Nevervoid Harbinger (3.5e Class)
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The Nevervoid Pantheon is a complex hierachy. Although there are clerics to specific Nevervoid deities, mostly people do not understand the nature of the Nevervoid gods, and simply worship them all. A Nevervoid Harbinger is different. She understands the intricate nature of the Nevervoid deities, and worships them all. She is generally chosen by the gods for her faith, or her nature. Either way, she is chosen while young, and subtly taught, until she is old enough to comprehend her teachers. She is a direct link to Nevervoid in other realms, and channels its energy to focus her powers. The gods themselves have various social status, and she can draw power from any one of them.
Making a Nevervoid Harbinger
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As with all Nevervoid classes, the Nevervoid Harbinger will only get along with other party members if it suits her motives. She is usually the de-buffer, scaring enemies, or taking control of them, so that the others don't have to worry about them. She doesn't believe in evangelism, but will not hesitate to let others know when they spoken blasphemy to Nevervoid.
Abilities: Wisdom is important, it enhances most of her abilities. Constitution is important in keeping her body from being crushed by the link to Nevervoid. Charisma is important for Horrific Empathy and Rebuke Horror abilities.
Races: The deities of Nevervoid select their Harbingers becuse of their alignment, or their faith. As such any-non-good race, or faith based race is likely. Diverse Races, such as Humans, can have Nevervoid Harbingers too, though they are very rare.
Alignment: Any evil.
Religion: Any Nevervoid deity/deities. A Nevervoid Harbinger chooses to worship one of the social status' of the Nevervoid Deities.
Starting Gold: 3d6×10 gp (105 gp).
|Saving Throws||Special||Spells per Day|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Nevervoid Harbinger.
Weapon and Armor Proficiency: A Nevervoid Harbinger is proficient with all simple weapons and the scythe. She is proficient with light and medium armor, and with shields (excpet tower shields).
Spells: A Nevervoid Harbinger casts divine spells, which are drawn from the Nevervoid Harbinger spell list. However, her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, and Lawful Spells, below. A Nevervoid Harbinger may cast spells without preparing them ahead of time.
To cast a spell, a Nevervoid Harbinger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Nevervoid Harbinger’s spell is 10 + the spell level + the Nevervoid Harbinger’s Wisdom modifier.
Like other spellcasters, a Nevervoid Harbinger can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Nevervoid Harbinger. In addition, she receives bonus spells per day if she has a high Wisdom score. A Nevervoid Harbinger also gets two domain spells of each spell level she can cast, starting at 1st level.
Nevervoid Harbingers meditate or pray for their spells. Each Nevervoid Harbinger must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a Nevervoid Harbinger can cast spells. A Nevervoid Harbinger may cast any spell she knows. Nevervoid Harbinger's choose their spells from the following list:
0—Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Resistance, Virtue.
1st—Bane, Cause Fear, Curse Water, Detect Alignment, Detect Undead, Doom, Inflict Light Wounds, Obscuring Mist, Protection from Alignment, Summon Horror I.
2nd—Aid, Align Weapon, Bear's Endurance, Darkness, Death Knell, Desecrate, Eagle's Splendor, Enthrall, Hold Person, Inflict Moderate Wounds, Owl's Wisdom, Summon Horror II, Undetectable Alignment.
3rd—Animate Dead, Bestow Curse, Contagion, Deeper Darkness, Inflict Serious Wounds, Magic Circle Against Alignment, Speak with Dead, Summon Horror III.
4th—Dismissal, Freedom of Movement, Giant Vermin, Inflict Critical Wounds, Poison, Summon Horror IV.
5th—Commune, Dispel Alignment, Mass Inflict Light Wounds, Insect Plague, Plane Shift, Slay Living, Summon Horror V, Symbol of Pain, Unhallow.
6th—Antilife Shell, Banishment, Create Undead, Forbiddance, Harm, Mass Inflict Moderate Wounds, Summon Horror VI, Symbol of Fear.
7th—Blasphemy, Destruction, Mass Inflict Serious Wounds, Repulsion, Summon Horror VII, Symbol of Weakness.
8th—Create Greater Undead, Earthquake, Mass Inflict Critical Wounds, Summon Horror VIII, Symbol of Death, Symbol of Insanity, Unholy Aura.
9th—Energy Drain, Implosion, Miracle, Souls Bind, Summon Horror IX.
Deity, Domains, and Domain Spells: A Nevervoid Harbinger’s deity influences her alignment, what magic she can perform, her values, and how others see her. A Nevervoid Harbinger chooses two domains from among those belonging to her deity. A Nevervoid Herbinger can select an alignment domain (Chaos, Evil, or Law) only if her alignment matches that domain. She may choose not to specify a group of Deities, but if she does, she only get's one domain spell per level per day.
Each domain gives the Nevervoid Harbinger access to two domain spells at each spell level she can cast, from 1st on up, as well as a granted power. The Nevervoid Harbinger gets the granted powers of both the domains selected.
Rebuke Horror (Su): At 1st level, a Nevervoid Harbinger can rebuke horrors, in much the same way an evil cleric can rebuke undead. She doesn't channel faith through an unholy symbol, but rather channels Nevervoid's presence through herself. She may attempt to rbuke horrors a number of times per day equal to 3 + her Charisma Modifier. A Nevervoid Harbinger with 5 or more ranks in Knowledge (Religion) or (The Planes) gets a +2 bonus on rebuke checks against horrors.
Horrific Empathy (Ex): At 3rd level, a Nevervoid Harbinger can improve the attitude of a horrific creature. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Nevervoid Harbinger rolls 1d20 and adds her Nevervoid Harbinger level and her Charisma modifier to determine the horrific empathy check result.
The typical horrific creature has a starting attitude of unfriendly, while trained horrific creatures are usually hostile.
To use horrific empathy, the Nevervoid Harbinger and the horror must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing a horror in this way takes 1 minute but, as with influencing people, it might take more or less time.
Nevervoid Weapon: At 9th level, a Nevervoid Harbinger has done her job so effectively, that the deities of Nevervoid give her a weapon. It is the favored weapon of her chosen group, or a scythe if she chose to worship them all. It functions as a +1 Keen ghost touch weapon. If the Nevervoid Harbinger had chosen the Weapon Focus feat with a different weapon, it changes to this weapon.
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