mercoledì 20 maggio 2020

Herald Hybrid Class, by Aaron Hollingsworth

This day signs the birth of a new era for the blog. It is no more only "Bardess'" Pathfinder place, but the cradle of what will maybe a day be my own publishing house, Chimera Games. Because this is the first time that I post something written not by me, but by a friend that was so kind to put it in my hands.
So, without further ado, I present you the Herald with the words of its author, Aaron Hollingsworth.
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Note to Publisher: The Battle Herald prestige class is a mess. I’ve never heard of anyone playing it or enjoying it. And yet, I saw it as a diamond in the ruff. So, I chipped at it and fitted it to a bit of gold and silver. I present to you the Herald!
I read this amazing YA fantasy novel called Arrows of the Queen (Heralds of Valdemar, #1) by Mercedes Lackey. In it, there are these magical warriors called heralds, and they are basically hybrids of bard and paladin. It sparked the idea, initially.
THEN, I studied the historical meaning of the word, and they seemed to be in reality more like bard/cavaliers. They were basically news anchors on horseback or diplomats.  
THEN, of course, I looked to see how the word applies to Pathfinder, and found that heralds are representatives of the gods, coming in a variety of forms. 
SO, I kind of took all that stuff and made this hybrid class. FYI, It is a first draft and still needs alphabetizing, and may still need balancing of abilities throughout the progression.
Thank you for your time and consideration.




Herald (Hybrid Class)
News travels quickly. Were it not for the heralds, it might never come at all. Heralds are messengers tasked with serving as the eyes, ears, and mouths of the vast powers they represent. It is given to a herald to deliver messages of dire import and to see to it that all is prepared for the advent of greater things to come. Many heralds ride from town to town, informing the populace of events and laws. Other heralds travel far distances with the intent of delivering a single message to a single person. Chosen for their silver tongues and skills of command, these bellicose diplomats are ever ready to deal out concord or discord as they deem necessary, for they speak for and carry out the will of greater powers than themselves. 



Role: Heralds act as advisors and emissaries for their allies. While not necessarily rulers themselves, those who heed a herald’s commands find their efforts well-guided.
Alignment: Any.
Hit Die: d10.
Parent Classes: Bard, Cavalier, and the Battle Herald prestige class. 
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The herald’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception ( Wis), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Ranks per Level: 4 + Int modifier.
Table: Herald

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells per Day
1st
2nd
3rd
4th
1st
+1
+2
+0
+2
1st Inspiring Command, Command Bonus (+1), Affiliation, Mount
2nd
+2
+3
+0
+3
Tactician, Voice of Authority
3rd
+3
+3
+1
+3
Easy March, 2nd Inspiring Command
4th
+4
+4
+1
+4
Expert Trainer, Command Bonus (+2)
1
5th
+5
+4
+1
+4
3rd Inspiring Command, Banner
1
6th
+6/+1
+5
+2
+5
Teamwork Feat
1
7th
+7/+2
+5
+2
+5
4th Inspiring Command
1
1
8th
+8/+3
+6
+2
+6
Command Bonus (+3)
1
1
9th
+9/+4
+6
+3
+6
5th Inspiring Command, Inspire Greatness
2
1
10th
+10/+5
+7
+3
+7
Greater Tactician, Inspire Last Stand
2
1
1
11th
+11/+6/+1
+7
+3
+7
6th Inspiring Command
2
1
1
12th
+12/+7/+2
+8
+4
+8
Command Bonus +4, Persistent Commands 
2
2
1
13th
+13/+8/+3
+8
+4
+8
7th Inspiring Command,
 Inspiring Command (+5)
3
2
1
1
14th
+14/+9/+4
+9
+4
+9
Greater Banner
3
2
1
1
15th
+15/+10/+5
+9
+5
+9
8th Inspiring Command, Complex Commands
3
2
2
1
16th
+16/+11/+6/+1
+10
+5
+10
Command Bonus (+5)
3
3
2
1
17th
+17/+12/+7/+2
+10
+5
+10
9th Inspiring Command, Master Tactician
4
3
2
1
18th
+18/+13/+8/+3
+11
+6
+11
Ascended Mount
4
3
2
2
19th
+19/+14/+9/+4
+11
+6
+11
10th Inspiring Command 
4
3
3
2
20th
+20/+15/+10/+15
+12
+6
+12
Arrival
Command Bonus (+6)
4
4
3
2





Class Features
All of the following are class features of the herald.



Weapon and Armor Proficiency
A herald is proficient with all simple weapons and martial weapons. Heralds are also proficient with light and medium armor (but not with shields).



Affiliation
A herald represents something greater than himself. At 1st level, a herald decides who or what he speaks for by selecting an affiliation. Affiliations can be anything from highly structured organizations, specialized guilds, to mysterious powers best left unexplained. An affiliation determines the kinds of messages a herald can deliver throughout his adventures. Select one of the following affiliations. Once this choice is made, it cannot be changed without the GM’s permission.



High Arcana: You represent a cabal of arcane spellcasters or even a single being of immense arcane power, such as a dragon. Add Knowledge (arcana) to your list of class skills. You cast your herald spells as arcane spells. At levels 4, 7, 10, and 13 you learn one spell from the Wizard/Sorcerer spell list and add it to your list of spells known. These spells must be of a level you can cast. 
A Herald of the High Arcana can learn the following abilities in place of inspiring commands:



Arcane Compatibility (Su): The herald can cast his class spells while wearing medium armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a herald wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass herald still incurs the normal arcane spell failure chance for arcane spells received from other classes.



Arcane School Power: You gain one 1st level arcane school power, as per the wizard. This power must have a limited number of uses per day. Each time you use this power, it uses up 1 round of inspiring command. 



Sorcerer Bloodline Power: You gain one 1st level bloodline power, as per the sorcerer. This power must have a limited number of uses per day. Each time you use this power, it uses up 1 round of inspiring command. 



Gallantry: You represent your own chosen allies, recognizing no power greater than unity among comrades. Add Perform to your list of class skills. You cast your herald spells as arcane spells. At levels 4, 7, 10, and 13 you learn  one additional spell from the Bard spell list and add it to your list of spells known. These spells must be of a level you can cast. 
A Herald of Gallantry can learn the following abilities in place of inspiring commands:



Inspiring Challenge (Ex): The herald gains the challenge feature, as per the cavalier. Unlike the standard challenge ability, a herald is not limited to a number of challenges per day. Each round he uses this ability uses up 1 round of inspiring command. 



Arcane Compatibility (Su): The herald can cast his class spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a herald wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass herald still incurs the normal arcane spell failure chance for arcane spells received from other classes.



Versatile Performance: The herald gains one type of versatile performance, as per the bard. This ability can be selected up to 3 times. 



Mercantile: You represent a mundane business entity, such as a guild or wealthy merchant. Add Appraise to your list of class skills. You cast your herald spells as psychic spells. At levels 4, 7, 10, and 13 you learn one spell from the Mesmerist spell list and add it to your list of spells known. These spells must be of a level you can cast. 
A Herald of the Mercantile can learn the following inspiring commands:



Crafty Professional (Ex): The herald adds his command bonus to all of his profession and craft checks. This is a continuous effect that does not require the use of rounds from his inspiring command ability. 



Suggestion (Sp): The herald can use his inspiring to make a suggestion (as per the spell) to a creature. Using this ability requires a standard action to activate. A herald cannot use this ability more than once against an individual creature in a 24 hour period.
A herald must be at least 6th level to learn this command. 



Mass Suggestion (Sp): This ability functions just like suggestion, but allows the herald to make a suggestion simultaneously to any number of creatures that can see and understand him. Mass suggestion is an enchantment (compulsion), mind-affecting, language dependent ability that relies on audible components.
A herald must be at least 18th level to learn this command. 



Military: You represent a military organization, such as a horde or great host of warriors. Add Knowledge (geography) to your list of class skills. You cast your herald spells as arcane spells. At levels 4, 7, 10, and 13 you learn one spell from the Magus spell list and add it to your list of spells known. These spells must be of a level you can cast. 
A Herald of the Military can learn the following inspiring commands:



Inspiring Challenge (Ex): The herald gains the challenge feature, as per the cavalier. Unlike the standard challenge ability, a herald is not limited to a number of challenges per day. Each round he uses this ability uses up 1 round of inspiring command.



Take Up Arms (Ex): The herald can inspire his allies to take up arms against their foes. Both the allies and the herald ignore the -4 penalty for using weapons they are not proficient with. 



Inspire Heroics (Su): The herald can inspire tremendous heroism in himself or a single ally within 30 feet. For every three herald levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the herald. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the command. Inspire heroics is a mind-affecting ability that relies on audible and visual components.
A herald must be at least 15th level to learn this command.



Doom: You represent an impending doom that is foretold to befall a place or people. While not necessarily evil, you instill fear and dread in your enemies. Add Knowledge (arcana) to your list of class skills. You cast your herald spells as arcane spells. At levels 4, 7, 10, and 13 you learn one spell from the Witch spell list and add it to your list of spells known. These spells must be of a level you can cast. 
A Herald of Doom can learn the following inspiring commands:



Evil Eye (Su): The herald can use his inspiring command to cause doubt to creep into the mind of a foe within 30 feet that he can see. The target takes a –1 penalty on one of the following (herald’s choice): AC, ability checks, attack rolls, saving throws, or skill checks (no save). This penalty increases by 1 at levels 4, 8, 12, 16, and 20.
This is a mind-affecting effect. 



Harbinger of Doom (Su): The herald can use his inspiring command to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the herald’s commands. The effect persists for as long as the enemy is within 30 feet and the herald continues the command. The command cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Harbinger of doom is a mind-affecting fear effect, and it relies on audible and visual components.
A herald must be at least 9th level to learn this command.



Dread Fortelling (Sp): The herald can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the herald perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the herald’s level + the herald’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the herald’s command. Dread Fortelling relies on audible components.
A herald must be at least 14th level to learn this command.



Faith: You represent a divine faith, philosophical doctrine, or similar entity such as a church organization or even a god or powerful outsider. Add Knowledge (religion) to your list of class skills. You cast your herald spells as divine spells. At levels 4, 7, 10, and 13 you learn one spell from the Cleric/Oracle spell list and add it to your list of spells known. These spells must be of a level you can cast. 
A Herald of the Faith can learn the following inspiring commands:



Inspiring Judgement (Su): The herald gains the judgement feature, as per the inquisitor. Each round he uses this ability uses up 1 round of inspiring command. 



Take Comfort (Su): The herald and his allies heal a number of hit points per round equal to his command bonus. 



Good Tidings (Su): The herald can use his inspiring command to create an effect equivalent to the mass cure serious wounds, using the herald’s level as the caster level. In addition, this command removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 rounds of continuous inspiring command, and the targets must be able to see and hear the herald throughout the commanding. Good Tidings performance relies on audible and visual components. 
A herald must be at least 12th level to learn this command.



Occult: You represent an esoteric power, such as a secret society of psychic spellcasters or a mysterious being from the cosmic beyond. Add Knowledge (planes) to your list of class skills. You cast your herald spells as psychic spells. At levels 4, 7, 10, and 13 you learn one spell from the Psychic spell list and add it to your list of spells known. These spells must be of a level you can cast. 
A Herald of the Occult can learn the following abilities in place of inspiring commands:



Fascinate (Su): The herald can use his inspiring command ability to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see the herald, and capable of paying attention to him. The herald must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a herald has attained beyond 1st, he can target one additional creature with this ability.



Telepathic Commands (Su): The herald can use his inspiring command ability telepathically, without the use of words or gestures, up to a range of 30 ft + 10 additional feet per level. . 



Mental Banner (Su): The herald does not need to have his banner displayed in order to produce its benefits. This is applies to the banner and greater banner abilities. 



Wilderness: You represent nature itself or a group of folk with strong ties to the wilderness.  
Add Knowledge (nature) to your list of class skills. You cast your herald spells as divine spells. At levels 4, 7, 10, and 13 you learn one spell from the Druid spell list and add it to your list of spells known. These spells must be of a level you can cast. 
A Herald of the Wilderness can learn the following abilities in place of inspiring commands:



Woodland Stride: The herald and his mount gain Woodland Stride, as per the druid. The herald can grant the benefits of this ability to his allies by using his inspired command ability. 



Wild Empathy: The herald gains Wild Empathy, as per the druid. The herald can grant the benefits of this ability to his allies by using his inspired command ability.



Evasion: The herald and his mount gain Evasion. The herald can grant the benefits of this ability to his allies by using his inspired command ability. 
The herald must be at least 9th level to learn this command.



Inspiring Commands (Ex and Su)
A herald can issue special commands that aid herself and his allies in times of strife. A command grants a +1 bonus. This command bonus increases by +1 at levels 4, 8, 12, 16 and 20(to a maximum of +6). The type of this bonus differs with each type of command. At 1st level, and every two levels thereafter, the herald chooses one command to learn. Unless otherwise noted, these abilities provide a competence bonus equal to the battle herald’s inspiring command bonus to his and to all allies within 60 feet able to see or hear her. Commands marked with an asterisk have the same range as above but only affect a certain number of allies (which can include the battle herald).



Issuing an inspiring command is a move action. At 5th level, this becomes a swift action, and at 10th level, it becomes an immediate action. Maintaining an inspiring command is a free action that cannot be disrupted, but its effects end immediately if the herald is killed or otherwise prevented from taking actions (such as being dazed, helpless, or stunned). The herald cannot have more than one command in effect at a time. he may use this ability for a number of rounds per day equal to 4 + his Charisma modifier, plus 2 additional rounds per level after 1st. Inspiring commands are language-dependent, mind-affecting effects. 



Destroy: The herald and his allies gain a morale bonus to damage rolls made with manufactured weapons. 



Avoid: The herald and his allies gain a dodge bonus to Armor Class.



Take Heart: The herald and his allies gain a morale bonus to Will saves.



Lay On: The herald and his allies gain a competence bonus to attack rolls.



Eat Hearty: The herald and his allies gain a competence bonus to Fort saves.



Beware: The herald and his allies gain a competence bonus to Reflex saves.



Subjugate: The herald and his allies gain a competence bonus to steal attempts.



Take Hold: The herald and his allies gain a competence bonus to grapple attempts.



Lay Them Low: The herald and his allies gain a competence bonus to trip attempts.



Pen Them In: The herald and his allies gain a competence bonus to reposition attempts.



Run Them Down: The herald and his allies gain a competence bonus to reposition attempts.



Secret Tactic #34: The herald and his allies gain a competence bonus to dirty trick attempts.



Drive Them Back: The herald and his allies gain a competence bonus to bull rush attempts.



Draw Them In:  The herald and his allies gain a competence bonus to drag attempts.



Break on Through: The herald and his allies gain a competence bonus to sunder attempts.



Put Your Backs Into It: The herald and his allies gain a morale bonus to Strength-based skills and checks.



Look Alive: The herald and his allies gain a morale bonus to Dexterity-based skills and checks.



Remember Your Lessons: The herald and his allies gain a morale bonus to Intelligence-based skills and checks.



Best Foot Forward: The herald and his allies gain a morale bonus to Charisma-based skills and checks.



Word to the Wise: The herald and his allies gain a morale bonus to Wisdom-based skills and checks.



Battle Magic: One ally gains a bonus on caster level checks and concentration checks equal to the herald’s command bonus.



Inspire Hardiness: Allies gain DR/— equal to the battle herald’s inspiring command bonus.



Rally: Allies affected by a fear effect may attempt a new saving throw against each fear effect on them; this new save has a bonus equal to the battle herald’s inspiring command bonus.



Reveille: Allies affected by exhaustion, fatigue, or sleep effects may attempt a new saving throw against each such effect; this new save has a bonus equal to the battle herald’s inspiring command bonus. Allies who are sleeping normally automatically awaken when this ability is used.



Stand Firm: The herald and his allies gain a competence bonus to CMD. 



Teamwork: Allies add the battle herald’s inspiring command bonus on skill checks or attack rolls made when using the aid another action, and if successful, the assisted ally increases the aid another bonus by an amount equal to the battle herald’s inspiring command bonus.



Mount (Ex)
A herald gains the service of a loyal mount, as per the cavalier. 



Tactician (Ex)
At 2nd level, a  herald  receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the  herald  can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the  herald  possesses. Allies do not need to meet the prerequisites of these bonus feats. The  herald  can use this ability once per day at 1st level, plus one additional time per day at 5th level, and for every 5 levels thereafter.



Voice of Authority (Ex)
At 2nd level, herald becomes skilled at shouting commands over the din of the battlefield and signaling allies when speech is impossible. he gains a +2 bonus on Diplomacy and Intimidate checks with creatures with which he shares a language. In addition, his allies gain a bonus equal to the battle herald’s class level on Perception or Sense Motive checks to hear his commands or interpret his secret messages conveyed with Bluff. 



Easy March (Ex)
At 3rd level, allies within 60 feet of the herald can hustle or force march during overland travel without ill effects for a number of hours per day equal to 1 hour times his inspiring command bonus.



Expert Trainer (Ex)
At 4th level, a  herald  learns to train mounts with speed and unsurpassed expertise. The  herald  receives a bonus equal to 1/2 his  herald  level whenever he uses Handle Animal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first adds +2 to the DC.



Spell Casting

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



A herald can cast a small number of spells drawn from the bard spell list. Whether these spells are arcane, divine, or psychic depends on the herald’s affiliation. To learn or cast a spell, a herald must have a Charisma score equal to at least 10 + the spell’s level. He can cast any spell he knows without preparing it ahead of time. The saving throw DC against a herald’s spell is equal to 10 + the spell level + the herald’s Charisma modifier.
A herald can cast only a certain number of spells of each level per day. His base daily spell allotment is given on Table: Herald. In addition, he receives bonus spells per day if he has a high Charisma score.
The herald’s selection of spells is limited. He cannot learn or cast bard spells that are 5th level or higher and such spells are not considered part of the his spell list. 
At 1st level, a herald knows two 0-level spells of his choice. At each new level, the herald learns one or more new spells, as indicated on Table: Herald Spells Known. Unlike his spells per day, the number of spells a herald knows is not affected by his Charisma score; the numbers on the table are fixed. At 5th level and every 3 levels thereafter, a herald can learn a single new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and he must choose whether to swap the spell at the same time he gains new spells known for the level.
0th-Level Spells: Heralds learn a number of 0-level spells, as noted on Table: Herald Spells Known. These spells are cast like any other spell, but they don’t consume slots and can be used again.
If the herald casts his spells as arcane spells, he can cast his class spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a herald wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass herald still incurs the normal arcane spell failure chance for arcane spells received from other classes.



Banner (Ex)
At 5th level, a  herald ’s banner becomes a symbol of inspiration to his allies and companions. As long as the  herald ’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the  herald  or his mount to function.



Teamwork Feat
At 6th level, a herald receives a teamwork feat as a bonus feat. he must meet the prerequisites for this feat. he can use his tactician ability as a move action to grant this feat to allies (if he has the  herald  greater tactician ability, this is a swift action). 



Inspire Greatness (Ex)
At 9th level, a herald may use his inspiring command ability to inspire greatness (as the 9th-level bardic performance ability). This ability affects one creature at 4th level, two at 7th, and three at 10th.



Inspire Last Stand (Ex)
At 10th level, a herald may use inspiring command to grant herself and all allies within 30 feet the benefits of the Diehard feat. Conscious affected creatures also gain the benefits of inspire courage while at negative hit points.



Greater Tactician (Ex)
At 10th level, the  herald  receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The  herald  can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action.



Persistent Commands (Ex)
At 12th level, a herald may allow his inspiring commands to persist even if he is incapacitated and unable to maintain them. If the player chooses, the effects of the battle herald’s inspiring commands persist for a number of rounds equal to his Charisma bonus (these count toward his number of rounds per day limit). This ability does not apply if the herald intentionally stops maintaining an inspiring command—only if he is dazed, held, stunned, killed, and so on, and is unable to maintain them. If the herald recovers from incapacity while an inspiring command is ongoing, he may resume maintaining it as a free action.




Greater Banner (Ex)
At 14th level, the  herald ’s banner becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, while his banner is displayed, the  herald  can spend a standard action to wave the banner through the air, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.



Complex Commands (Ex)
At 15th level, a herald can have more than one command ability in effect at one time. Each must be begun separately and requires a separate maintenance cost. This allows the herald to have more than one single-target command (such as battle magic) in effect at the same time. 



Master Tactician (Ex)
At 17th level, the  herald  receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The  herald  can grant this feat to his allies using the tactician ability. Whenever the  herald  uses the tactician ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats.
Ascended Mount (Su): At 18th level, a herald’s mount undergoes a profound change. The mount gains one of the following simple templates:



  • Simple Template: Aerial Creature
  • Simple Template: Aqueous Creature 
  • Simple Template: Celestial
  • Simple Template: Chthonic Creature
  • Simple Template: Dark Creature
  • Simple Template: Entropic 
  • Simple Template: Fiendish
  • Simple Template: Fiery Creature 
  • Simple Template: Primordial Creature 
  • Simple Template: Resolute 



Arrival
When a herald reaches 20th level, all that he has foretold will presently come to pass. Three things happen. These things are the equivalent to three castings of wish (if the herald casts arcane or psychic spells) or three castings of miracle (if the herald casts divine spells). 



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