 Herald
The Herald embodies the active, militant branch of the Auric
Brotherhood. They are the defenders of human will, of the human spirit,
and in direct opposition to the Templars of the twelve Regents.
Hit Die: d8
Requirements
To qualify to become a Herald, a character must fulfill all the following criteria.
Alignment: Any Good
Skills: Concentration 6 ranks, Craft (artisan) 8 ranks, Sense Motive 8 ranks
| Table: The Herald |
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
| 1st | +1 | +0 | +0 | +2 | See Aura |
| 2nd | +2 | +0 | +0 | +2 | Battle Trance +1, Heraldic Blade |
| 3rd | +3 | +1 | +1 | +3 | Resist Commandment |
| 4th | +4 | +1 | +1 | +3 | Battle Trance +2 |
| 5th | +5 | +1 | +1 | +4 | Cleanse Aura |
| 6th | +6 | +2 | +2 | +4 | Battle Trance +3, Imbue Blade |
| 7th | +7 | +2 | +2 | +5 | Deny Commandment
|
| 8th | +8 | +2 | +2 | +5 | Battle Trance +4 |
| 9th | +9 | +3 | +3 | +6 | Battle Trance +5 |
| 10th | +10 | +3 | +3 | +6 | Spirit Blade |
Class Skills
The Herald's class skills (and the key ability for each skill) are
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy
(Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Jump
(Str), Sense Motive (Wis), Spot (Wis), and Tumble (Dex)
Skill Points at Each Level: 4 + Int modifier.
Class Features
The Herald travels three paths during his training, the path of the
mind, the path of the body and the path of the spirit, in that order.
Each path takes three levels to complete. All of the following are
class features of the Herald prestige class.
Weapon and Armor Proficiency: All simple and martial weapons, light armor, medium armor.
See Aura: At 1st level, the Herald gains the ability to
see the aura surrounding an individual. All living organisms have an
aura that reveals their mood and somewhat their intentions. The Herald
can easily estimate the mood that an individual is currently feeling.
The Herald also receives the Negotiator feat (providing +2 to Diplomacy
and Sense Motive checks.
Battle Trance: At levels 2, 4, 6 and 8, the Herald
receives a cumulative +1 to Armor Class when wearing light or medium
armor. This reflects the Herald's increasing ability to casually
observe an opponents aura and estimate their next move in order to
avoid it. This Armor Class bonus works only on living beings and only
in melee combat. Battle Trance is considered a dodge bonus;
consequently, a condition that makes you lose your Dexterity bonus to
Armor Class (if any) also makes you lose dodge bonuses. Also, dodge
bonuses stack with each other, unlike most other types of bonuses.
Resist Commandment: At 3rd level, the Herald gains the ability to add his level to his Will save when resisting a templar's commandment power.
Heraldic Blade: At 4th level, the Herald receives a
special bade which he attunes to his aura. This blade must be a
masterwork longsword and therefore provides +1 accuracy. Additionally,
as an extension of his aura, the blade shimmers with life and allows
the Herald to add their Wisdom bonus to damage.
Should the Herald lose his Heraldic Blade, he must take time to
attune a new one. He must seclude himself with a new masterwork
longsword for a number of months equal to his level in Herald,
meditating for 8 hours a day. At the end of this time, he must make a
Will save versus a difficulty of 20. If the save succeeds, he has
attuned the new sword and it becomes his Heraldic blade. If the save
fails, the attunement has failed and he must start anew with a new
masterwork sword. In either case, his experience is reduced by 1,000.
Cleanse Aura: At 5th level, the Herald gains the ability
to realign and clear his own aura, thereby aiding in the healing
process. After a battle or a night's rest, the Herald can heal a number
of hit points equal to their level in the Herald class.
Imbue Blade: At level 6, the Herald gains the ability to
extend his aura to his Heraldic blade, using it as an extension of his
will. Instead of his Wisdom bonus, the Herald adds his Will save
modifier to damage.
Deny Commandment: At level 7, the Herald gains the
ability to share his Resist Commandment ability with those within the sound of his voice
to resist the Commandment ability of Templars. This adds half the Herald's level to their
Will saves when resisting Commandment. Additionally, those in physical, skin-to-skin contact with the
Herald add the Herald's full level to their Will saves against the Templar's Commandment.
Spirit Blade: At level 10, the Heraldic blade has become
a part of his living will and ignores the bonuses of all armor worn by
and all hide of those possessing an aura. Additionally, the blade can
be summoned or dispelled as a free action.
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