Wiegraf RiovannesN Human Harrowed 1
Racial adjustments: +0
32 point buy, items included
Str 12 [4p]
Con 11 [3p]
Int 13 [5p]
Wis 17 [13p]
Cha 13 [5p]
1d8+X (X hp)Saves:
F +X, R +X, W +XAC:
10 (), touch 10, flat-footed 10Initiative: Senses: BAB/Grapple: Attacks:
Bloodline: Emergent Atrocity
Bonus feat, extra skill points. That's about it.
The Monster Within (Su): The Harrowed shares her body and soul with a being of elemental power, dark purpose, and terrible will, constantly fighting it for control of her body and mind. Though the Harrowed can draw upon some of the beast’s power, in doing so she risks losing control; whenever the Harrowed uses one of her activated supernatural abilities from this class (as well as certain Harrowed feats – see feat descriptions for details), she must make a Will save (see the ability descriptions for save DCs) or lose control of her body to the monster for one round per character level (the ability is still activated as intended; that is, Tenebrous Touch still attacks its target, Tenebrous Mantles still activate, et cetera). The Harrowed may not choose to fail this save. If they succeed at the saving throw, they do not need to save again for that particular ability (or feat) for a number of rounds equal to their Charisma modifier.
The monster within the Harrowed is highly intelligent and invariably Chaotic Evil, but it knows it only has a limited amount of time in which to enjoy its freedom. While acts of murder, rape, destruction and betrayal are not out of line with the monster’s behavior, it is equally likely to party hard, kiss a random barmaid, gorge itself on fine food, and other indulgent behaviors. While the Harrowed is possessed in this manner, her player should treat her alignment as Chaotic Evil (if her player cannot be trusted to portray this, the DM is encouraged to treat her as an NPC for the duration). Generally speaking, the monster does not form long-term plans, unable to think past the next point of escape and freedom. The Harrowed's abilities and feats do not provoke Will saves against the Monster Within while the Harrowed is under its control.
It is worth noting that the monster prefers its body to be free and unencumbered, the better to cater to its whimsical nature. The Harrowed may wear light armor without penalty, but medium armor imposes a -4 penalty to Will saves against the monster, while heavy armor imposes a -8 penalty. The Harrowed suffers no such penalties for being encumbered, but it is highly likely that the monster will shed any offending items – such as backpacks – when it takes control.
Attempts to remove the monster from the Harrowed inevitably fail – spells fizzle out, powerful artifacts come to naught, and even greater deities strive in vain as their powers fail again and again. This trait is universal amongst Harrowed, and is a source of extreme speculation among those sages familiar with the Harrowed’s condition.
There is, however, a minor benefit to the monster’s presence in the Harrowed’s mind and body, beyond the power that the Harrowed can steal from it – the beast’s foul will bolsters the Harrowed’s own, providing them with a +4 bonus to will saves vs. mind-affecting abilities, as well as soul-displacement effects such as Trap the Soul and Magic Jar.
Tenebrous Touch (Su): The simplest expression of her power, the Harrowed can tap into the monster within, siphoning off a measure of its anger, its hatred, and its essence and unleashing it as a ranged touch attack (max range 60 feet). At first level, the Harrowed’s player chooses one of the following elements. This choice, once made, cannot be changed.
Caustic Fury: The Harrowed’s beast is a spiteful, acidic thing, suffused with the worst elements of the earth beneath her feet. It is likely to be patient, unforgiving, and implacable. Starting at level one, the Harrowed’s Tenebrous Touch deals 1d6 points of damage, plus an additional 1d6 per two class levels thereafter, half of which is acid and half of which stems directly from unholy power and is not subject to resistance of any kind. Caustic fury clings to its victims, forcing them succeed at a reflex save (DC 10 + ½ Harrowed’s class level + the Harrowed’s charisma modifier) or suffer half of the damage dealt (rounded down) the following round at the beginning of the Harrowed’s turn.
Activating Tenebrous Touch is a standard action. Regardless of the element chosen, a Harrowed is immune to the damage and effects of her own Tenebrous Touch, though not those of other Harrowed, even those who have chosen the same element. Activating Tenebrous Touch provokes a will save (see The Monster Within) against DC 11.
At sixth level, as a swift action that does not provoke attacks of opportunity, the Harrowed may infuse her melee weapon with her Tenebrous Touch, dealing Tenebrous Touch damage in addition to weapon damage for a single attack, as well as triggering the secondary effects of her Tenebrous Touch. This extra damage is not multiplied in the event of a critical hit. If the Harrowed misses, the attack is not wasted, and remains imbued in her weapon until she strikes a being or object, dismisses the effect as a free action, or fails to use it within a number of rounds equal to her charisma modifier. Infusing her weapon provokes a will save (see The Monster Within) against DC 16, though striking with her weapon thereafter does not.
Harrowings: At first level, and again every two levels thereafter, the Harrowed chooses a Harrowing from the list presented below; once made, this choice cannot be altered - any given Harrowed's Harrowings are theirs for life.
Hell-Born Savagery (Ex)
Effect: A Harrowed that develops this Harrowing develops two primary claw attacks that deal 1d6 + strength modifier slashing damage. Whenever the Harrowed chooses to channel their Tenebrous Touch through melee attacks, she may choose to channel it through two separate claw attacks instead of a manufactured weapon (essentially allowing her to make two melee Tenebrous Touch attacks).
1-Dark Deal [Harrowed]
You've struck a shadowy deal with your beast in order to gain some measure of control.
Prerequisites: Intelligence 13+
Benefit: Your beast will not violently lash out against your friends or loved ones while it has control of your body (see The Monter Within), nor will it publicly commit crimes that could lead to your incarceration or execution, unless taking either course of action is necessary to preserve your life. Additionally, while committing chaotic and/or evil actions, you gain a +2 circumstance bonus to Will saves provoked by your The Monster Within class feature.
H-Armoring Will [Harrowed]
You can channel your Shadowmental energy into a layer of armor, held in place by your unbreakable will.
Prerequisites: Wisdom 13+
The Harrowed gains a deflection bonus to their armor class equal to her Wisdom modifier. Furthermore, the effects of her Bestial Resilience extend to any object and/or structure they touch.
Wiegraf was, for the longest time, and ordinary fellow. He worked as a street-ear, selling information and rumors he picked up on the streets. He was good at it. Keen ears made for keen profit, at times, and for a peasant, he lived well. Gossip is the lifeblood of any small town, some say, and for him, the old adage proved true. Until, of course, that night. That hateful, cursed, night.
It began like any other: A warm midsummers night, humid and still. The chattering of insects in the marsh a gentle lullaby to the men and women comfortable in their beds, and a racous encore to the drinking and gambling occupying the waterfront districts. Wiegraf was, as he had often done, prowling the streets in search of some new bit of gossip, or rumor. As he walked around, he noticed an odd scent. Brine, mixed with vinegar, a sour, odd scent. Unnatural, one could even say. Like any good gossip monger, he followed it. Deeper and deeper into the mazelike labyrinths of the waterfront, he pursued this scent. Sharp, painful, acidic, the worst elements or burning cheese, boiled wine, the coppery tang of blood, it was so intense it drove the blood to pounding inside his head, the chattering of insects a bellowing mockery of everything right about Faldwell. The moon was a pale, dead reflection of itself, and the heat was an oppressive force that clung to his limbs, his now sodden garments glued to his flesh. On the verge of collapsing, he round the corner.
And then the world ended.
Anger and Hate, are supremeNot to say you are NOT desERvingThe most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents.I'm dreaming... But which parts...were the dream? Atop the tallest of oerth's peaks dwell the gods of oerth, and suffer not man to tell that he hath looked upon them.The RIGHt man in tHe wrONG plaCErip the flesh, salt the wound My, My, My, what have we here?It was an All-in-One and One-in-All of limitless being and self cAN maKe AlL tHE DIFerENCEyou have to ask yourself one question...Who are you?The other gods! The other gods! The gods of the outer hells that guard the feeble gods of oerth!... Look away... Go back... Do not see! Do not see!iN The WORldNothing....is Eternal. But us. From even the greatest of horrors irony is seldom absent. so RISe up, RISe uP, aND SmeLL The AsHeS
Consciousness slowly dripped back into his broken, and bleeding body, and with it, the horrifying realization that he was not alone. Some great darkness had lain it's mark upon him, and never would it fade. His hands....His hands were carved in the mockery of the concept, a twisted, spitefull reflection dripping with venom. Pain suffued every fiber of his being, and behind it all was that mocking laughter....
Up for your review, still WIP.