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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
LevelBase
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st+1+0+0+2See Aura
2nd+2+0+0+2Battle Trance +1, Heraldic Blade
3rd+3+1+1+3Resist Commandment
4th+4+1+1+3Battle Trance +2
5th+5+1+1+4Cleanse Aura
6th+6+2+2+4Battle Trance +3, Imbue Blade
7th+7+2+2+5Deny Commandment
8th+8+2+2+5Battle Trance +4
9th+9+3+3+6Battle Trance +5
10th+10+3+3+6Spirit 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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