Feathered Harbinger (3.5e Class)

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Feathered Harbinger[edit]

A class set apart from the rest by its unique and numerous companions. Higher levels of this class have been known to strike complete fear in the hearts of those they face. Some even darken the skies with their familiars. The class itself can show up in a town completely normal looking with maybe just a cloak of feathers. On a whim the cloak bursts forth hundreds of birds to attack.

Making a Feathered Harbinger[edit]

This class can focus on either Good or Evil roles in groups. An evil aligned would use necromancy to overpower and outnumber enemies. A good aligned would use their cleric-like abilities to support their allies.

Abilities: This class is spellcasting and melee focused, but overall is focused on the power of your familiars.

Races: Any intelligent race can become this class.

Alignment: Any except True Neutral, Lawful Neutral and Chaotic Neutral.

Starting Gold: 4d4x10 gp (100 gp).

Starting Age: Moderate.

Table: The Feathered Harbinger

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Summon Familiar, Feathered Cloak, Gathering of Birds 3 1 - - - - - - - -
2nd +1 +0 +0 +3 Reaping 4 2 - - - - - - - -
3rd +1 +1 +1 +3 Enchanted Blade 4 2 1 - - - - - - -
4th +2 +1 +1 +4 Blade of Blood, Aligned Familiar 4 3 2 - - - - - - -
5th +2 +1 +1 +4 Familiar Range Extension, Bonus Feat 4 3 2 1 - - - - - -
6th +3 +2 +2 +5 Familiar Concentration 4 3 3 2 - - - - - -
7th +3 +2 +2 +5 4 4 3 2 1 - - - - -
8th +4 +2 +2 +6 Familiar Development 4 4 3 3 2 - - - - -
9th +4 +3 +3 +6 4 4 4 3 2 1 - - - -
10th +5 +3 +3 +7 Bonus Feat 4 4 4 3 3 2 - - - -
11th +5 +3 +3 +7 4 4 4 4 3 2 1 - - -
12th +6/1 +4 +4 +8 Familiar Bond 4 4 4 4 3 3 2 - - -
13th +6/1 +4 +4 +8 Familiar Focus 4 4 4 4 4 3 2 1 - -
14th +7/2 +4 +4 +9 4 4 4 4 4 3 3 2 - -
15th +7/2 +5 +5 +9 Bonus Feat 4 4 4 4 4 4 3 2 1 -
16th +8/3 +5 +5 +10 4 4 4 4 4 4 3 3 2 -
17th +8/3 +5 +5 +10 Familiar Fortitude 4 4 4 4 4 4 4 3 2 1
18th +9/4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +9/4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/5 +6 +6 +12 Familiar Feat Merge, Bonus Feat 4 4 4 4 4 4 4 4 4 4

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), (Int), Profession (Wis), Spellcraft (Int)

Class Features[edit]

All of the following are class features of the Feathered Harbinger.

Weapon and Armor Proficiency: Feathered Harbinger are proficient with all simple weapons, with scythes, and with light armor but not with shields. When a Feathered Harbinger wears light armor, he does not incur the normal arcane spell failure chance. However, if the Feathered Harbinger wears medium or heavy armor or uses a shield, he incurs the normal arcane spell failure chance and a Feathered Harbinger incurs any armor check penalty that any armor has, regardless of weight.

Spells: Feathered Harbinger can cast any spells from the necromancy school or cleric spell list based on alignment. The level of the spell is treated as the level of the spell for a sorcerer/wizard. If the spell has no level for a sorcerer/wizard, use the level for a cleric, instead. Like a sorcerer, a Feathered Harbinger has a number of known spells that they cast from (see the table below). In order to cast a spell of a particular level, a Feathered Harbinger must have a Charisma level of at least 10 + the spell level and the Difficulty Class for a spell that a Feathered Harbinger casts is 10 + the spell level + Feathered Harbingers' Charisma modifier.:

Gathering of Birds: In addition to having a standard familiar, the Feathered Harbinger gains an additional familiar for every class level he/she gains. This familiar is brought about by magical means and therefore doesn't require regents to create.

Cloak of Feathers: As a free action, the Feathered Harbinger can meld their familiars to his/her skin or clothing, giving it the appearance of having feathers in that location. At any time as a free action, the familiars can be expelled from the body/clothing in question. (Can be used to hide the amount of familiars when in towns or in tight areas like caves.)

Familiar: A Feathered Harbinger can obtain a familiar in the same way that a sorcerer can, however, the familiars a Feathered Harbinger can choose from is more limited than for a sorcerer (see below). Obtaining a familiar takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

Feathered Harbinger only gain access to bird familars. As the Feathered Harbinger advances in level, his familiar also increases in power.

If the familiar dies or is dismissed by the Feathered Harbinger, the Feathered Harbinger must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per Feathered Harbinger level; success reduces the loss to one-half that amount. However, a Feathered Harbingers' experience point total can never go below 0 as the result of a familiars' demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

Though obviously exempt from a strict reading the usual limitation of multiclass characters to a single familiar, characters with one or more other familiar-granting classes may only obtain a single familiar not granted by advancement in the Feathered Harbinger class. If the character has taken Feathered Harbinger prior to obtaining this familiar, they are limited to familiars available to the Feathered Harbinger class. Such a familiar is treated as though it were obtained through the Feathered Harbinger class, as is a familiar that is one of those allowed to Feathered Harbingers but acquired before the character took that class.

If the familiar was acquired before the character took Feathered Harbinger and is not one ordinarily allowed to Feathered Harbingers, it is unable to be concealed via the Cloak of Feathers spell, and the character forfeits the special ability bonus (i.e. +3 to listen checks for a bat, or +3 hit points for a toad) their familiar would usually grant them.

Familiar Special
Hawk Master gains a +3 bonus on Spot checks in bright light
Owl Master gains a +3 bonus on Spot checks in shadows
Raven1 Master gains a +3 bonus on Appraise checks
Parrot Master gains a +3 bonus on Listen checks
Eagle Master gains a +2 bonus on Intimidate checks
Peafowl Master gains a +2 bonus on Charisma checks
Falcon Master gains a +2 bonus on Initiative checks
  1. A raven familiar can speak one language of its master's choice as a supernatural ability.

Familiar Basics: Use the basic statistics for a creature of the familiar’s kind, but make the following changes:

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.

Hit Points: The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.

Damage equals that of a normal creature of the familiar’s kind.

Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.

Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.

Class Level
Armor Adj.
Int Special
1st-2nd +1 6 Alertness, Improved Evasion, Share Spells, Empathic Link
3rd-4th +2 7
5th-6th +3 8 Speak with Master
7th-8th +4 9 Speak with Animals of Its Kind
9th-10th +5 10
11th-12th +6 11 Spell Resistance
13th-14th +7 12 Scry on Familiar
15th-16th +8 13
17th-18th +9 14
19th-20th +10 15

Natural Armor Adj.: The number noted here is an improvement to the familiar’s existing natural armor bonus.

Int: The familiar’s Intelligence score.

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.

A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.

Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.

Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.

Familiars at Epic Level: Special abilities granted to a familiar continue to grow as the level of its master increases beyond 20th, as shown on Table: Epic Familiar Special Abilities. Even though the table shows advancement only to 42nd level, that is not the limit. The patterns in the table continue infinitely. Familiar special abilities gained at less than 20th level also continue to improve.

Table: Epic Familiar Special Abilities
Class Level
Armor Adj.
Int Special
21st–22nd +11 16 Familiar Spell
23rd–24th +12 17
25th–26th +13 18
27th–28th +14 19
29th–30th +15 20
31st–32nd +16 21 Familiar Spell
33rd–34th +17 22
35th–36th +18 23
37th–38th +19 24
39th–40th +20 25
41st–42nd +21 26 Familiar Spell

Familiar Spell: The familiar gains the benefit of the Familiar Spell epic feat for the spell its master chooses.

Reaping: At 2nd level a Feathered Harbinger can wield a scythe that is one size category larger than usual.

Enchanted Blade: At 3nd level, a Feathered Harbinger can channel spells through his weapon. Any time he casts a spell that requires him to make a melee touch attack, he may make a standard melee attack instead of the touch attack. If the attack succeeds, the spell is cast normally. If the attack fails, the weapon is no longer charged with the spell but the Feathered Harbinger does not lose one of his spells per day.

Blade of Blood (Ex): At 4rd level, a Feathered Harbinger can absorb energy from his opponents. When a Feathered Harbinger strikes an opponent with a melee attack, he gains temporary hit points equal to half the damage he dealt, up to half of the opponent's remaining hit points + 10, which would kill the creature. This effect is not affected by additional damage from things like enchantments and damage from spells put into the weapon by the Feathered Harbinger. However, it does heal additional hit points from critical hits.

Aligned Familiar: Also at level 4 every familiar you have and gain after level 4 automatically gain the Half-Celestial or Half-Fiend template based on your alignment. If you're neutral, you may choose which. They however do not gain any of the Special abilities that normal Hal-Fiends/Half-Celestials gain.

Familiar Range Extension:: At 5th level your empathic communication with your familiar extends out to a range of ten miles.

Familiar Concentration:Familiar Concentration: At 6th level, when you cast a spell that normally requires your concentration, you can let your familiar do the concentrating for you if it is within 5 ft. of you at the time of casting. Your familiar must remain within 5 ft. of you while concentrating to maintain your spell; otherwise your familiar's concentration is automatically broken. To maintain a certain spell, the familiar must have an Intelligence score of 5 + the level of the spell or higher.

Familiar Development:At 8th level your familiar's abilities are figured as if you were two levels higher.

Familiar Focus:At 13th level, the abilities of your familiar are now based on your character level, not your class level.

Familiar Fortitude:Familiar Fortitude: At 17th level you suffer no ill effects if one of your familiars dies. In addition you are not subject to the normal time period required before summoning a new familiar.

Table: Feathered Harbinger Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 1
2nd 2 1
3rd 2 2
4th 3 2 1
5th 3 2 1
6th 3 2 1 1
7th 3 2 2 1
8th 3 2 2 1 1
9th 3 2 2 2 1
10th 3 2 2 2 1 1
11th 3 2 2 2 2 1
12th 3 2 2 2 2 1 1
13th 3 2 2 2 2 2 1
14th 3 2 2 2 2 2 1 1
15th 3 2 2 2 2 2 2 1
16th 3 2 2 2 2 2 2 1 1
17th 3 2 2 2 2 2 2 2 1
18th 3 2 2 2 2 2 2 2 1 1
19th 3 2 2 2 2 2 2 2 2 1
20th 3 2 2 2 2 2 2 2 2 2

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