Harrowed (3.5e Class)

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The Harrowed[edit]

The ability to resurrect the dead is truly miraculous, but it does not always work perfectly. Be it an improperly cast spell, a deliberately corrupted ritual, a resurrection forced on an unwilling spirit, or a possessive and powerful Outsider that clings to the soul as it is recalled... sometimes the one being returned to the mortal plane comes back wrong. Their soul has been torn in half, tearing them between their restored mortal life and whatever afterlife they were ripped from.

These Harrowed, as they are called, normally exist in a state of agonizing balance between the halves of their souls. The only way to ease this pain is to latch onto one half of their soul by sheer force of will, using it to drag themselves from an abyss of pain. To cling to life, and become more real... or to cling to death, and become a phantom. Half a soul is not enough to sustain them, however, and the more they pull at it the more it gives... until they lose their grip and fall back into the abyss as the other half of their soul reasserts its own influence upon them. The Harrowed is pulled back into their natural state, but the energy they put into their struggle is not lost to some nameless void: it is released into the world around them, altering it. It is not unusual for a Harrowed to inadvertently cause both miraculous healings and gruesome deaths. To be accepted, a Harrowed must learn to exist with their pain... or to direct the power released when they inevitably fail to anchor themselves.

Making a Harrowed[edit]

Harrowed can both dish out intense damage and heal their allies, but not at the same time. A Harrowed must carefully manage the state of their fragmented soul, utilizing the soul within to ease suffering and utilizing the soul beyond to cause it. Failing to manage this can cause a Harrowed immense pain, potentially incapacitating them.

Abilities: Constitution and Wisdom are a Harrowed's most important abilities, governing their ability to control, direct, and withstand the backlashes of their broken souls.

Races: Members of any mortal race can become Harrowed.

Alignment: The fragmented soul of a Harrowed inhibits many of their emotions and ability to feel passion. Harrowed can be of any Neutral alignment.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: Simple.

Table: The Harrowed

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Harrowed Soul, Instability III, Soul Spear, Soul Lance I
2nd +1 +0 +0 +3 Soul Whip, Soul Lash I
3rd +1 +1 +1 +3 Instability IV
4th +2 +1 +1 +4 Soul and Body, Soul Lance II
5th +2 +1 +1 +4 Instability V
6th +3 +2 +2 +5 Soul Rebound, Soul Breeze, Soul Storm I
7th +3 +2 +2 +5 Instability VI, Soul Lance III, Soul Lash II
8th +4 +2 +2 +6 Soul Burst, Soul Blast I
9th +4 +3 +3 +6 Instability VII
10th +5 +3 +3 +7 Soul Lance IV, Soul Storm II
11th +5 +3 +3 +7 Instability VIII
12th +6/+1 +4 +4 +8 Soul Lash III
13th +6/+1 +4 +4 +8 Instability IX, Soul Lance V
14th +7/+2 +4 +4 +9 Soul Blast II, Soul Storm III
15th +7/+2 +5 +5 +9 Instability X
16th +8/+3 +5 +5 +10 Soul Lance VI
17th +8/+3 +5 +5 +10 Instability XI, Soul Lash IV
18th +9/+4 +6 +6 +11 Soul Storm IV
19th +9/+4 +6 +6 +11 Instability XII, Soul Lance VII
20th +10/+5 +6 +6 +12 Soul Blast III

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Knowledge (Arcana, The Planes) (Int), Spellcraft (Int).

Class Features[edit]

A Harrowed's key features are all a product of his shattered soul. It should be noted that the phrase "channeling negative/positive energy" is not to say the damage is of that type, in a vein similar to Clerics. It is simply a way to differentiate the source of the magic. Every ability does generic magic damage. All of the following are class features of the Harrowed:

Weapon and Armor Proficiency: A Harrowed is proficient with all simple weapons, light armor, and shields.

Harrowed Soul: A Harrowed's soul has been forcefully torn in half by a resurrection gone awry. The half his their body clings to life, and channels powers rooted in positive energies: it can heal wounds, cure diseases, strengthen the Harrowed and his allies, and destroy undead. The half of his soul beyond cries for the grave it was torn from and a return to the afterlife, and channels various negative energy effects: it can directly damage enemies and objects, drain their life, or outright kill them. This also makes them immune to many spells that work directly upon the soul; this is up to the DM's discretion, but it is highly recommended that Geas and similar effects be treated as such.

Soul Balance: A Harrowed's existence is, in his natural state, equally tied to both fragments of his soul. An effort of will can push this balance to one side or the other, with various abilities of the Harrowed either generating or requiring certain levels of instability. Thus in a way, a Harrowed has two mutually exclusive but related resources to manage. This can be visualized as a line graph with his neutral state in the middle. Latching onto the living soul within him generates a positive resource and moves the line graph to the right; focusing instead on the dying soul outside the material generates a negative resource and moves the line graph to the left. The Harrowed exists as this point on the imaginary line, stretching his soul one way or the other... but not both.

A visual aid. Yes, zero is in the wrong spot. I'll fix it later. Maybe.

Net Instability: A Harrowed may only shift his stability so far in either direction before it becomes impossible to stretch further. At first level, his net instability caps out at three points in either direction (that is, +3 or -3 on the imaginary line graph), and this cap on net instability increases by one additional point every other level. Short-term management of instability, mostly concerning combat, is covered below; on the other hand, holding onto instability long term is not an easy task. After one hour, a Harrowed attempting to hold long-term instability must make a Will save with a DC of 10 + his current net instability. Every hour after the first, this DC increases by two. If the Harrowed is fatigued, the DC of the hourly check increases by 5. If the Harrowed is exhausted, the DC of the hourly check increases by 10. When a Harrowed sleeps, he immediately returns to a neutral state but does not suffer a backlash.

Instability Generation: When a Harrowed uses a power that generates instability by latching onto one fragment of his soul or the other, he must make a Will save with a DC of 10 + his current net instability. If he fails, he will suffer from a backlash. At the DM's discretion, noteworthy good or evil actions may also affect the soul of the Harrowed as the moment helps them to feel closer to whole.

Instability Consumption: When a Harrowed uses a power that consumes instability by releasing some of the tension in his broken soul, he must make a Will save with a DC of 12 + his current net instability. If he fails, he will suffer from a backlash.

Backlash: A Harrowed that fails a check and takes backlash must make a Fortitude save with a DC of 10 + twice his current level of net instability. If he fails this save, he will suffer 2d6 points of nonlethal damage for every point of instability he currently has, and then lose all instability that he has stored up; he is now back in a neutral state.

Generators (Sp): Generators are relatively minor phenomena that occur as the Harrowed stretches his soul, which gets progressively harder to do as it is strained more and more; because of this, all generators decrease in power as net instability increases. Generator damage and healing values are listed in terms of d12, but this value is only used when cast from a neutral position. If the Harrowed's net instability is 1, generators will use d10 instead. If his net instability is 2, they will use d8. If his net instability is 3, they will use d6. If his net instability is 4 or greater, generators will use d4.

Soul Spear (Sp): The Harrowed manifests a spear of positive or negative energy, respectively generating one positive or negative instability. This ability affects a line 20ft in length, originating at his position. If the Harrowed is channeling positive energy, the spear will heal 1d12 health and grant the the target a blessing for one round. If he is instead channeling negative energy, the spear will deal 1d12 damage and the target must make a Will save with a DC of 10 + his class level or be cursed by bane for one round.

Soul Whip (Sp): The Harrowed manifests a whip of positive or negative energy, respectively generating one positive or negative instability. This ability affects a single square within 5ft of his position. If the Harrowed is channeling positive energy, the whip will heal 1d12 health and grant the target haste for one round. If the Harrowed is instead channeling negative energy, the whip will deal 1d12 damage and the target must make a Will save with a DC of 10 + his class level or be slowed for one round.

Soul Breeze (Sp): The Harrowed releases a whirlwind of positive or negative energy, respectively generating one positive or negative instability. This ability affects a circle 10 feet in radius, centered on his position. If the Harrowed is channeling positive energy, the wind will heal 1d12 health and grant the targets a shield for one round. If he is instead channeling negative energy, the wind will deal 1d12 damage and dispel magic on the target, with your class level as your caster level.

Soul Burst (Sp): The Harrowed manifests a burst of positive or negative energy, respectively generating one positive or negative instability. This ability affects a cone 10ft in length, originating at his position. If the Harrowed is channeling positive energy, the burst will heal 1d12 health and grant the targets true sight for one round. If the Harrowed is instead channeling negative energy, the burst will deal 1d12 damage and the target must make a Fortitude save with a DC of 10 + his class level or be blinded for one round.

Consumers (Sp): Consumers require an amount of the opposing type of instability to built up before they can be used. They are more powerful than generators, and as the Harrowed increases in experience he can put more power into them to increase their effects.

Soul Lance (Sp): The Harrowed manifests a powerful lance of positive or negative energy, respectively consuming one negative or positive instability. This ability affects a line 25ft in length, originating at his position. If the Harrowed is channeling positive energy, the lance will heal 2d6 health and grant the targets a blessing for one round. If he is instead channeling negative energy, the lance will deal 2d6 damage and the target must make a Will save with a DC of 10 + his class level or be cursed by bane for one round. Beginning at 3rd level, he may instead consume 2 units of instability to manifest the lance, increasing the the healing or damage to 4d6 and the range to 30ft. This improvement continues every three levels, with each improvement adding the option to increase the cost by one unit of stability in exchange for an extra two die of healing or damage and an extra 5ft to the range.

Soul Lash (Sp): The Harrowed manifests a powerful lash of positive or negative energy, respectively consuming two negative or positive instability. This ability affects up to 3 consecutive squares within 5ft of his position. If the Harrowed is channeling positive energy, each target is healed for 4d6 HP and is granted haste for one round. If the Harrowed is channeling negative energy, each target is dealt 4d6 damage and must make a Will save with a DC of 10 + his class level or be slowed for one round. Beginning at 7th level, he may instead consume 4 units of instability to manifest the lash, increasing the the healing or damage to 6d6 and the duration of the haste/slow to 3 rounds; the DC of the save to resist this slow also increases by 2. This improvement continues every five levels, with each improvement adding the option to increase the cost by two units of instability in exchange for an extra two dice of healing or damage, an extra two rounds on the buff or debuff, and an additional increase of 2 to the DC to resist.

Soul Storm (Sp): The Harrowed manifests a powerful storm of positive or negative energy, respectively consuming three negative or positive instability. This ability affects a circle 15ft in radius, centered on his position. If the Harrowed is channeling positive energy, the storm will heal 3d6 health and grant the targets a shield for one round. If he is instead channeling negative energy, the storm will deal 3d6 damage and dispel magic on the targets, with your class level as your caster level. Beginning at 10th level, he may instead consume 6 units of instability to manifest the storm, increasing the the healing or damage to 5d6 and the radius to 20ft. This improvement continues every four levels, with each improvement adding the option to increase the cost by one unit of stability in exchange for an extra two die of healing or damage and an extra 5ft to the radius.

Soul Blast (Sp): The Harrowed manifests a powerful blast of positive or negative energy, respectively consuming four negative or positive instability. This ability affects a cone 15 ft in length, originating at his position. If the Harrowed is channeling positive energy, each target is healed for 6d6 HP and is granted true sight for one round. If the Harrowed is instead channeling negative energy, each target is dealt 6d6 damage and must make a Fortitude save with a DC of 10 + his class level or be blinded for one round. Beginning at 14th level, he may instead consume 8 units of instability to manifest the burst, increasing the healing or damage to 8d6 and the duration of the true sight/blindness to 3 rounds; the DC of the save to resist this blindness also increases by 4. This improvement continues every six levels, with each improvement adding the option to increase the cost by four units of instability in exchange for an extra two dice of healing or damage, an extra two rounds on the buff or debuff, and an additional increase of 4 to the DC to resist.

Soul and Body: Starting at 4th level, a Harrowed has learned to anchor themselves strongly enough to their souls that his corporeal form is more strongly tied to the state of his soul. The effects of this ability are dependent upon how much instability the Harrowed has, and in which direction he has stretched his soul.

Phantom Soul: If a Harrowed has at least 3 negative instability, he is partially incorporeal and is treated as having concealment against any physical attacks. If a Harrowed has at least 6 negative instability, he mostly incorporeal and is treated as having total concealment against any physical attacks. However, his lack of corporeality affects his own actions, as well: if he has concealment, any physical attack or interaction he makes has an equivalent 20% chance to fail; if he has total concealment, any physical attack or interaction he makes has an equivalent 50% chance to fail.

Material Soul: If a Harrowed has at least 3 positive instability, he has weakened his connection to planes beyond the material. He is treated as having concealment against any magical attacks. If a Harrowed has at least 6 positive instability, he has nearly neutralized his connection to planes beyond the material and is treated as having total concealment against any magical attacks. This resistance affects all magical effects: if he has concealment, healing and buffs cast on him by both himself and allies have an equivalent 20% chance to miss him; if he has total concealment, healing and buffs cast on him by both himself and allies have a 50% chance to miss him, even if the spell could not normally possibly fail.

Soul Rebound: Starting at 6th level, if a Harrowed uses a power that consumes instability which would leave him in a neutral state he may choose to rebound into the other side of his soul, with a net instability half of what he started with, rounded down. For example, a Harrowed at 5 life-side instability that uses an ability to consume 5 instability could choose to end up at a neutral state or to end up with 2 death-side instability. The Harrowed must decide this when he uses the ability, as the extra distance moved in net instability will increase the DC of the associated Will save. In the previous example, the DC would increase by two for the extra two net instability moved.

Epic Harrowed[edit]

Table: The Epic Harrowed

Hit Die: d6

Level Special
21st Instability XIII
22nd Soul Lash V, Soul Lance VIII, Soul Storm V
23rd Instability XIV
24th
25th Instability XV, Soul Lance IX
26th Soul Blast IV, Soul Storm VI
27th Instability XVI, Soul Lash VI
28th Soul Lance X
29th Instability XVII
30th

2 + Int modifier skill points per level.

Soul Balance: Soul Balance continues to progress at a rate of one unit every other level.

Consumers: Every consumer continues to grow in maximum strength at their normal rate.

Bonus Feats: The epic Harrowed gains a bonus feat (selected from the list of epic Harrowed bonus feats) every three levels after 20th.

Epic Harrowed Bonus Feat List: Armor Proficiency (Medium), Armor Proficiency (Heavy), Closed Mind, Diehard, Endurance, Energy Resistance, Epic Endurance, Epic Fortitude, Epic Skill Focus, Epic Toughness, Epic Will, Fast Healing, Force of Will, Great Constitution, Great Fortitude, Great Wisdom, Hostile Mind, Iron Will, Mental Resistance, Mind Over Body, Open Minded, Psionic Hole, Rapid Metabolism, Skill Focus, Toughness.

Human Harrowed Starting Package[edit]

Weapons: Quarterstaff.

Skill Selection: Pick a number of skills equal to 2 + INT modifier.

Skill Ranks Ability Armor
Check
Penalty
Concentration 4 CON
Knowledge (Arcana) 4 INT

Feat: Run.

Bonus Feat: Toughness.

Gear: Studded Leather Armor, Buckler.

Gold: 3d4.

Campaign Information[edit]

Playing a Harrowed[edit]

Religion: Some Harrowed approach religion exactly as they did in life. Many, however, either cling obsessively to the gods in hopes of being cured or taken back to the afterlife... or curse them equally obsessively, blaming and hating them for their current predicament.

Other Classes: A Harrowed's versatility makes them a welcome addition to many adventuring parties, but their volatility means they are also treated warily.

Combat: Harrowed are typically backline fighters, switching between dealing damage and buffing or healing their allies.

Advancement: Harrowed often multiclass into other classes such as fighters, or are multiclassed into as a result of character deaths.

Harrowed in the World[edit]

Every night, I pray to the gods that I might die in my sleep. Every day, I wake up and curse this half-life that was forced upon me.
—Erlen Aelamin, Harrowed Elf

Daily Life: Harrowed live tortured lives, unable to feel the passion they did when truly alive and in constant pain unless they choose to shift the soul. This is not without drawbacks, as the inevitable backlash can conceivably destroy whatever homes and livelihoods they manage to build for themselves, or draw attention to themselves via inadvertent miracles.

Organizations: Harrowed tend to be loners, living on the fringes of society. When they do assemble, it is in small and loose-knit groups, only to offer some sense of community to their otherwise lonely lives.

NPC Reactions: Most NPCs will not know enough about Harrowed to fully understand them, but there is a sense of wrongness about a Harrowed that is often off-putting. NPCs who are around a Harrowed long enough may learn to associate miraculous events with them, and grow to both fear and respect the Harrowed.

Harrowed Lore[edit]

Characters with ranks in Knowledge (Religion or The Planes) can research the Harrowed to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 Harrowed have returned from the other side, but they seem a bit off after their resurrection. They are often ostracized as a result.
10 The source of this "oddness" is the constant pain caused by their souls been split in two, and their existence being torn between the mortal plane and whatever afterlife they returned from.
15 The only way for a Harrowed to reduce this pain is to cling to one side of their soul or the other, effectively stretching themselves. They cannot keep this up long-term, and it causes a variety of supernatural phenomena to occur around them as the potential energy from this manipulation of their soul is released.
20 Harrowed are technically mortal and are able to be killed, but due to the existence of half of their soul beyond their body and inherent self-preservation instincts... it is all but impossible for them to kill themselves. They either live out their lives alone and in pain, or seek to commit suicide by third parties powerful enough to end their tortured existence.

Harrowed in the Game[edit]

Harrowed are not commonplace and should never be a ubiquitous class.

Adaptation: The possibility of forced resurrections is itself a variant rule, so you might offer alternative methods of soul-shattering trauma. It is also not beyond possibility that Harrowed whose souls were damaged due to the influence of a powerful fiend would channel more chaotic, infernal magic through the use of the foreign half of their souls. Potential variants of the class are plentiful.

Sample Encounter: Harrowed are fairly rare, and tend to stay on the peripheries of society. You might encounter a hermit living in the woods outside a rural settlement, or a one acting as a priest in a remote temple in an attempt to gain favor with a deity that might aid them.


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