"What is it..? A Harbinger..?” The naive youth asked. The old man erupted from his seat, near-lunging across the table in a fruitless gesture to silence the word before it was spoken.
“Hush! You’ll bring 'em to us!” He hissed, fingernails dragging across the wooden table as he sat once more. “Speak not of them! They've nothin' but hate an’ malice in their hearts! Ruinous powers, hexes, blackened souls twisted by powers that look to you in the dark – monsters in th’ shape of men! They’ll-”
Outside, the clip-clop of hooves punctuated the roar of rain and thunder, cutting silence across the inn’s interior. A pause, before a spiked, plate-clad knuckle rap thrice upon the door.
Like rumors of war or plague-ridden winds, harbingers move through battlefields and leave only ruin and sorrow in their wake. Empowered from within by a deep connection to malice, harbingers channel their negative emotions into a supernatural fighting style that is strange and terrifying to behold. Some accept the darker urges within themselves but leash them, making their wrath serve as a hound might- and others embrace the violence within, becoming killers without restraint or pity.
Cruelty and malice are the melody etched deep in a Harbinger's dark heart. With hex on their lips and cursed weapon in hand, they cut a bloody path through any who might stand in their way. Whether they control their darkness or it controls them... a Harbinger is one to be feared.
Note: This class replaces the existing Arelith custom class - Hexblade
Harbinger can’t be multi-classed with Elementalist, Hemomancer, and Hexblade(replacement).
Focus cost (base) | Known Spells | Base Spells per Rest | ||||||||||||||
Level | BAB | Fort | Ref | Will | Feats | HP | 0th | 1st | 2nd | 3rd | 4th | 0th | 1st | 2nd | 3rd | 4th |
1st | 1 | 2 | 0 | 2 | 8 | 2 | - | - | - | - | unlimited | - | - | - | - | |
2nd | 2 | 0 | 0 | 3 | Feat: Dark Claim. | 16 | 2 | - | - | - | - | unlimited | - | - | - | - |
3rd | 3 | 3 | 1 | 3 | Accursed Will (Passive) | 24 | 3 | - | - | - | - | unlimited | - | - | - | - |
4th | 4 | 4 | 1 | 4 | Whispers of the Past (Passive) | 32 | 3 | 2 | - | - | - | unlimited | 1 | - | - | - |
5th | 5 | 4 | 1 | 4 | Feat: Hex Weapon. | 40 | 4 | 2 | - | - | - | unlimited | 1 | - | - | - |
6th | 6 | 5 | 2 | 5 | Bonus Feat (Rumors of War). | 48 | 4 | 3 | - | - | - | unlimited | 2 | - | - | - |
7th | 7 | 5 | 2 | 5 | Familiar | 56 | 4 | 3 | 1 | - | - | unlimited | 2 | 1 | - | - |
8th | 8 | 6 | 2 | 6 | Ill Tidings (Passive) | 64 | 4 | 4 | 2 | - | - | unlimited | 2 | 1 | - | - |
9th | 9 | 6 | 3 | 6 | 72 | 4 | 4 | 2 | - | - | unlimited | 2 | 1 | - | - | |
10th | 10 | 7 | 3 | 7 | Feat: Atrocity: Whisper. | 80 | 4 | 4 | 3 | 1 | - | unlimited | 2 | 2 | 1 | - |
11th | 11 | 7 | 3 | 7 | Bonus Feat (Rumors of War). | 88 | 4 | 4 | 3 | 1 | - | unlimited | 2 | 2 | 1 | - |
12th | 12 | 8 | 4 | 8 | 96 | 4 | 4 | 4 | 2 | - | unlimited | 2 | 2 | 1 | - | |
13th | 13 | 8 | 4 | 8 | Feat: Darkvision Feat: Mobility | 104 | 4 | 4 | 4 | 2 | 1 | unlimited | 2 | 2 | 2 | 1 |
14th | 14 | 9 | 4 | 9 | Feat: Atrocity: Invocation. | 112 | 4 | 4 | 4 | 2 | 1 | unlimited | 3 | 2 | 2 | 1 |
15th | 15 | 9 | 5 | 9 | 120 | 4 | 4 | 4 | 2 | 1 | unlimited | 3 | 2 | 2 | 1 | |
16th | 16 | 10 | 5 | 10 | Bonus Feat (Rumors of War). | 128 | 4 | 4 | 4 | 3 | 2 | unlimited | 3 | 3 | 2 | 1 |
17th | 17 | 10 | 5 | 10 | Feat: Method: Gruesome Technique | 136 | 4 | 4 | 4 | 3 | 2 | unlimited | 3 | 3 | 3 | 2 |
18th | 18 | 11 | 6 | 11 | 144 | 4 | 4 | 4 | 3 | 2 | unlimited | 4 | 3 | 3 | 3 | |
19th | 19 | 11 | 6 | 11 | Feat: Auto Still Spell I | 152 | 4 | 4 | 4 | 3 | 2 | unlimited | 4 | 3 | 3 | 3 |
20th | 20 | 11 | 6 | 12 | 160 | 4 | 4 | 4 | 3 | 3 | unlimited | 4 | 4 | 3 | 3 | |
21st | 21 | 12 | 6 | 12 | Feat: Epic Harbinger. | 168 | 5 | 5 | 4 | 3 | 3 | unlimited | 5 | 4 | 4 | 3 |
22nd | 21 | 12 | 7 | 13 | Bonus Feat (Rumors of War). | 176 | 5 | 5 | 4 | 3 | 3 | unlimited | 5 | 4 | 4 | 4 |
23rd | 22 | 13 | 7 | 13 | 184 | 5 | 5 | 5 | 3 | 3 | unlimited | 5 | 5 | 4 | 4 | |
24th | 22 | 13 | 8 | 14 | 192 | 5 | 5 | 5 | 3 | 3 | unlimited | 6 | 5 | 5 | 4 | |
25th | 23 | 14 | 8 | 14 | 200 | 6 | 5 | 5 | 4 | 3 | unlimited | 6 | 6 | 5 | 5 | |
26th | 23 | 15 | 9 | 15 | Bonus Feat (Rumors of War). | 208 | 6 | 5 | 5 | 4 | 3 | unlimited | 6 | 6 | 5 | 5 |
27th | 24 | 15 | 9 | 15 | 216 | 6 | 5 | 5 | 4 | 4 | unlimited | 6 | 6 | 6 | 5 | |
28th | 24 | 16 | 10 | 16 | 224 | 6 | 5 | 5 | 4 | 4 | unlimited | 6 | 6 | 6 | 6 | |
29th | 25 | 16 | 10 | 16 | Improved Dark Claim (Passive) | 232 | 6 | 5 | 5 | 5 | 4 | unlimited | 6 | 6 | 6 | 6 |
30th | 25 | 17 | 11 | 17 | Bonus Feat (Rumors of War). | 240 | 6 | 6 | 5 | 5 | 5 | unlimited | 6 | 6 | 6 | 6 |
Specific Rumors of War provide synergy bonuses to Harbinger Spell Caster Level (1:1) and Class Level (1/2) [For Weapon Mortality Hex, and Atrocity] from their applicable multiclassing options.
Please note, that achieving 21+ Class Levels this way does not equate to having Epic Harbinger (that is a feat granted at the 21st Harbinger Level).
Starting at 2nd level, a Harbinger can reach out with their sorcerous malice, marking foes as her own.
At 3rd level: +2 saving throws against spells and spell-like abilities. Improves to +4 at 21 class levels.
At 4th level: Harbinger gains +3 Lore (soft). As well as has a chance to learn secret and potentially lost knowledge. Blood Magic has a lower risk of blood arcana surge.
At 5th level: Harbingers can imbue their weapon of choice with a Mortality Hex. Weapon is bestowed Enhancement bonus equal to + 1 / 6 Class Levels (Min +1, Max +5). Applies VFX based on the energy type chosen through Dark Focus. Energy damage gained through Dark Focus does not stack with temp essence.
At 5th level, Harbinger picks a specialization (path):
Dark Claim inflicts bleeding damage over time to the selected target (works only against non-crit immune targets capable of bleeding). 1d4 damage per round. This damage increases to 2d4 at the 13th level, 3d4 at the 21st level, and 4d4 at the 28th level. Does not stack from multiple sources. The Harbinger is healed for 1d4, this healing increases to 2d4 at the 21st level. Max Duration: 1 turn. Targets immune to bleeding damage will receive entropy damage instead (it will not provide healing). This effect can be broken with the remove curse spell.
Dark Claim bestows onto the target 10% vulnerability to Psychic and Cold damage. These penalties increase to 20% each at the 21st level. The target also receives a -2 penalty to saving throws against Fear; Furthermore, the target has to pass a saving throw against mind mind-affecting effect on DC = 10 + ½ Harbinger Levels + Charisma Modifier or becomes frozen from fear for d3 round(s). This debuff can be broken with the remove curse spell.
Dark Claim bestows onto the target 10% vulnerability to Entropy damage. This penalty increases to 20% at the 21st level. When Dark Claim ends it will apply damage to the Claimed Target 2d4 per 1 round of duration. Max Duration: 1 turn. This damage is empowered if the target is below 20% HP. This effect can be broken with the remove curse spell. If delayed damage kills the target, it is accounted as if slain by atrocity and thus provides an applicable bonus for Dark Seraph.
Harbinger receives Strike (melee), Whisper (ranged), and Invocation (AoE) abilities. Each ability is cooldown-based and has effects depending on the chosen Dark Focus.
The cooldown can be reduced if Atrocity is used on the Claimed Target:
Type | Base CD | Base CD - Dark Claim | Gained At |
Strike | 30 sec | 18 sec | Level 5 |
Whisper | 100 sec | 60 sec | Level 10 |
Invocation | 300 sec | Level 14 |
Melee instant attack. The damage scales the closest the target is to be slain.
Normal Damage +2d6 bleeding. And an additional +
When used on the claimed creature, if the creature does not have blood, Red Scythe will do physical damage instead.
Melee instant attack. Normal Damage +2d6 psychic (Mind immune targets will receive cold damage instead), the target needs to pass a reflex save against curse or suffer a movement speed penalty of 40% for 2 rounds.
When used on the claimed creature, will be slowed (as the spell) for 2 rounds instead.
DC 10 + ½ Harbinger levels + Charisma Modifier.
Melee instant attack. Normal Damage + 2d6 entropic, the target needs to pass a will save against curse or suffer daze for 2 rounds. Immunity to Mind-Affecting blocks the effect.
When used on the claimed creature, will be stunned for 2 rounds instead.
DC 10 + ½ Harbinger levels + Charisma Modifier.
A ranged touch attack. 1d6 damage per 2 Harbinger levels (max 10d6 bleeding damage).
The target needs to pass a will save against curse or suffer fear for d4 rounds.
The Claimed Creature below 20% HP must also succeed a Fortitude Save against curse or be slain (Death Ward and Fear Immunity protect from the effect).
DC 12 + ½ Harbinger levels + Charisma Modifier.
A ranged touch attack. 1d6 damage per 2 Harbinger levels (max 10d6 psychic damage) (Mind immune targets will receive cold damage instead).
The target needs to pass a reflex save against the curse or be teleported to the Harbinger.
The Claimed target will be also slowed (as the spell) for 1 round.
DC 12 + ½ Harbinger levels + Charisma Modifier.
A ranged touch attack. 1d6 damage per 2 Harbinger levels (max 10d6 entropic damage). Automatically empowered against Claimed creatures.
The target needs to pass a will save against curse or suffer daze for d4 rounds. Immunity to Mind-Affecting blocks the effect.
DC 12 + ½ Harbinger levels + Charisma Modifier.
Gargantuan sphere centered on the caster. Deals 15d6 bleeding damage.
The targets need to pass a fortitude save against curse or suffer 1d4 Constitution Drain and heal the Harbinger 5 hp for each drained point of constitution.
DC 14 + ½ Harbinger levels + Charisma Modifier.
Gargantuan sphere centered on the caster. Deals 15d6 psychic damage (Mind immune targets will receive cold damage instead).
The targets need to pass a reflex save against a curse or will suffer entanglement for 2 rounds. Entanglement: restricts the creature's movement (causing them to drop to 3 dexterity) and applies a (-2) to all attacks and a -4 to dexterity.
DC 14 + ½ Harbinger levels + Charisma Modifier.
Gargantuan sphere centered on caster. Deals 15d6 entropic damage.
The targets need to pass a will save against curse or suffer daze for 1 round. Immunity to Mind-Affecting blocks the effect.
DC 14 + ½ Harbinger levels + Charisma Modifier.
Starting from 6th, 11th, 16th, 22nd, 26th, and 30th Harbinger can select a new Hex or Curse Empowerment:
NAME | EFFECT |
Hex of Rust (Default) | Lowers target’s AC by -1 per 8 Harbinger levels (max -3). Harbinger receives +1 (+2 on 21+ class levels) AC for the duration. Casting Remove Curse at Harbinger can remove that bonus as long as the Caster Level opposed check is won. |
Hex of Hallucination | Lowers the target's attack bonus by -1 per 8 Harbinger levels (max -3). Harbinger receives +1 (+2 on 21+ class levels) AB for the duration. Casting Remove Curse at Harbinger can remove that bonus as long as the Caster Level opposed check is won. |
Hex of Acedia | Lowers the target's saves (Fortitude/Will/Reflex) by -1 per 8 Harbinger levels (max -3). And Lowers the target’s skills by -2 per 8 Harbinger levels. Harbinger receives +1 (+2 on 21+ class levels) to saves and skills for the duration. Casting Remove Curse at Harbinger can remove that bonus as long as the Caster Level opposed check is won. |
Hex of Neglect | Target receives 5% vulnerability to physical damage per 8 Harbinger levels. |
Hex of Black Diamond | Target receives 6% vulnerability cold damage per 8 Harbinger levels and a 5% movement speed penalty. Invisibility, Improved Invisibility, Concealment, and Blur effects are dispelled. Applies -20 penalty to hide (Hide skill penalty does not stack with Hex of Acedia, per each skill, the higher penalty is taken). |
Hex of Oath-breaker (Epic) | Removes one random buff of Divine Shield, Divine Might, Divine Favor, or Divine Power from the Hexed target (does not prevent being reapplied). If an effect is dispelled this way the target receives 10d6 divine damage, while Harbinger receives +2 AB +3 Damage (Divine). Casting Remove Curse at Harbinger can remove that bonus as long as the Caster Level opposed check is won. |
Hex of Rune-breaker | If Hex is placed upon a summoned creature, it is instantly unsummoned. Magical energy used to conjure the creature will be discharged: the Summoner will receive d6 magical damage per HD of summon consumed, max 15d6, (if the summon had over 15HD it will create a Thunder Clap (Medium Sphere Size) effect using Atrocity, Invocation DC at the hexed summon location). Unsummoned Creature does not refresh Dark Claim CD. Warlock Pact Summons are entitled to Will saving throw against Curse to resist the effect. |
Improved Weapon Hex | Increase Mortality Weapon Hex bonus energy damage by 1 stage (d4->d6, d6->d8); Massive Critical 1d12. Vampiric Regeneration 3 (upgrades to 6 on 21+ Class Levels). Spell Resistance 26 (requires 26+ Class Levels). |
Hex of Arcane Hunger (Epic) | Dark Claim breaches 2 effects from the target. 4 Effects at level 25+. Reduces SR by 5. |
Hex of Soul Erosion (Epic) | Removed for the time being. It won’t be selectable. |
NAME | EFFECT |
Eldritch Patronage | Soft bonuses: +3 Lore, Concentration, and Spellcraft. All spells receive an additional refund chance of +25%. Moreover, epic Harbinger has an additional +25% refund chance for spells from 1st spell level and receives Feat: Improved combat casting. Grants Sinister Call (yoink) to Epic Harbinger. Affects Class Synergy. |
Lurker in Darkness | Soft bonuses: +3 Hide, Move Silently, Spot, Listen, Disable Trap, and Use Traps. Passive concealment 30%. Uncanny dodge I, Trackless Step. Spell Invisibility has a 100% refund chance. Moreover, epic Harbinger upgrades to Uncanny dodge II and gains Method Hidden Persona. Affects Class Synergy. |
Divine Patronage | Soft bonuses: +3 Bluff, Intimidate, Taunt. Receives Turn Undead. Moreover, if Epic Harbinger with at least 23 class levels learns Divine Shield and Divine Might then both are applied at the same time on either activation. Receive Dark Blessing (Charisma to Saves) at Harbinger Level 26+. Affects Class Synergy. |
Eternal Hunter | Receives Sneak Attack: 1d6 per 4 Harbinger levels (Does not stack with Black Guard). Fearless +4 (+4 saves against Fear). Moreover, epic Harbinger gains Keen Senses. Affects Class Synergy. |
Mortality Undone | Grants 5% physical damage immunity pre-Epic. The Epic Harbinger receives a further 5% damage immunity (for a total of 10%). Moreover, Harbinger receives Epic Toughness I at the 23rd level, and Epic Toughness II at the 28th level. !! Immortal Harbingers (Vampires) will instead of physical damage immunity gain Positive Energy immunity. |
Misfortune’s Favor (Epic) | +4 to universal saves. Receives Evasion, Defensive Roll. !! Universal saves bonus is not applied if the PC has Dark Blessing or a similar effect (CHA to SAVES) like a bonus from Divine Patronage. |
Woe Drinker (Epic) | Atrocity DC increases by 4. Atrocity Energy Damage is increased by 25% for Strikes, Whispers, and by 50% for Invocations. Extends bonus from ‘Killing a claimed creature with Atrocity’ to 5 turns. Since Paths Spell-Like abilities use Atrocity DC, their DC is also affected. |
Cursed Armaments | Gain Heavy Armor Proficiency and Exotic Weapon Proficiency. Armor and Shield receive -50% of Arcane Spell Failure risk. Moreover, epic Harbinger with at least 23 class levels receives Epic Prowess feat. Additionally:
|
Herald of the Grave | Provides +3 Appraise, Sail, Search. +2 to Saving Throw against mind-affecting effects. Grants Skill Focus: Perform Feat. Harbinger contributes 2/3 to the power of Curse Song (if made by Dirgesinger). Epic Harbingers gain 10% Sonic energy immunity. Epic Harbingers gain Extra Music Feat. Affects Class Synergy. |
Malady Shield | Grants 5% energy immunity per 7 Harbinger levels (energy type depends on the Dark Focus: Crimson Count(es): Bleeding; Cursed Razor: Psychic; Dark Seraph: Entropic). Moreover, epic Harbinger receives a +2 saving throws bonus against Death and Curse spells and effects, and saves against traps. Additionally:
|
Knight of Dragon Down | Provides: +3 to Heal, Ride, Leadership. Grants Mounted Combat Feat. Increased Spell Refund chance for Life Transference (100%). 10% Elemental Damage Immunity (Fire, Cold, Acid, Electricity). Epic Harbinger: 10% Negative Damage Immunity. Epic Harbinger: Mortality Weapon Hex provides additional +1d6 bonus damage against Dragons, Giants, Abberations, and Outsiders. Affects Class Synergy. |
At 7th Harbinger receives a familiar.
At 8th level: Increase Movement Speed by 8%, at 15 Harbinger level increase it to 16%.
At 13th level: Harbinger receives Feat Darkvision.
At 17th level: Harbinger receives Gruesome Method Feat.
At 19th level: Harbinger receives Auto Silent Spell I.
Improved Dark Claim
At 29th level:
Removes the +d4 cooldown component from Dark Claim. If cast against a target below 20% HP the target is slain unless it passes a Fort save vs Death Effect with DC = 12+ ½ Harbinger Level + Charisma Modifier (Death Ward Protects). If the target is slain with this ability, Harbinger is under the Death Knell effect gaining +2 AB, AC, and Saves for the number of rounds equal to HD of the creature slain (does not stack with itself). If not on CD self-use will highlight (hostile) targets around Harbinger below 20% HP (once per 2 sec). The application of Death Knell does not refresh Dark Claim CD.
Harbinger learns and casts Arcane spells (spell failure from armor is a factor), charisma-based (a base charisma score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified charisma, and the charisma modifier affects spell DCs), and spontaneous cast (no spell preparation required).
Certain curses have multiple immunities, which can vary from simple as immunity to effects or complex as class features, selected deity with proper piety balance, or even items and other effects.
Whatever the reason is for the curse to fail to affect a target, the exact reason is never revealed to the caster.
Restoration spells won’t remove greater curses from a target.
Remove Curse will automatically remove standard curses as it currently does.
Remove Curse can remove greater curses as long as the caster wins the caster level check vs the caster level of the greater curse.
The Bestow curse is reworked to be a short-range spell with a number of sub-options selectable from a radial menu. The caster can select the desired curse.
Options:
Name |
Curse of Fatigue |
Curse of Kesefehon |
Curse of Hexxat |
Curse of Slumber |
Curse of Obedience |
Curse of Paranoia |
Curse of Doubt |
Curse of Weave Eater |
The spell is added to Hemomancer spellbook at Tier 7.
The spell will now apply one of the 3 curses at random:
Name |
Curse of Fatigue |
Curse of Slumber |
Curse of Doubt |
Name |
Curse of Exhaustion |
Curse of Thanatos |
Curse of Narfell |
Curse of Isolation |
Curse of Sunstar |
Curse of Urfestra |
Curse of the Revenancer |
Curse of Zhengyi |
Spell Level(s): Harbinger 2
Innate Level: 2
School: Transmutation
Descriptor(s): Mind-affecting
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Colossal (10 meters radius)
Duration: 1 turn/level
Additional Counter Spells: None
Save(s): Harmless
Spell Resistance: No
Description: The caster gains a +4 charisma bonus. All allies near the caster gain a +1 bonus to their saving throws versus curses.
If the character has a majority of levels in Harbinger, the duration changes to hours/level.
Spell Level(s): Harbinger 2, Wizard/Sorc 2, Fav Soul 2, Bard 2, Hemomancer 2, Paladin 2, Cleric 2, Druid 2
Innate Level: 2
School: Necromancy
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Inst
Additional Counter Spells: None
Save(s): Harmless
Spell Resistance: No
Description: The caster attempts to detect curses on target, standard curses are automatically discovered while greater curses require to pass a Caster Level check against the Caster Level of the curse.
Moreover, the caster might gain insight into what curses are affecting the target. Each detected curse will require passing a Spellcraft check vs twice the Caster Level of the curse (greater curses receive a bonus of +10 to the difficulty).
Updated curse list. The spell is no longer considered part of the Blood Arcana (meaning it changed its group to the curse spell category and casters no longer suffer the risk of Blood Arcana Surge while casting it.
Details of this and other updates, along with feedback can be left on our forums, or official partnered Discord.