TharnHD: d10
Level | BAB | Fort | Ref | Will | Class Features |
1st | 0 | +2 | 0 | +2 | Bestial Body, Chaos Frenzy, Str +1, Con +1 |
2nd | +1 | +3 | 0 | +3 | Instiller of Pandemonium, Wild senses, Con +1 |
3rd | +2 | +3 | +1 | +3 | Threatening Aura, Str +1, Con +1 |
4th | +3 | +4 | +1 | +4 | Living Catapult, Con +1 |
Skills: 2 + Int mod, quadruple at 1st level. Climb, Hide, Intimidate, Jump, Knowledge (Nature), Listen, Move Silently, Spot, Survival, Swim, Use Rope.
Proficiencies: Tharn are proficient with all simple weapons, handaxes, throwing axes, battleaxes, greataxes, greatclubs light and medium armor, and no shields.
Bestial Body (Ex): At 1st level a Tharn loses all racial bonuses it had, and gains darkvision 60 feet. It is a monstrous humanoid with a base speed of 30 feet. It has a Natural Armor bonus equal to its Constitution modifier. A Tharn also has two retractable claws on each hand as natural weapons. They deal 1d4+Str modifier in slashing damage.
Chaos Frenzy (Ex): A number of times per day equal to half its HD, a Tharn can enter into a state of emotional furor similar to a Barbarian Rage. While under the effects of a Chaos Frenzy, a Tharn gains +4 to Strength, +2 temporary hit points per HD, a +2 bonus on Fortitude and Will saves, but a -2 penalty to Armor Class. The Rage lasts a number of rounds equal to 5 + the Tharn’s Constitution modifier. At the end of a Chaos Frenzy, the Tharn is fatigued for the duration of the current encounter. Chaos Frenzy does not stack with a Barbarian Rage or the Rage spell.
At 4 HD, a Tharn gains the Slippery Mind Rogue Special ability while under the effects of a Chaos Frenzy.
At 8 HD, any creature the Tharn strikes in melee while under a Chaos Frenzy must roll a Will Save (DC 10 + ½ HD + Cha mod) or be confused for 1d4 rounds.
At 12 HD, a Tharn gains DR/- equal to half its HD while under the effects of a Chaos Frenzy.
Ability Increase: A Tharn receives +1 to its Strength score at 1st and 3rd level, and +1 to its Constitution scores per level, to a maximum of +2 Strength and +4 Constitution at 4th level in the Tharn monster class.
Wild Senses (Su): Whispers of the Devourer Wurm alert the Tharn to the hidden secrets of the world. At 2nd level, a Tharn gains a racial bonus on Listen, Search, and Spot checks equal to half its HD, and the scent extraordinary ability. At 6 HD, a Tharn’s natural and manufactured weapons can reach past the veil of the afterlife and hit incorporeal opponents without penalty. At 10 HD, the Tharn can roll two Will Saves to disbelieve illusions and take the better result.
Cry of Pandemonium (Su): At 2nd level, a number of times per day equal to half its HD, a Tharn can emit supernatural waves of discord with a battle cry as a standard action. All enemy opponents within 20 feet of the Tharn must succeed on a Concentration check (DC 10 + HD + spell level) to cast a spell or use a spell-like ability. This ability lasts a number of rounds equal to 3 + the Tharn’s Charisma modifier. The ability’s radius moves with the Tharn.
Threatening Aura (Ex): A Tharn strikes fear into its opponents acting like a thrashing madman with no fear of death. At 3rd level, as a move action, a Tharn can use Intimidate to demoralize an opponent. A number of times per day equal to its HD x2 as a move action, a Tharn can turn all adjacent squares into difficult terrain for one round as it whips its weapon around itself with incredible velocity.
Living Catapult (Ex): A Tharn can strike opponents with such force that they’re sent flying across the battlefield. A number of times per day equal to its Hit Die x2, a Tharn can make a normal attack against a target. If the attack successfully hits, the target takes normal damage and is moved a number of feet equal to 5 x the Tharn’s Strength modifier in a direction of the Tharn’s choice and is knocked prone. Subtract 10 feet for every size category the target is above the Tharn.
If the target’s course of movement is hindered by an object or creature of a larger size category, the target and object both take 4d6 + Tharn’s Str mod in damage and fall prone. A large target which covers multiple squares can affect multiple objects and creatures.
CommentsThis is my first monster class. The Tharn is a monster from Iron Kingdoms. They’re organized into isolated tribal societies which are dedicated to the worship of the Devourer Wurm, a deity of primal wrath and destruction. The Tharn’s primary function is part tank, part battlefield controller with limited anti-magic and ranged abilities. Tell me what you think!