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Harbinger Beta v1.00

Harbinger Beta v1.00

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Published by Incenjucar
The Harbinger, an elemental striker class for Dungeons & Dragons 4th Edition.
The Harbinger, an elemental striker class for Dungeons & Dragons 4th Edition.

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Published by: Incenjucar on May 16, 2012
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 Harbinger Beta v1.00 © 2012 Jonathan Adams 1
Harbinger
Beta 1.00
CLASS TRAITS
 
Role:
Striker. You transform yourself into powerful elemental forms todevastate your enemies.
Power Source:
Elemental.
Key Abilities:
Constitution; Strength or Dexterity
 
 Armor Proficiencies:
Cloth, leather, hide, chainmail, scale.
 Weapon Proficiencies:
Simple melee, simple ranged.
Implement:
Spiked gauntlets, orbs.
 Bonus to Defense:
+1 Reflex, +1 Fortitude.
 Hit Points at 1st Level
: 12+ Constitution Score.
 Hit Points per Level Gained
: 5
 Healing Surges per Day
: 6+ Constitution Modifier.
 Trained Skills
: From the class skills list below, choose 4 trained skills at 1st level.
 
Class Skills
: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha),Endurance (Con), History (Int), Intimidate (Cha), Religion (Wis), Stealth(Dex).
 Build Options:
Impending Harbinger, Inescapable Harbinger
 Class Features:
Elemental Inertia, Elemental Ruin, Primordial Form,Element Type, Primordial Form,
Primordial Element, Harbinger’s Doom
 
Harbingers are able to transform partly or fully into elemental creatures tomake devastating attacks. During the Dawn War, harbingers were created bythe primordials and their servants to act as heralds of destruction. Mortalsunder the sway of elemental cults were infused with the essence of elementals and then sent into communities while still cloaked in their normalforms. Once in place, harbingers would transform into elementalmonstrosities to cause panic and confusion, and their onslaught would act asthe signal for the hidden elemental armies to advance. With the victory of the gods, harbingers have faded into legend, but some cults still retain thepowerful rituals required to fuse the power of elementals into a being, whichis then venerated as a primordial avatar or used as a weapon. The process of becoming a harbinger is physically and spiritually excruciating, so cults oftencreate them from unwilling victims they can force into obedience. Rarely,such a victim might escape, only to find themselves treated as the terrifyingmonsters they can become. These rejected souls naturally gravitate toward alife of adventuring, where they can take out their frustrations on truemonsters and keep a step ahead of the cults that seek to reclaim them.
HARBINGER CLASS FEATURES
The power of a harbinger flows from the elemental chaos. This power takessome effort to access, but once a harbinger has launched into combat, thepower flows freely. When this is not enough, a harbinger can force greaterbursts of elemental energy, but must then spend some effort to call back thesteady flow of power.
Elemental Inertia
When you use an elemental attack, your elemental attacks deal 2 additionaldamage until the end of your next turn. This bonus increases to 4 damage at11
th
level and to 6 damage at 21
st
level.
Elemental Ruin
When elemental inertia is in effect, and you hit a target with an elementalattack, you can use elemental ruin. If you do, your attack deals 1d6 additionaldamage to that target, but your elemental inertia ends after the attack isresolved and you cannot regain elemental inertia until the start of your nextturn. This additional damage increases to 2d6 at 5
th
level, to 3d6 at 15
th
level,and to 4d6 at 25
th
level.
Element Type
Your current element type determines the effects of some abilities. Usually,your element type is determined by powers that grant you an elementalform, and your default elemental type is the same as your primordialelement.
 
Primordial Element
Your primordial element is the element that is directly fused to your corebeing. If no other effects are providing you with an elemental type, yourelemental type is the same as your primordial element.
 Primordial Form
Choose a primordial form. Your primordial form determines your primordialelement and grants you an elemental form that you can use at-will.Choose one primordial form from the list below:
Wildfire Form:
You gain the wildfire form utility power and your primordialelement is fire.
Wildfire Form
Harbinger Utility
Your skin becomes translucent solid fire, barely containing a swirling core of intense flame.
 At-Will * Elemental, Polymorph, FireMinor Action PersonalEffect:
You gain the elemental form of the Wildfire until the end of theencounter or until you end it as a free action on your turn. While you are inthis form you gain fire resistance equal to your Strength modifier. If youalready have fire resistance, you gain additional fire resistance equal to yourStrength modifier. In addition, while your Elemental Inertia is active, yourelemental attacks ignore fire resistance equal to your Strength modifier.While you are in this form, you can use the Wildfire Attack at-will power.
 Element Type:
While you are in this form, your element type is fire.
Wildfire Attack
Harbinger Attack
You relax the solidity of your form and direct your fiery core at an enemy,burning anything near you until you solidify your body once more.
 At-Will * Elemental, Implement, Fire
 
Standard Action Melee
1
 Requirement:
You must be in the Wildfire elemental form.
Target:
One creature
 Attack:
Constitution vs. Reflex
 Hit:
2d4 + Constitution modifier fire damage.
 Effect:
Until the end of your next turn, creatures that end their turn adjacentto you take fire damage equal to your Strength modifier.
 Level 21:
4d4 + Constitution modifier fire damage.
 Hoarfrost Form:
You gain the hoarfrost form utility power and yourprimordial element is cold.
Hoarfrost Form
Harbinger Utility
Your body turns silvery-white and bitterly cold as your flesh becomes brittle-looking ice covered in a shimmering layer of frost.
 At-Will * Elemental, Polymorph, ColdMinor Action PersonalEffect:
You gain the elemental form of the Hoarfrost until the end of theencounter or until you end it as a free action on your turn. While you are inthis form, you can choose to target reflex instead of fortitude when using anelemental attack that deals cold damage and targets fortitude. In addition,while your Elemental Inertia is active, your elemental attacks ignore coldresistance equal to your Dexterity modifier. While you are in this form, youcan use the Hoarfrost Attack at-will power.
 Element Type:
While you are in this form, your element type is cold.
 
 
 Harbinger Beta v1.00 © 2012 Jonathan Adams 2
Hoarfrost Attack
Harbinger Attack
You send a wind filled with elemental ice at your prey. If they do not move towarm up, they may never move again.
 At-Will * Elemental, Implement, Cold
 
Standard Action Ranged
10
 Requirement:
You must be in the Hoarfrost elemental form.
Target:
One creature
 Attack:
Constitution vs. Fortitude
 Hit:
1d4 + Constitution modifier cold damage. If the target does not move 2or more squares before the end of its next turn, it takes cold damage equalto your Dexterity modifier and is slowed until the end of your next turn.
 Level 21:
2d4 + Constitution modifier cold damage. If the target does notmove 2 or more squares before the end of its next turn, it takes cold damageequal to your 2+ your Dexterity modifier and is slowed until the end of yournext turn.
 
Harbinger’s
Doom
As heralds of destruction, harbingers are created to inspire as much terroras possible. Those who are allowed to survive their wrath might spread wordof the power of the primordial they serve and the futility of resisting theirinevitable conquest. To that end, harbingers are created to inspire fear inways particularly suitable to their masters.
Choose one harbinger’s doom from the list below:
 
Impending Doom
: You are a patient juggernaut of destruction that plodstowards its targets, brushing aside their futile attacks and crushing themonce they dare face you. Your elemental attacks gain a bonus to damageequal to your Strength modifier. You gain Plodding Invulnerability:Plodding Invulnerability: At the start of your turn, if you have moved no morethan 2 squares since the start of your last turn, and your Elemental Inertia isactive, you gain temporary hit points equal to your Strength modifier.
Inescapable Doom:
 You embody sudden doom that cannot be anticipated or fled from. Youisolate your targets and destroy them no matter how far they run or howwell they hide. Your elemental attacks gain a bonus to damage equal to yourDexterity modifier. You gain Vulnerable Isolation:Vulnerable Isolation: If none of your allies are closer to your target than youare, and your Elemental Inertia is active, your ranged attacks against thattarget do not suffer the -2 penalty for cover or concealment.
 
 Harbinger Beta v1.00 © 2012 Jonathan Adams 3
Harbinger At-Will Powers
At level 1, choose one level 1 harbinger at-will attack power.
 
 
Elemental Weapon
Harbinger Attack 1
Your weapon seethes with elemental power as you plunge it into your prey.
 At-Will * Elemental, Weapon, Varies
 
Standard Action Melee
weapon
 Target:
One creature
 Attack:
Constitution vs. AC
 Hit:
1[W] + Constitution modifier damage + Strength modifier damage.
 Level 21:
2[W] + Constitution modifier damage + Strength modifier damage.
 Special:
This attack’s damage is of the same type as your element
type.
Exude Element
Harbinger Attack 1
With a sudden surge of power, elemental matter or energy bursts from your body in all directions.
 At-Will * Elemental, Implement, VariesStandard Action Close burst
1
 Target:
One creature
 Attack:
The defense attacked depends on the damage type of this attack. If this attack has multiple damage types, choose one before attacking todetermine the appropriate defense.Constitution vs. Fortitude (Acid, Cold, Thunder, Poison, or Necrotic)Constitution vs. Reflex (Fire, Force, Lightning, Radiant, or Untyped)Constitution vs. Will (Psychic)
Hit:
1d6 + Constitution modifier damage.
 Level 21:
2d6 + Constitution modifier damage.
 Special:
This attack’s damage is of the same type as your element type.
 
Element Shard
 
Harbinger Attack 1
You concentrate elemental energy into a sphere or jagged bolt and hurl it at your target without letting your guard down.
 
At-Will * Elemental, Implement, Varies
 
Standard Action
 
Ranged
10
Target:
One creature
Effect:
You
 
gain a
 
bonus to defenses equal to your Dexterity modifier againstany opportunity attacks triggered by this attack.
 Attack:
The defense attacked depends on the damage type of this attack. If this attack has multiple damage types, choose one before attacking todetermine the appropriate defense.Constitution vs. Fortitude (Acid, Cold, Thunder, Poison, or Necrotic)Constitution vs. Reflex (Fire, Force, Lightning, Radiant, or Untyped)Constitution vs. Will (Psychic)
Hit:
1d10 + Constitution modifier damage.
Level 21:
2d10 + Constitution modifier damage.
Special:
This attack’s damage is of the same type as your element type.
 
Element Tendril
Harbinger Attack 1
You strike out at your foe with a tendril of elemental substance.
 At-Will * Elemental, Implement, VariesStandard Action Melee
3
 Target:
One creature
 Attack:
The defense attacked depends on the damage type of this attack. If this attack has multiple damage types, choose one before attacking todetermine the appropriate defense.Constitution vs. Fortitude (Acid, Cold, Thunder, Poison, or Necrotic)Constitution vs. Reflex (Fire, Force, Lightning, Radiant, or Untyped)Constitution vs. Will (Psychic)
 Hit:
1d10 + Constitution modifier damage.
 Level 21:
2d10 + Constitution modifier damage.
 Special:
This attack’s damage is of the same type as your element
type.
 

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