Khoravar Harmonizer
Khoravar class — see Classes for the full list.
| Prime Requisite: | DEX and CHA |
|---|---|
| Requirements: | None |
| Hit Dice: | 1d6 |
| Maximum Level: | 11 |
Khoravar are a mixed race, descended from both elves and human, who have developed their own culture over centuries in Corva. Among these people, those who specialize in crossing cultural divides are known as “harmonizers”.
Khoravar Harmonizer Level Progression / Spell Progression
| XP | Title | Level | Hit Dice | Damage Bonus | Harmonic Resonance | Listening | Loremastery | Caster Level | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | Arcanist-Reciter | 1 | 1d6+1 | +1 | 11+ | 14+ | 18+ | - | - | - | - | - | - |
| 3,200 | Seer-Versifier | 2 | 2d6 | +1 | 10+ | 13+ | 17+ | 1 | 1 | - | - | - | - |
| 6,400 | Theurgist-Archivist | 3 | 3d6 | +2 | 9+ | 12+ | 16+ | 2 | 2 | - | - | - | - |
| 12,800 | Magician-Annalist | 4 | 4d6 | +2 | 8+ | 11+ | 15+ | 2 | 2 | - | - | - | - |
| 25,600 | Thaumaturge-Chronicler | 5 | 5d6 | +2 | 7+ | 10+ | 14+ | 3 | 2 | 1 | - | - | - |
| 51,200 | Enchanter-Panegyrist | 6 | 6d6 | +3 | 6+ | 9+ | 13+ | 4 | 2 | 2 | - | - | - |
| 100,000 | Sorcerer-Skald | 7 | 7d6 | +3 | 5+ | 8+ | 12+ | 5 | 2 | 2 | 1 | - | - |
| 200,000 | Mage-Rhapsodist | 8 | 8d6 | +3 | 3+ | 7+ | 11+ | 7 | 2 | 2 | 2 | 1 | - |
| 370,000 | Harmonizer | 9 | 9d6 | +4 | 2+ | 6+ | 10+ | 7 | 3 | 2 | 2 | 1 | - |
| 540,000 | Harmonizer, 10th Level | 10 | 9d6 + 2* | +4 | 1+ | 5+ | 9+ | 8 | 3 | 2 | 2 | 2 | - |
| 710,000 | Harmonizer, 11th Level | 11 | 9d6 + 4* | +4 | 0+ | 4+ | 8+ | 9 | 3 | 2 | 2 | 2 | 1 |
Khoravar Harmonizer Saving Throws
| Level | Paralysis | Death | Blast | Implement | Spells | Attack Bonus |
|---|---|---|---|---|---|---|
| 1 | 13+ | 14+ | 15+ | 16+ | 17+ | +0 |
| 2-3 | 12+ | 13+ | 14+ | 15+ | 16+ | +1 |
| 4 | 11+ | 12+ | 13+ | 14+ | 15+ | +2 |
| 5-6 | 10+ | 11+ | 12+ | 13+ | 14+ | +3 |
| 7 | 9+ | 10+ | 11+ | 12+ | 13+ | +4 |
| 8-9 | 8+ | 9+ | 10+ | 11+ | 12+ | +5 |
| 10 | 7+ | 8+ | 9+ | 10+ | 11+ | +6 |
| 11 | 6+ | 7+ | 8+ | 9+ | 10+ | +7 |
Combat Characteristics
The khoravar harmonizer is a skilled combatant, when needs must.
Combat Proficiencies: Harmonizers are proficient with all weapons, and with very light, light, and medium armor. They are trained to fight with two weapons or with a two-handed weapon, but not with shields.
Combat Progression: Harmonizers progress in attack and saving throws as fighters. They increase their damage from melee and missile attacks by +1, and by a further +1 at 3rd, 6th, and 9th level. Harmonizers may cleave after felling an opponent once per round per class level.
Starting Class Powers
Harmonic Resonance: The harmonizer’s performances can be used to cause certain emotions to arise in his spectators. At 1st level, the harmonizer learns two musical effects, each equivalent to a 1st level enchantment spell. The available musical effects are:
-
Drowsiness: Cast slumber on an audience of one or more creatures by performing a melodic lullaby.
-
Goodwill: Cast beguile humanoid on an audience of one creature by performing a song praising their virtues.
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Horror: Cast frighten humanoid on an audience of one creature by performing a song with disturbing and haunting chords.
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Mesmerism: Cast ensorcellment on an audience of one creature by performing a catchy tune overloaded with nonsense and gibberish words.
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Outrage: Cast infuriate humanoid on an audience of one creature by performing a song ridiculing its beliefs and reputation.
-
Suggestion: Cast hypnotism on an audience of one creature by performing a song that repeats the same word or phrase at the beginning of each line
The Judge can add or devise other musical effects if desired. To use Harmonic Resonance, the character must select a musical effect for his performance and decide the audience (i.e. target creatures) that his performance addresses based on the chosen effect. The target creatures are selected with eye contact, hand gesture, and other flourishes, and know they are the targets of the character’s performance. The target creatures must be within earshot and line of sight of the character, be able to understand the character’s language, and not already be in combat. (If the character has Beast Friendship, that counts as being able to communicate with ordinary animals.)
Once the audience is selected, the character starts performing. He makes a proficiency throw against a target value of 11+. The proficiency throw required reduces by 1 per level. The character must have at least one rank of Performance (either from a class power or proficiency). If the character has additional ranks of Performance, he gains a +1 bonus for each rank to his throw, up to two additional ranks. If the throw is successful, the musical effect begins immediately and lasts until the character ends his performance. If the character performs for a full turn (10 minutes), the effect lasts until the character ends his performance and then for the duration of the spell thereafter. If the proficiency throw fails, the harmonic resonance has no effect and cannot be tried again on the same audience that turn. This power is equivalent to the Magical Music proficiency; the character can learn one additional effect by taking that proficiency.
Inspire Courage: By singing heroic lays and epic poems, harmonizers can improve the effectiveness of their allies. Inspiring courage requires a few moments of oration before a battle (one round) and makes up to 30 of the harmonizer’s allies within a 50’ radius inspired. An inspired creature gains a +1 bonus to attack throws, armor class, morale rolls (for monsters or NPCs allied with the caster), and saving throws against magical fear. The bonus lasts for 10 minutes (1 turn). A harmonizer can inspire courage once per day per class level. (Even the most inspired epic gets stale if you hear it twice in the same day.) A harmonizer cannot inspire courage on characters who are already engaged in combat.
Listening: Harmonizers have sharp ears that permit them to hear noises in caves, hallways, at a door, or other locations. The Judge makes a Listening proficiency throw in secret on behalf of the harmonizer. If the throw succeeds, he hears any noises in earshot. If the throw fails, or if there aren’t any noises in earshot, he doesn’t hear anything. The harmonizer must be quiet and must be the closest creature in the party relative to the location of the sound or suspected sound. Listening only requires one round but can only be undertaken once per turn (10 minutes) if the party is moving at all, because it takes time for people to settle down into quiet.
Loremastery: The harmonizer can make a proficiency throw of 18+ to decipher occult runes, remember ancient history, or identify a historic artifact or special monster part. The proficiency throw required reduces by 1 per level. He can also identify magic items as if he were a 5th level mage. (This class power is the equivalent of Loremastery proficiency.)
Performance (singing): All harmonizers are trained vocalists. The character can earn 10gp per month from working as a street performer or tavern entertainer. He can identify renowned performers, famous works, and unusual songs with a proficiency throw of 11+. (This class power is equivalent to one rank of Performance proficiency.)
Prestidigitation: The harmonizer can use their innate magic for entertainment and other minor effects. The character can magically accomplish simple illusions and sleight of hand tricks suitable for impressing peasants, such as lighting a candle or shuffling cards, at will. The character must be able to perform the task physically and be free to speak and gesture. He can use magical sleight-of-hand to pick pockets as a thief of one-half his class level.
| Max HP | Temp HP Gained |
|---|---|
| 1 – 3 | 1d2 |
| 4 – 9 | 1d3 |
| 10 – 16 | 1d4 |
| 17 – 23 | 1d6 |
| 24 – 29 | 1d8 |
| 30 – 36 | 1d10 |
| 37 – 49 | 2d6 |
| 50 – 63 | 2d8 |
| 64 – 76 | 2d10 |
| 77 – 89 | 2d12 |
| 90 – 110 | 3d10 |
| 111 – 140 | 4d10 |
| 141 – 170 | 5d10 |
| 171+ | 6d10, plus 1d10 per 30 hp past 170 |
Additional Class Powers
Inherited Arcane Magic (2nd): The harmonizer’s elven inheritance grants them the ability to learn and casts arcane spells. The caster level and number and level of spells the character can cast per day is listed on the Spell Progression table above. The harmonizer can have a number of spells in his repertoire equal to those shown on the table, modified by his CHA bonus. Unlike studious spellcasters such as mages, the character’s repertoire is chosen soon as they increase in level. They do not need a spellbook, and they cannot change out their repertoire through study. The specific mechanism for determining which spells a harmonizer adds to their repertoire is left to the Judge’s discretion; one recommended method is to randomly determine the base spells and allow the player to choose any bonus spells from high CHA.
Inspire Hope (7th): By recounting the glorious deeds of old, harmonizers can brighten the darkest moment. Inspiring hope requires a few moments of song (one round) and grants up to 30 of the bard’s allies within 30’ a pool of temporary hit points. The number of hit points gained by each ally is determined on the adjoining table based on the harmonizer’s or the ally’s max hit points (whichever is lower). These temporary hit points last for one turn (10minutes), until lost to damage, or until the bard inspires hope on the ally again, whichever comes first. The harmonizer can inspire hope once per day at 7th level, and one additional time per day with each level thereafter.
Minor Magical Research (7th): The harmonizer can brew potions as a 5th level mage.
Major Magical Research (11th): The harmonizer can create more powerful magic items such as weapons, rings, and staffs.
Racial Traits
Concordance: The khoravar are natural communicators and negotiators, able to easily defuse conflict. Through glib talk, disarming words, or placating body language, the character can delay or possibly prevent armed conflict. The character must concentrate as his standard action but may move at half speed or take other move actions while using this ability. The ability fails to work on a subject if any khoravar has already attacked that subject or its allies during this encounter. Otherwise, any characters attempting to attack the khoravar are subject to the ability and must save versus Spells; on a failed save the subject must attack another character (or no one at all). This ability does not work on mindless creatures or fantastic creatures of animal intelligence but works on all sapient creatures and ordinary animals.
Cultural Affinity: As children of multiple cultures, the Khoravar have a natural gift for overcoming cultural barriers to negotiation. The character ignores up to two points of penalty to reaction rolls from differing language, species, or alignment with a counterpart.
Gift-Giving: Khoravar know that a timely gift can win over hearts and minds. The character receives a +1 bonus to reaction rolls if he offers a gift worth one day’s pay for the target; a +2 bonus for a gift worth one week’s pay; and a +3 bonus for a gift worth one month’s pay. Unlike a bribe, a gift cannot simply be coin; it must bear some relation to the recipient’s aesthetic or professional interests. Because of his high and subtle art, a khoravar using his gift-giving power is never charged with the crime of bribery, even if he rolls an unmodified 2 on 2d6. (Except as noted above, this class power is equivalent to Bribery proficiency.
Languages: Khoravar society is mindful of its role as mediators between disparate factions and races. All khoravar begin play knowing Common, Valerian, Lhazaaran, Caernathi, and one other language of the character’s choice.
Longeval: Due to their elven ancestry, the khoravar have a lifespan three times that of humans. They are immune to the diseases caused by undead and gain a +1 bonus to their HD rolls at 1st level.
Class Proficiencies
Proficiency Progression: At 1st level, harmonizers select one class proficiency from their class proficiency list and one general proficiency from the general proficiency list. They select an additional class proficiency at 3rd, 6th, 9th, and 12th level. They select an additional general proficiency at 5th, and 9th level.
Khoravar Harmonizer Proficiency List: Alertness, Art, Battle Magic, Beast Friendship, Black Lore of Mabar, Bright Lore of Irian, Climbing, Combat Trickery (disarm, force back, incapacitate), Command, Contemplation, Counterspelling, Diplomacy, Elementalism, Expanded Repertoire, Familiar, Fighting Style Specialization, Laying on Hands, Magical Engineering, Magical Music, Mystic Aura, Precise Shooting, Quiet Magic, Sensing Power, Skirmishing, Swashbuckling, Unflappable Casting, Wakefulness, Weapon Finesse, Weapon Focus
Khoravar Harmonizer Templates
| 3d6 | Template | Proficiencies | Starting Equipment |
|---|---|---|---|
| 3 – 4 | Animal Charmer | Beast Friendship Naturalism Performance (instruments) Drowsiness Outrage | 2 javelins, hide armor, leather shoes, leather belt, belt pouch, flute, waterskin, 1 week’s iron rations, 1gp (enc. 2 5/6 st) |
| 5 – 6 | Hedge Magician | Contemplation Theology Performance (oration) Drowsiness Mesmerism | Staff, leather armor under mage’s cassock, cloak with embroidered sigils, fancy silver sash, low boots, 2 small sacks, 2 tallow candles, tinderbox, 1 pint of rare wine in potion vial, leather-bound spellbook (blank), waterskin, 1 week’s iron rations, 2gp (enc. 5 4/6 st) |
| 7 – 8 | Swashbuckler | Swashbuckling Seafaring Performance (singing) Horror Outrage | Short bow, quiver with 20 arrows, scimitar, well-balanced dagger with boot-sheath, leather armor, colorful tunic and pants, bright silk girdle, high boots, 50’ rope, grappling hook, waterskin, 1 week’s iron rations (enc. 6 st) |
| 9 – 10 | Minstrel | Magical Music Romance Performance (instruments) Drowsiness Goodwill Mesmerism | Crossbow, case with 20 bolts, short sword, dagger, well-maintained leather armor, traveler’s tunic and pants, embossed belt, sturdy low boots, belt pouch, small sack, lute, waterskin, 1 week’s iron rations (enc. 4 2/6 st) |
| 11 – 12 | Historian | Magical Engineering Knowledge (History) Performance (epic poetry) Mesmerism Outrage | Crossbow, case with 20 bolts, short sword, dagger, well-maintained laminated linen armor, traveler’s tunic and pants, polished high boots, backpack, parchment journal half-filled with entries, quill and ink, waterskin, 1 week’s iron rations, 6gp (enc. 6 2/6 st) |
| 13 – 14 | Beguiler | Mystic Aura Diplomacy Performance (singing) Drowsiness Horror | Crossbow, case with 20 bolts, sword, polished chain mail armor, flamboyant fur-lined cloak, fancy tunic and pants, long leather gloves, high boots, bright silk sash, purse, belt pouch, waterskin, 2 weeks’ iron rations, 10gp (enc. 7 st) |
| 15 – 16 | Spy | Disguise Streetwise Performance (acting) Mesmerism Suggestion | Crossbow, case with 20 bolts, short sword, dagger, unmarked leather armor, simple hooded cloak, traveler’s tunic and pants, embossed belt, low boots, backpack, disguise kit, crowbar, 50’ rope, waterskin, 1 week’s iron rations, 56gp for bribes (enc. 6 2/6 st) |
| 17 – 18 | Aristocrat | Command Riding Performance (oration) Goodwill Suggestion | Matching sword and dagger with lacquered hilts, exquisitely made plate armor, shield, fur-lined cloak, armiger’s tunic and pants, high boots, medium riding horse, riding saddle and tack, 2 leather saddlebags, waterskin, 1 week’s iron rations, 10gp (enc. 6 2/6 st with rations on horse) |
| Prime Requisite: | WIL and CHA |
|---|---|
| Requirements: | None |
| Hit Dice: | 1d6 |
| Maximum Level: | 13 |