04-16-07, 12:26 AM | for the saves you should copy the save chart from wizard up until level 10, that should fix them. Except the average save, which you should probably ditch. your bab should either be fighters, or clerics. I never noticed how powerful the redone reapers gift was, i would suggest DR1- per level instead of 2. |
| TheDarkPrince04-25-07, 09:48 PM | ok thanks, will do. And I'm working on fluff now. Sorry it took me so long to respond to this...... |
| MaverickWolf09-02-07, 11:07 AM | Why the non-standard BAB and Fort save progression? Everything else looks fine (at least right now, while I'm still partially asleep), but I don't understand why the weird progressions for those. |
| TheDarkPrince09-03-07, 04:34 PM | The fort save is my bad.....and I think with the BAB I just got lazy, thanks for pointing that out, I'll fix it right now. Thanks, Cheers! :D |