Harbinger

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Harbingers are the dark side of the bards, while they can inspire others to greatness what they revel in is the failures of others, using their music to stymie others into failure and reduce them to nothing.

Role: Utility Support

Characteristics: Arcane casters who use their bardic music to debuff foes.

Source: Dragon Magazine #337

Game Rule Information

The Harbinger has the following game statistics.

Abilities: Charisma determines how many and how powerful the spells they cast are, Intelligence and Dexterity are important for a variety of class skills too

Alignment: Any Nonlawful and Nongood

Hit Die: d6

Starting Gold: 4d4 x 10 gp

Class Skills

The Harbinger's class skills are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Pickpocket (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha)

Skill Points at 1st Level: (6 + Int modifier) × 4

Skill Points at Each Additional Level: 6 + Int modifier

Class Features

All of the following are class features of the Harbinger.

Weapon and Armor Proficiency: A Harbinger is proficient with all simple weapons, plus longsword, rapier, sap, short bow, shortsword,and whip, light armor and shields (except tower shields)

Spells: A harbinger casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a harbinger’s spell is 10 + caster level.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1-1: Harbinger Progression. In addition, he receives bonus spells per day if he has a high Charisma score. When Table 1-1: Harbinger Progression indicates that the harbinger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. The harbinger’s selection of spells is extremely limited. A harbinger begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on Table 1-1: Harbinger Progression. (Unlike spells per day, the number of spells a harbinger knows is not affected by his Charisma score; the numbers on Table 1-2: Harbinger Spells Known are fixed.) Upon reaching 5th level, and at every third Harbinger level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the Harbinger "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. As noted above, a harbinger need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Bardic Music: Once per day per harbinger level, a harbinger can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum harbinger level and a minimum number of ranks in the Perform skill to qualify; if a harbinger does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks. Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the harbinger must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a harbinger cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Bardic Knowledge: A harbinger may make a special bardic knowledge check with a bonus equal to his harbinger level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. See Table 1-3 for examples for Bardic Knowledge

CountersongSu: A harbinger with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the harbinger (including the harbinger himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the harbinger’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The harbinger may keep up the countersong for 10 rounds.

FascinateSp: A harbinger with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the harbinger, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a harbinger attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a harbinger makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per harbinger level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire FearSu: A harbinger with 3 or more ranks in a Perform skill can use song or poetics to instill fear into his enemies, weakening them against fear and wor sening their combat abilities. The harbinger must be able to see his targets and be seen or heard by them. The effect lasts for as long as the enemy hears the harbinger sing and for 5 rounds thereafter. An affected enemy takes a -1 penalty on saving throws against charm and fear effects and a -1 penalty on attack and weapon damage rolls. At 8th level, and every six harbinger levels thereafter, this penalty increases by 1 (-2 at 8th, -3 at 14th, and -4 at 20th). Instill fear is a mind-affecting fear effect.

Encourage FailureSu: A harbinger of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to cause one enemy to fail at a task. The enemy must be within 30 feet and able to see and hear the harbinger. The harbinger must also be able to see the enemy. The affected target takes a -2 penalty on all rolls for 1 round. Encourage failure is a mind-affecting ability.

SuggestionSp: A harbinger of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the harbinger’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against a harbinger’s daily limit on bardic music performances. A Will saving throw (DC 10 + ½ harbinger’s level + harbinger’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

DisheartenSu: A harbinger of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to dishearten a single enemy within 30 feet, causing the enemy to cower even against the weakest foe. For every three harbinger levels the character attains beyond 15th, he can dishearten one additional creature. To dishearten, a harbinger must sing and the enemy must hear the harbinger sing for a full round. A creature so affected takes a -4 penalty on saving throws and AC. The effect lasts for as long as the enemy hears the harbinger sing and for up to 5 rounds thereafter. Dishearten is a mind-affecting ability.

Dirge of BindingSp: A harbinger of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect that paralyzes one target. The effect lasts as long as the creature can hear the harbinger.

Inspire HeroicsSu: A harbinger of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three harbinger levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a harbinger must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the harbinger sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

Drain ProwessSp: A harbinger of 18th level or higher with 21 or more ranks in a Perform skill can use his music or poetics to drain prowess from up to four enemies within 30 feet, weakening their skills and fighting capabilities. For every three levels a harbinger attains beyond 18th, he can target one additional enemy with a single use of this ability. To be affected the enemies must be able to hear the harbinger sing. The effect lasts for as long as the enemy hears the harbinger sing. A creature drained of prowess gains two negative levels. These negative level remains as long as the target creature can hear the harbinger. They never result in a permanent level loss.

Table 1-1: Harbinger Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Spells per Day
1st +0 +0 +2 +2 Bardic music, bardic knowledge,

countersong, fascinate, Inspire fear -1

2
2nd +1 +0 +3 +3 3 0
3rd +2 +1 +3 +3 Encourage Failure 3 1
4th +3 +1 +4 +4 3 2 0
5th +3 +1 +4 +4 3 3 1
6th +4 +2 +5 +5 Suggestion 3 3 2
7th +5 +2 +5 +5 3 3 2 0
8th +6/+1 +2 +6 +6 Inspire fear -2 3 3 3 1
9th +6/+1 +3 +6 +6 Dishearten 3 3 3 2
10th +7/+2 +3 +7 +7 3 3 3 2 0
11th +8/+3 +3 +7 +7 3 3 3 3 1
12th +9/+4 +4 +8 +8 Dirge of Binding 3 3 3 3 2
13th +9/+4 +4 +8 +8 3 3 3 3 2 0
14th +10/+5 +4 +9 +9 Inspire fear-3 4 3 3 3 3 1
15th +11/+6/+1 +5 +9 +9 Inspire heroics 4 4 3 3 3 2
16th +12/+7/+2 +5 +10 +10 5 5 4 3 3 2 0
17th +12/+7/+2 +5 +10 +10 5 5 4 4 3 3 1
18th +13/+8/+3 +6 +11 +11 Drain Prowess 5 5 4 4 4 3 2
19th +14/+9/+4 +6 +11 +11 5 5 4 4 4 4 3
20th +15/+10/+5 +6 +12 +12 Inspire fear -4 5 5 4 4 4 4 4
Table 1-2: Harbinger Spells Known
Level 0 1 2 3 4 5 6
1st 4
2nd 5 21
3rd 6 3
4th 6 3 21
5th 6 4 3
6th 6 4 3
7th 6 4 4 21
8th 6 4 4 3
9th 6 4 4 3
10th 6 4 4 4 21
11th 6 4 4 4 3
12th 6 4 4 4 3
13th 6 4 4 4 4 21
14th 6 4 4 4 4 3
15th 6 4 4 4 4 3
16th 6 5 4 4 4 4 21
17th 6 5 5 4 4 4 3
18th 6 5 5 5 4 4 3
19th 6 5 5 5 5 4 4
20th 6 5 5 5 5 5 4
  1. Provided the bard has a high enough Charisma score to have a bonus spell of this level.

Bonus Spells

In 3.6e, spellcasters who have a limited number of spells per day are granted additional spell slots based on their casting stat modifier according to the table below. In order to receive the bonus spell slots, they must already be able to cast spells of that level.

Skill Bonus Level 0 Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9
1 1 1 1 0 0 0 0 0 0 0
2 2 2 1 1 1 1 0 0 0 0
3 3 3 2 2 1 1 1 0 0 0
4 4 4 2 2 1 1 1 1 1 0
5 5 5 3 2 1 1 1 1 1 1
6 6 6 3 2 2 1 1 1 1 1
7 7 7 4 2 2 1 1 1 1 1
8 8 8 4 3 2 2 1 1 1 1
9 9 9 5 3 2 2 2 1 1 1
10 10 10 5 3 3 2 2 1 1 1
11 11 11 6 4 3 2 2 1 1 1
Table 1-3: Bardic Knowledge
DC Type of Knowledge Examples
10 Common, known by at least a substantial minority of the local population. A local mayor's reputation for

drinking; common legends about a powerful place of mystery

20 Uncommon but available, known by only a few people legends. A local priest's shady past;

legends about a powerful magic item

25 Obscure, known by few, hard to come by. A knight's family history; legends about

a minor place of mystery or magic item

30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge. A mighty wizard's childhood nickname;

the history of a petty magic item

Ex-Harbingers

A harbinger who becomes lawful or good in alignment cannot progress in levels as a harbinger, though he retains all his harbinger abilities.