Harbinger

From Arelith Wiki
Jump to: navigation, search
Classes
Arelithwikilogo.png
Arelith Wiki

Character Creation:
Creation (New Players Guide)
Race - Deity - Class
Gifts - Backgrounds - Alignment
Mark of Destiny - Epic Sacrifice
Customization - Head List - Builds
Character Systems:
Description - Disguise / Covered
Languages - Experience - Quests
Pickpocket - Rest
Death - Lycanthropy - Investigate
Sequencers - Runic Sequencers
World Systems:
Settlements - Factions
Quarters - Shops - Bank
Riding - Sailing
Communication - Portals
Time - Containers/Bags
Radiant Heart - Assassin's Guild
Sencliff's Pirates
Item Creation Systems:
Alchemy - Art Craft - Carpentry
Herb - Smith - Tailor
Dweomercraft - Runes
Armor
Weapons - Melee / Ranged / Siege
Resources - Poison
Arelith Changes:
Classes - Skills - Feats
Spells (list) - Summons
Familiar Reskins - Misc
Help:
Rules - Roleplay - Maps
Console Commands
Common Bugs - Staff
Support Tickets - Character Remake
[The Astrolabe]

Introduction

Harbinger is a custom base class available on Arelith. The replacement for a prior custom class, Hexblade.

Like rumors of war or plague-ridden winds, harbingers move through battlefields and leave only ruin and sorrow in their wake. Empowered from within by a deep connection to malice, harbingers channel their negative emotions into a supernatural fighting style that is strange and terrifying to behold. Some accept the darker urges within themselves but leash them, making their wrath serve as a hound might- and others embrace the violence within, becoming killers without restraint or pity.

Class Mechanics

Requirements

Alignment restrictions: Any non good.

Class Features

  • Hit Die: d8
  • BAB: High
  • Proficiencies: All simple and martial weapons, light and medium armor, and shields.
  • Saving Throws: High: Fortitude; Low: Reflex and Will
  • Skill Points: 4 + int modifier ((4 + int modifier) * 4 at 1st level)
  • Class Skills: concentration, craft mastery, bluff, disable traps, discipline, intimidate, heal, listen, lore, parry, leadership, ride, sail, search, spot, taunt, use traps.
  • Spellcasting: Arcane (spell failure from armor is a factor), charisma-based (a base charisma score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified charisma, and the charisma modifier affects spell DCs), and spontaneous cast (no spell preparation required). Harbinger can learn spells from levels: 0, 1, 2, 3, and 4.

Level Progression

Level BAB Saves Feats   Base spells per day   Known spells
Fort Ref Will 0th 1st 2nd 3rd 4th 0th 1st 2nd 3rd 4th
1st +1 +2 +0 +2 2 - - - - unlimited - - - -
2nd +2 +2 +0 +3 Dark Claim, Hex of Rust 2 - - - - unlimited - - - -
3rd +3 +3 +1 +3 Accursed Will 3 - - - - unlimited - - - -
4th +4 +4 +1 +4 Blood Arcana Proficiency 3 2 - - - unlimited 1 - - -
5th +5 +4 +1 +4 Weapon Hex: Mortality, Dark Focus (Path), Atrocity: Strike 4 2 - - - unlimited 1 - - -
6th +6 +5 +2 +5 Bonus Feat (Rumors of War) 4 3 - - - unlimited 2 - - -
7th +7 +5 +2 +5 Dark Messenger 4 3 1 - - unlimited 2 1 - -
8th +8 +6 +2 +6 Ill Tidings 4 4 2 - - unlimited 2 1 - -
9th +9 +6 +3 +6 4 4 2 - - unlimited 2 1 - -
10th +10 +7 +3 +7 Atrocity: Whisper 4 4 3 1 - unlimited 2 2 1 -
11th +11 +7 +3 +7 Bonus Feat (Rumors of War) 4 4 3 1 - unlimited 2 2 1 -
12th +12 +8 +4 +8 4 4 4 2 - unlimited 2 2 1 -
13th +13 +8 +4 +4 Shadow Sight 4 4 4 2 1 unlimited 2 2 2 1
14th +14 +9 +4 +9 Atrocity: Invocation 4 4 4 2 1 unlimited 3 2 2 1
15th +15 +9 +5 +9 4 4 4 2 1 unlimited 3 2 2 1
16th +16 +10 +5 +10 Bonus Feat (Rumors of War) 4 4 4 3 2 unlimited 3 3 2 1
17th +17 +10 +5 +10 Massacre 4 4 4 3 2 unlimited 3 3 3 2
18th +18 +11 +6 +11 4 4 4 3 2 unlimited 4 3 3 3
19th +19 +11 +6 +6 Grim News 4 4 4 3 2 unlimited 4 3 3 3
20th +20 +11 +6 +12 4 4 4 3 3 unlimited 4 4 3 3
21st +21 +12 +6 +12 Epic Harbinger 5 5 4 3 3 unlimited 5 4 4 3
22nd +21 +12 +7 +13 Bonus Feat (Rumors of War) 5 5 4 3 3 unlimited 5 4 4 4
23rd +22 +13 +7 +13 5 5 5 3 3 unlimited 5 5 4 4
24th +22 +13 +8 +14 5 5 5 3 3 unlimited 6 5 5 4
25th +23 +14 +8 +14 6 5 5 4 3 unlimited 6 6 5 5
26th +23 +15 +9 +15 Bonus Feat (Rumors of War) 6 5 5 4 3 unlimited 6 6 5 5
27th +24 +15 +9 +15 6 5 5 4 4 unlimited 6 6 6 5
28th +24 +16 +10 +16 6 5 5 4 4 unlimited 6 6 6 6
29th +25 +16 +10 +16 Improved Dark Claim , Bonus Feat (Rumors of War) 6 5 5 5 4 unlimited 6 6 6 6
30th +25 +17 +11 +17 6 6 5 5 5 unlimited 6 6 6 6

Spells

See Category:Harbinger Spells for a list of all spells by category.

 
Cantrips 1st level spells 2nd level spells


 
3rd level spells 4th level spells

Epic Harbinger

Bonus feats: The epic harbinger gains a bonus feat at levels 22, 26 and 29.

Epic bonus feats: Rumors of War (Hexes, Curses), Armor skin, Epic prowess, Epic toughness, Epic reputation, Epic toughness, Epic Weapon Focus

Arelith Changes

Change Level Description
Spell changes - For specifics, see Category:Harbinger_Spells.
Spellbook - Can save and load Spellbooks through the Crafting Skills menu. Special Abilities > Crafting Skills > Choose "Spellbooks" from the menu.
Arcane Spell Failure - -20% Arcane Spell Failure on their equipment if the majority of your levels are in Harbinger.
Curses - Certain curses have multiple immunities, which can vary from simple as immunity to effects or complex as class features, selected deity with proper piety balance, or even items and other effects. Whatever the reason is for the curse to fail to affect a target, the exact reason is never revealed to the caster.
See Curses for more details.
Familiar 7th Harbinger Dark Messenger feat functions in the same way as the traditional Summon Familiar feat other arcane casters receive.

Familiar changes and notes.

Dark Claim

Starting at 2nd level, a Harbinger can reach out with their sorcerous malice, marking foes as her own.

  • The Dark Claim duration is 4+ 1/3 her class level. Minimum 4 rounds. Maximum 1 turn.
  • Upon reuse (while on CD) the claimed creature is highlighted only for the Harbinger (once per 2 sec).
  • If not on CD and having Rumors of War: Improved Dark Claim, on self-use will highlight (hostile) targets around Harbinger who are below 20% HP (once per 2 sec).
  • The Dark Claim applies combat Hexes and can be improved with selectable bonus feats and path choices through Rumors of War.
  • Cooldown: 1 turn + d4 rounds.
  • Dark Claim is an instant ability with short range. Dark Claim is a hostile action.
  • Dark Claim is a Standard Curse, hence it is removed with the Remove Curse spell. While Dark Claim bonuses that Harbinger can get are considered a Greater Curse: so to dispel bonuses from Harbinger by using Remove Curse requires winning a Caster Level check against Harbinger Caster Level.

Accursed Will

At 3rd level: Grants +1 to saving throws vs Curses. Improves to +2 at 21 class levels.

Blood Arcana Proficiency

At 4th level: Grant secure use of Blood Arcana.

Weapon Hex: Mortality

At 5th level: Harbingers can imbue their weapon of choice with a Mortality Hex. Weapon is bestowed Enhancement bonus equal to + 1 / 6 Class Levels (Min +1, Max +5). Applies VFX based on the energy type chosen through Dark Focus. Energy damage gained through Dark Focus does not stack with temp essence.

Dark Focus

At 5th level, Harbinger picks a specialization (path).

Atrocity: Strike

At 5th Harbinger, receives the Atrocity: Strike feat, the effect varies per path.
The ability has a cooldown of 30 Seconds, lowered to 18 if used on the Claimed Target.

Dark Messenger

At 7th Harbinger receives a familiar.

Ill Tidings

At 8th level: Increase Movement Speed by 8%, at 15 Harbinger level increase it to 16%.

Atrocity: Whisper

At 10th Harbinger, receives the Atrocity: Whisper feat, the effect varies per path.
The ability has a cooldown of 100 Seconds, lowered to 60 if used on the Claimed Target.

Shadow Sight

At 13th level: Harbinger receives Darkvision feat.

Atrocity: Invocation

At 14th level: Harbinger receives Atrocity: Invocation feat, the effect varies per path.
The ability has a cooldown of 300 Seconds.

Grim News

At 19th level: Harbinger receives Auto Silent Spell I.

Improved Dark Claim

At 29th level: Harbinger receives Improved Dark Claim:

Removes the +d4 cooldown component from Dark Claim. If cast against a target below 20% HP the target is slain unless it passes a Fort save vs Death Effect with DC = 12+ ½ Harbinger Level + Charisma Modifier (Death Ward Protects). If the target is slain with this ability, Harbinger is under the Death Knell effect gaining +2 AB, AC, and Saves for the number of rounds equal to HD of the creature slain (does not stack with itself). If not on CD self-use will highlight (hostile) targets around Harbinger below 20% HP (once per 2 sec).

Rumors of War

Starting from 6th, 11th, 16th, 22nd, 26th, and 30th Harbinger can select a new Hex or Curse Empowerment feat from the lists bellow.
Those marked as Epic require at least 21 levels in Harbinger:

Hexes

Hexes feats Improve Dark Claim.
Hex of Rust is received for free at level 2.

Name Effect
Hex of Rust Lowers target’s AC by -1 per 8 Harbinger levels (max -2). Harbinger receives +1 (+2 on 21+ class levels) AC for the duration.
Casting Remove Curse at Harbinger can remove that bonus as long as the Caster Level opposed check is won.
Hex of Hallucination Lowers the target's attack bonus by -1 per 8 Harbinger levels (max -2). Harbinger receives +1 (+2 on 21+ class levels) AB for the duration.
Casting Remove Curse at Harbinger can remove that bonus as long as the Caster Level opposed check is won.
Hex of Acedia Lowers the target's saves (Fortitude/Will/Reflex) by -1 per 8 Harbinger levels (max -3). And Lowers the target’s skills by -2 per 8 Harbinger levels. Harbinger receives +1 (+2 on 21+ class levels) to saves and skills for the duration.
Casting Remove Curse at Harbinger can remove that bonus as long as the Caster Level opposed check is won.
Hex of Neglect Target receives 5% vulnerability to physical damage per 8 Harbinger levels.
Hex of Black Diamond Target receives 6% vulnerability cold damage per 8 Harbinger levels and a 5% movement speed penalty. Invisibility and Improved Invisibility effects are dispelled.
Applies -20 penalty to hide (Hide skill penalty does not stack with Hex of Acedia).
Hex of Rune-breaker If Hex is placed upon a summoned creature, it is instantly unsummoned. Magical energy used to conjure the creature will be discharged: the Summoner will receive d6 magical damage per HD of summon consumed, max 15d6, (if the summon had over 15HD it will create a Thunder Clap (Medium Sphere Size) effect using Atrocity, Invocation DC at the hexed summon location). Unsummoned Creature does not refresh Dark Claim CD. Warlock Pact Summons are entitled to Will saving throw against Curse to resist the effect.
Improved Weapon Hex Improves: Hex Weapon: Mortality Hex. Weapon Damage dice increases by one step (d4->d6, d6->d8).
Adds properties: Massive Critical 1d12, Vampiric Regeneration 2 (epic 4), and Spell Resistance 26 at 26+ class levels.
Hex of Oath-breaker (Epic) Removes one random buff of Divine Shield, Divine Might, Divine Favor, or Divine Power from the Hexed target (does not prevent being reapplied). If an effected is dispelled this way the target receives 5d6 divine damage.
Hex of Arcane Hunger (Epic) Dark Claim breaches 1d2 effects from the target. 1d3+1 Effects at level 25+. Reduces SR by 5.

Curse Empowerments

Curse Empowerments are feats that provide passive effects to the Harbinger.

Specific Rumors of War provide synergy bonuses to Harbinger Spell Caster Level (1:1) and Class Level (1/2) for For Weapon Mortality Hex, and Atrocity from their applicable multiclassing options.

Please note, that achieving 21+ Class Levels this way does not equate to having Epic Harbinger (that is a feat granted at the 21st Harbinger Level).

Name Effect
Eldritch Patronage Soft bonuses: +3 Lore, Concentration, and Spellcraft. All spells receive an additional refund chance of +25%. Moreover, epic Harbinger has an additional 25% refund chance for spells from 1st spell level and receives Feats: Improved combat casting.Grants Sinister Call (yoink) to Epic Harbinger..
Class Synergy: Warlock.
Lurker in Darkness Soft bonuses: +3 Hide, Move Silently, Spot, Listen, Disable Trap, and Use Traps. Passive concealment 30%. Uncanny dodge I and Trackless Step. Spell Invisibility has a 100% refund chance. Moreover, epic Harbinger gains Uncanny Dodge II and Method Hidden Persona.
Class Synergy: Rogue, Assassin, Shadowdancer, Invisible Blade.
Divine Patronage Soft bonuses: +3 Bluff, Intimidate, Taunt. Receives Turn Undead feat. Moreover, if Epic Harbinger learns Divine Shield and Divine Might then both are applied at the same time on either activation starting at 23rd Class Levels. Moreover, at level 26th+ provides Dark Blessing feat (Charisma to Saves)
Class Synergy: Divine Champion.
Eternal Hunter Receives Sneak Attack: 1d6 per 6 Harbinger levels (Does not stack with Black Guard). Fearless +4 (+4 saves against Fear). Moreover, epic Harbinger gains Keen Senses feat.
Class Synergy: Ranger.
Knight of Dragon Down Soft Bonuses: +3 Leadership, Ride and Heal. Grant Mounted Combat Feat, 10% Elemental Damage Immunity (Fire,Cold, Acid, Electric). Increases Spell Refund chance for life Transference (100%). Moreover, epic Harbinger gains 10% Negative Damage Immunity and Weapon Mortality Hex provides 1d6 magical damage against Dragons, Outsiders, Aberrations and Giants.
Class Synergy: Knight, Cavalier.
Herald of the Grave Soft Bonuses: +3 Appraise, Sail, Search; +2 to Saving Throw against mind affecting effects and Skill Focus: Perform feat. Harbinger contributes 2/3 to the power of Curse song.(if made by dirgesinger). Moreover, epic Harbinger gains 10% Sonic Energy Immunity.
Class Synergy: Dirgesinger.
Mortality Undone Grants 5% physical damage immunity pre-Epic. The Epic Harbinger receives a further 5% damage immunity (for a total of 10%). Moreover, Harbinger receives Epic Toughness I at the 23rd level, and Epic Toughness II at the 28th level. Note: Immortal Harbingers (Vampires) will instead of physical damage immunity gain Positive Energy immunity.
Cursed Armaments Gain Heavy Armor Proficiency and Exotic Weapon Proficiency feats. Armor and Shield receive -50% of Arcane Spell Failure risk. Also, Death Armor Spell receives a refund chance of 25% and has uncapped CL. Moreover, provides Epic Prowess feats at 23rd+ Class levels.
Malady Shield Grants 5% energy immunity per 7 Harbinger levels (energy type depends on the Dark Focus: Crimson Count(es): Bleeding; Cursed Razor: Psychic; Dark Seraph: Entropic). Moreover, epic Harbinger receives a +2 saving throws bonus against Death and Curse spells and effects, and saves against traps.
Additionally:
  • Lesser Spell Mantle effect is maximized while the spell receives a refund chance of 50%
  • Shield Spell receives a refund chance of 50% and protects against Force Damage based on Harbinger class level (does not stack with Spell Focus: Abjuration):
    • Class Level 1-11: 3/-
    • Class Level 12-25: 6/-
    • Class Level 26-30: 12/-
Misfortune’s Favor (Epic) +2 to universal saves. Receives Evasion feat. Universal saves bonus is not applied if the PC has Dark Blessing or similars effect (CHA to Saves).
Woe Drinker (Epic) Atrocity DC increases by 4. Atrocity Energy Damage is increased by 25% for Strikes, Whispers, and by 50% for Invocations. Extends bonus from ‘Killing a claimed creature with Atrocity’ to 5 turns. Since Paths Spell-Like abilities use Atrocity DC, their DC is also affected.

Harbinger Path Feats

All CD-based spell-like abilities (like Curse Storm) have their DC standardized to Atrocity Whispers.

Crimson Count(es)

  • Becomes Blood Magic proficient:
    • Can't surge due to wild magic.
    • Spell Hemorrhage DC increased by 4 and 100% spell refund chance.
    • Predator spell gains 1 round of True Sight.
    • Epic Harbinger is treated as if having ESF Necromancy to determine duration and effect of Predator.
    • On the 15th level receive an ability to cast Vermilion Stars spell as a spell-like ability with a 4-minute cooldown.
    • On the 21st level receive an ability to cast Blood Homunculus spell as a spell-like ability with an 8-minute cooldown. (The tier of the summon depends on the CL and imposes HP cost {21+: 1: 10%HP | 24+: 2: 15%HP | 27+: 3: 20%HP} **While the duration is 2 rounds per CL). The HP cost does not have safety measures, yes you can kill yourself with it.
  • Has a refund chance for casting Blood Arcana Spells (20+(2*CL/Spell Level)%).
  • Affects the Atrocity Abilities.
  • Hex Weapon is empowered with +1d6 Bleeding Damage (Damage Dice increase to 2d4 On Epic Harbinger). Does not stack with temp essence.
  • Killing a claimed creature with any Atrocity ability: Harbinger is healed for the amount depending on the HD of the Harbinger and the target as well as receives Damage Reduction for 2 turns:
    • HD<5: 2d6+Charisma Mod HP. DR 3/+1.
    • HD 6-10: 4d6+ Charisma Mod HP. DR 5/+2.
    • HD 11-19: 6d6+ Charisma Mod HP. DR 7/+4.
    • HD 20-26: 8d6+ Charisma Mod HP. DR 9/+5.
    • HD 27+: 10d6+ Charisma Mod HP. DR 11/+6.
      • Healing only activates from targets having blood.
      • On Epic level (21+ class levels) excess healing can over-heal for 10 turns (Max 30 HP).

Dark Claim: Crimson Count(es): Crimson Claim Dark Claim inflicts bleeding damage over time to the selected target (works only against non-crit immune targets capable of bleeding). 1d4 damage per round. This damage increases to 2d4 at the 13th level, 3d4 at the 21st level, 4d4 at the 28th level. Does not stack from multiple sources. The Harbinger is healed for 1d4, this healing increases to 2d4 at the 21st level. Max Duration: 1 turn. Targets immune to bleeding damage will receive entropy damage instead (it will not provide healing). This effect can be broken with the remove curse spell.

Atrocity, Strike: Crimson Count(es): Red Scythe

Melee attack. The damage scales the closest the target is to be slain.
Normal Damage +2d6 bleeding. Normal Damage +<bonus> bleeding and an additional +<bonus> bleeding per each 10% missing health (Extra damage from missing health is not subjected to empower with Rumors of War: Woe Drinker feat and not subject to critical hit damage multiplier). The <bonus> for Crimson Count(es) below 11 levels is 1d4, increases to 2d4 between 11 and 20, and maxes out at 3d4.
When used on the claimed creature, if the creature does not have blood, Red Scythe will do physical damage instead.

Atrocity, Whisper: Crimson Count(es): Royal Decree

A ranged touch attack. 1d6 damage per 2 Harbinger levels (max 10d6 bleeding damage).
The target needs to pass a will save against curse or suffer fear for d4 rounds.
The Claimed Creature below 20% HP must also succeed a Fortitude Save against curse or be slain (Death Ward and Fear Immunity protect from the effect).
DC 12 + ½ Harbinger levels + Charisma Modifier.

Atrocity, Invocation: Crimson Count(es): Waltz

Gargantuan sphere centered on the caster. Deals 15d6 bleeding damage.
The targets need to pass a fortitude save against curse or suffer 1d4 Constitution Drain and heal the Harbinger 5 hp for each drained point of constitution.
DC 14 + ½ Harbinger levels + Charisma Modifier.

Cursed Razor

  • Becomes Curse proficient:
    • DC of Bestow Curse is increased by 4. Moreover, Harbinger is treated as having ESF for determining the spell effect.
    • DC of Baleful Polymorph is increased by 2.
    • On the 15th level receives the ability to cast Harbinger Curse spell as a spell-like ability with a 4-minute cooldown. (Functions similar to Bestow Curse, Greater spell but the curse is random.)
    • On the 21st level receive an ability to cast a Curse Storm spell as a spell-like ability with an 8-minute cooldown.
  • Has a refund chance of 100% for casting Bestow Curse.
  • Has a refund chance of 50% for casting Baleful Polymorph.
  • Affects the Atrocity Abilities.
  • Hex Weapon is empowered with +1d4 Psychic Damage and 1d4 Cold Damage (Damage Dice increase to 1d6 On Epic Harbinger). Does not stack with temp essence.
  • Killing a claimed creature with any Atrocity ability: Harbinger receives +2 Dodge AC, +2 Saves, +4 Discipline (soft), +4 Concentration (soft) for 2 turns (does not stack).

Dark Claim: Cursed Razor: Voices in the Dark

Dark Claim bestows onto the target 10% vulnerability to Psychic and Cold damage. These penalties increase to 20% each at the 21st level. The target also receives a -2 penalty to saving throws against Fear; Furthermore, the target has to pass a saving throw against mind mind-affecting effect on DC = 10 + ½ Harbinger Levels + Charisma Modifier or becomes frozen from fear for d3 round(s).

Atrocity, Strike: Cursed Razor: Tendon Rip

Melee attack. Normal Damage +2d6 psychic (Mind immune targets will receive cold damage instead), the target needs to pass a reflex save against curse or suffer a movement speed penalty of 40% for 2 rounds.
When used on the claimed creature, will be slowed (as the spell) for 2 rounds instead.
DC 10 + ½ Harbinger levels + Charisma Modifier.

Atrocity, Whisper: Cursed Razor: Warlock’s Blow

A ranged touch attack. 1d6 damage per 2 Harbinger levels (max 10d6 psychic damage) (Mind immune targets will receive cold damage instead).
The target needs to pass a reflex save against the curse or be teleported to the Harbinger.
The Claimed target will be also slowed (as the spell) for 1 round.
DC 12 + ½ Harbinger levels + Charisma Modifier.

Atrocity, Invocation: Cursed Razor: Festival of Nightmares

Gargantuan sphere centered on the caster. Deals 15d6 psychic damage (Mind immune targets will receive cold damage instead).
The targets need to pass a reflex save against a curse or will suffer entanglement for 2 rounds. Entanglement: restricts the creature's movement (causing them to drop to 3 dexterity) and applies a (-2) to all attacks and a -4 to dexterity.
DC 14 + ½ Harbinger levels + Charisma Modifier.

Dark Seraph

  • Spell-Like abilities:
    • On the 15th level receives the ability to cast Grim Terror spell as a spell-like ability with a 4-minute cooldown.
    • On the 21st level receive an ability to cast a Black Blade of Disaster spell as a spell-like ability with an 8-minute cooldown (Unlike the spell, it lasts 10 rounds and does not require concentration, the summon gains AB with Rumors of War: Improved Weapon Hex and Greater Weapon Hex).
  • Affects the Atrocity Abilities.
  • Hex Weapon is empowered with +1d6 Entropy Damage (Damage Dice increase to 2d4 On Epic Harbinger). Does not stack with temp essence.
  • Killing a claimed creature with any Atrocity ability: Harbinger receives +2 Soft AB, Damage, +4 Discipline (soft), +14% MS for 2 Turns (does not stack).

Dark Claim: Dark Seraph: Bleak Prophecy

Dark Claim bestows onto the target 10% vulnerability to Entropy damage. This penalty increases to 20% at the 21st level. When Dark Claim ends it will apply damage to the Claimed Target 2d4 per 1 round of duration. Max Duration: 1 turn. This damage is maximized if the target is below 20% HP.

Atrocity, Strike: Dark Seraph: Hellstrike

Melee attack. Normal Damage + 2d6 entropic, the target needs to pass a will save against curse or suffer daze for 2 rounds. Immunity to Mind-Affecting blocks the effect.
When used on the claimed creature, will be stunned for 2 rounds instead.
DC 10 + ½ Harbinger levels + Charisma Modifier.

Atrocity, Whisper: Dark Seraph: Abyssal Lance

A ranged touch attack. 1d6 damage per 2 Harbinger levels (max 10d6 entropic damage). Automatically empowered against Claimed creatures.
The target needs to pass a will save against curse or suffer daze for d4 rounds. Immunity to Mind-Affecting blocks the effect.
DC 12 + ½ Harbinger levels + Charisma Modifier.

Atrocity, Invocation: Dark Seraph: Apocalyptic Cry

Gargantuan sphere centered on caster. Deals 15d6 entropic damage.
The targets need to pass a will save against curse or suffer daze for 1 round. Immunity to Mind-Affecting blocks the effect.
DC 14 + ½ Harbinger levels + Charisma Modifier.

External Links

Development Document for custom class