God of Death (3.5e Prestige Class)
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 Harbinger of Death
 Your time has come...
"Hyaaaaaargh!!" Tordek charged at the necromancer, his mighty waraxe swinging wildly. The necromancer grinned and thrust his hand forward, his dark voice calling out: "Finger of Death!" A ray of black light shot out from his hand and hit Tordek squarely in the chest. Suddenly, everything froze. Tordek saw a dark figure come out of the shadows. He looked like an ordinary man, but his eyes shone with an unnatural blue light, and in his hand he held a glowing sword. "It is time," he said.
Living beyond the mortal plane are those known as Harbingers of Death. Once normal creatures, they discovered a way to harness the might of death itself. They were granted immense power, but in exchange, they had to pledge themselves to bringing the souls of the departed to their otherworldly destinations.
Skil Prerequisites: stealth +1, Knowledge (planes) +4.
Special Ocassions: For rogues: MUST know minor magic. Fighters: MUST be able to use a magical device (+3 Use magical device or higher)
Race: Living humanoid/ monstrous humanoid
Stats: 4 strength mod, 3 dex mod (May change on DM's whim due to campaign limits.) Must be level 2 or higher in a single class. (1 lvl fighter + 1 lvl sorcerer is NOT 2 single-class levels!!)
Special: Character must come into contact with an existing Harbinger of Death to obtain this power. They must make a deal to take their place. The Harbinger of Death must pierce the character through the heart with his weapon, which deals 3d6 damage (Depends on annual HP rating for campaign. Lowered for campaigns not based on high stats.) Should the character survive the damage, he may become a Harbinger when he fulfills all the other requirements, at which point his heart stops, frozen in time, until they pass on the same duty to someone else, or are killed during their normal travels. Also, the character may be contacted by their deity to take on the responsibility, whether for a certain task, or as the task itself. The character can also ask to become one, leaving the decision up to the deity.
|1st||+1||+1||+1||+1||One's Choice, Soul Slayer, Ageless, Breathless,Immortal, Native Outsider|
|2nd||+2||+2||+2||+2||Spiritual Release Retrieve Soul, Planestravel, Bonus Feat, +2 Str, +2 Dex, +4 skill|
|3rd||+3||+3||+3||+3||Chance of Death|
|4th||+4||+4||+4||+4||Final Release, Spiritual Essence, Bonus Feat, +2 STR, +2 DEX, +4 skill|
|5th||+5||+5||+5||+5||Attonment and Release|
|Class Skills (4 + Int modifier per level)|
Class skills are: Diplomacy (CHA), Disguise (CHA), Escape Artist (DEX), Hide (DEX), Knowledge (the planes) (INT), Move Silently (DEX), Sense Motive (WIS), Spellcraft (INT), and Spot (WIS).
 Class Features
If the character was a spellcaster of sorts, they will continue to learn spells, as if the Harbinger of death class is their spellcasting class (example: HoB spellcast lvl = cleric spellcast lvl.) Also, if the character has two classes, they may put only 1 lvl in 1 class every time he/she levels up. Example: Rouge x2, cleric x1, HoD x1; Lvl up: Rouge x2, cleric x2, HoD x2; Level up: rouge x2, cleric x3, HoD x3; Level up: rouge x3, cleric x3, HoD x4; ect... He/she can choose which class to use, and will gain a lvl in that class as well, so if they chose the cleric class at lvl 1, at next level, Harbinger can be at level 3, and the cleric class will be at lvl 2.
All the following are class features of the Harbinger of Death: Immortal Character becomes unable to die.Unless they restrain from there duties.
Ageless: Character no longer ages. Spells or potions that would effect character age have no effect. Some effects of living for long periods of time for character race still apply, for example a human of 70 years old would gain the +3 wisdom, Intelligence, and Charisma bonus the same as a naturally aging old human. However, because they are ageless they would not suffer the penalties such as the -6 Strength, Constitution, and Dexterity (unless the transformation came after these already occurred) (Basically, he/she will gain the advantages of growing older, but not the disadvantages.).
Bonus Feats: A Harbinger of Death gets a Bonus Feat at 2nd and 4th levels. This can be any feat, so long as you have all prerequisites for that feat. This may stack with the bonus fighter feats May be used for special feats (ex: for rouge, ranger, fighter, ect..) so long as you have that class.
Breathless: Character no longer needs to breath, as some planes of existence do not have air. Any spell or effect that would harm a normal breathing creature does not effect the character (ex: stinking cloud). Can also swim without breathing, as well as reside in solid objects when the need is met. He/she can breathe on will, but they do not need to.
Forced Servitude: A character/NPC may be forced into service if they meet the criteria (a current Harbinger will instantly know). Once dead, the Harbinger can roll WILL against the target (both + 1D20). If the Harbinger succeeds, then their service is done, if they fail then they are knocked out for 3d6 rounds and the other character is returned to 1hp. However, if the one being forced to become a Harbinger succumbs to the Harbinger/ wants to become one, the role may be skipped.
One's Choice: The character has a choice of being good or bad, but will affect the outcome of his/her progresson, based on how the DM will play his/her role in the campaign. Certain abilities may be given via DM if deeemed necessary.
Planestravel (Su): Upon reaching 2nd level, a God of Death can travel freely between the planes. As a standard action, he/she may concentrate on his destination and instantly travel there. He/she may also travel as a ghost (or my version of one, such as the monk when high enough lvl) and walk through solid objects. Depending on stealth, he/she may or may not be visible. The amount of times one can use this form of ability per day is 6 + HoD lvl + 1d6, and has no special requirements. One cannot attack anything solid until lvl 4, and coming out of the said free-travel form of planestravel counts as a movement action, so be wise when using during combat, or you will be hurt due to inability for a sneak attack/ flank attack.
Native Outsider: Character takes on all the bonuses and weaknesses of a native outsider.
Retrieve Soul (Su): Should a Harbinger of Death witness the death of a mortal creature when he reaches 2nd level, time freezes for all except that God of Death. He has an obligation to slice the now dead creature with his Soul Slayer, allowing it to move on to its destination, be it Heaven, the Nine Hells, the Abyss, or elsewhere. This is accomplished by beating the dead creatures will save , in which the Harbinger gets +5 to his or her roll.(Souls can choose not to resist.) Once the deed has been done, time unfreezes, and the positioning of the God of Death and all other persons that had changed during the time freeze are reverted to their previous locations before the freeze. During the freeze, a Harbinger may fulfill this duty, that is all. Should he/she fail to perform this task, he/she shall be forced to do the Chance of Death game with a -8 penalty on his/her rolls.
Soul Slayer: Upon becoming a Harbinger of Death, their chosen weapon becomes imbued with magical power and transforms into one of five weapons (if not already one) selected from the table below. All the characters feats and abilities function as though the new weapon was the same as the old one (this includes enchantments and abilities of the previous weapon) EX: if the old weapon were a +3 sword of Smiting, then the weapon would also be +3 of Smiting in addition to the new bonuses. If they do not have a weapon, then one appears in one of the five selectable shapes below. The power of the weapon can not be detected with a Detect Magic or similar spell. The Soul Slayer has a spell of ownership on it, and should it be moved away from its owner, it will stop moving at a distance of ten feet, being unable to be moved any further away, as if by a magical barrier. It has a range of 5 feet, a weight of 4 lbs., deals 1d8 slashing damage or higher(regardless of size), and has a critical of x2. As a bonus, the weapon is now able to strike incorporeal characters and creatures. (For special occasions, such as a Death Angel, he/she may choose their weapon to change to a desired weapon.If the chosen weapon is the scythe then he/she gets a +2 on attack and damage rolls.
Spirit Release: A Harbinger of Death's Soul Slayer reaches its maximum potential. This is outlined in the bottom table. Can also be achieved if his/her deity decides that thy are responsible enough to control the Spirit Release.
Stat Bonuses: Upon reaching 2nd level, a Harbinger gets +2 Wisdom, +2 Charisma, and +4 to any skill. He gets an additional +2 Charisma, +2 Wisdom, and +4 skill at 4th level.
 Atonement and Release (Level 5)
Terms of Release:
- Replacement: The Harbinger is able to pass on the "job".
- Relinquishment: Of certain abilities, including, Breathlessness, Agelessness,and Outsider Status. The Lawful Neutral alignment also reverts to previous alignment.
- The Toll: When restored to Mortality the character realizes what a toll the power had on their soul, Add 40% to the age they were prior to leveling in this class even if it puts them beyond their races maximum age limit. If the DM decides they are to old to still be living then they die instantly. An ECL of 4 may be added to prevent this age increase, but doing so will make the status change to outsider, and the extra abilities and duties pertinent.
 Spiritual Essence (lvl 4)
At 4th level, the Harbinger may gain two forms when in their extraplanar form. Example: One can be calming, such as for messages of comfort to someone, and the other can be scary to strike fear ito those who deserve it. Basically, your working in style. Gender does not apply to how one looks. Must need a disguise of 2 for this to be somewhat effective. If one has a disguise skill of 6 or more, the one(s) watching the character cannot resist the form for either beauty, fear, ect...
Forced Servitude: A character, or NPC may be forced into service if they meet the criteria (a current Harbinger will instantly know). Once dead, the Harbinger can roll will against the target (both + 1D20). If Harbinger succeeds they must make the attack, if they attack hits then their service is done, if they fail then they are knocked out for 3d6 rounds and the other character is returned to 1hp.
 Chance of Death Game (lvl 3)
IF the Harbinger fails the will test against the newly dead they must each roll 3d20 (Harbinger gets +10 in this roll) for a chance that they might be restored to their body. This also happens if the Harbinger fails the retrieve soul, with a -8 penalty.
Deceased loses game: If the Harbinger wins, he/she rolls for percentile: 50% or less, soul is utterly destroyed, 51-75% Soul enters body and becomes undead servant of 1/4 level until destroyed, 76-94% Soul enters body and becomes undead servant of 1/2 level until destroyed, 95-100% Soul becomes undead servant of equal level, and regenerates on contact as long as the Harbinger is nearby. This percent also allows the Harbinger to hide the servant inside their weapon, and summon them later (no limit to number of servants.)
Deceased Wins game: If the Harbinger fails this as well the soul is restored to the body. That character must role a percentage in order to see what capacity they are restored in: 50% and Below and they return as a thinking undead of their current level (Monster Manual for this calculation), 51-75% Restored unconscious to -9 hp, 76-94% Restored conscious to 1 hp, 95-100% Fully restored as though full restoration had been cast.
 Weapon and Bonuses Table
- Sickle:+2 bonus to attack rolls +3 Bleed out damage for 2d4 rounds
- Shortsword: critical changes to 18-20/x3 +4 on attack roles.
- Great Sword: damage changes to 2d8 slashing.
- 2h Axe: gets +7 on attack damage rolls
- Whip: imbues as a trip feat
Final Release: Upon reaching 3rd level, a Harbinger of Death's soul slayer gains the power of his/her deity, making it surpass its maximum power. It gets one of the following depending on which shape was selected:
- Sickle: +4 bonus on attack rolls +3 Bleed out damage for 2d8 rounds
- Shortsword: critical changes to 16-20/x3, +8 bonus on attack rolls
- Great Sword: Soul Slayer's damage changes to 2d12 slashing
- 2h Axe: the Soul Slayer gets +14 on damage rolls
- Whip: the Soul Slayer automatically disarms an opponent on a hit with an attack roll of 20 or more (this includes attack bonuses). If successful, opponent automatically trips.