Harrid Monster Class
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As soon as I saw the Nekharu faction from Crocodile Games, I knew
I'd want to use them as "apprentice" versions of the harrid monster
from Monte Cook's Diamond Throne setting for Arcana Unearthed (in fact, I picked up a Nekharu coven witch with dagger and a Nekharu coven witch with dagger and skull
at Gen Con Indy 2004 just for this purpose). I thought about writing this up in a weakened
form as an "apprentice harrid," then I realized it would be better to
present them it a monster class a la Savage Species, with one
class level for each of the harrid's HD or LA ... that way I could make
any form of "teenage harrid" I wanted to suit any low-level adventure.
This is the result, using the 3.5 ruleset (monsters get skill points
per hit die like character classes do, feats every 3 levels, etc.).
The name "harrid" is used with permission from Monte Cook.
Here's a quick summary of the monster class rules.
- Not all levels in the monster class give you HD, BAB, saving throw
advancement, and fun things like that. That's intentional, as the
number of monster class levels equals the monster's HD plus its LA,
and therefore any creature with an LA is going to have that many levels
that don't give HD-based goodies. Instead, we use those levels to add
in the monster abilities that are the cause of that LA.
- With monster classes, you only get skill points when the
class table indicates you do (as some levels in the monster "class"
don't give you hit dice and you only get skill points when you gain
HD). Thus, places in the table where the creature gains no skill points
are intentional. A harrid character gets x4 skill points at 1st level,
just like a normal character class.
- As with the skill points, so it is with feats. The class only
gives you feats when the table says so, not automatically at level 3
- The class grants ability score bonuses at certain levels;
these are typeless bonuses (the class spreads the creature's racial
ability score modifiers over several class levels instead of all at
once) rather than enhancement or any other type of bonus. Note that the
standard harrid has a racial +6 to Intelligence, but the monster class
starts them out at +0, which means that a character built with all
seven levels of the monster class isn't getting as many skill points as
the default harrid; to fix this problem, when the harrid gets an Int
increase from the monster class levels, retroactively apply the
Intelligence increase to its previous levels (and remember the x4 at
1st level). It can immediately any the bonus languages from its
increased Intelligence (most harrids learn Common and Giant).
- You can't multiclass into the harrid monster class; you're either a harrid from the start or you're not a harrid at all.
- According to the rules in Savage Species, you can't
multiclass until you've finished all of your monster class levels. Some
people think that rule shouldn't be there; I do.
- This monster class doesn't include the default 1st-level in a
spellcasting class that all "adult" harrids have; add that in
separately. That's also why the CR listing stops at 4 (the CR 5 in the
harrid monster writeup includes the default harrid's 1 class level).
Table XXX: Harrid
|Level||Hit Dice||Base Attack Bonus||Fort save||Reflex Save||Will Save||Skill Points||CR||Monster Class Abilities|
|1||1d8||+1||+0||+2||+2||2||1||Feat, harrid racial features|
|2||2d8||+2||+0||+3||+3||2||1||+2 Con, +2 Cha, SR 5, bite 1d6|
|1||+2 Str, +2 Int, spell-like abilities (2/day--levitate, read mind, see invisibility, 1/day--sorcerous guise)|
|4||3d8||+3||+1||+3||+3||2||2||Feat, +2 Str, +2 Cha, SR 10, magic drain (Fort save), poisoned weapons|
|2||+2 Str, +2 Dex, spell-like abilities (2/day--whisper of madness)|
|6||4d8||+4||+1||+4||+4||2||3||+2 Con, +2 Cha, SR 15|
|4||+4 Int, magic drain (no save), spell-like abilities (1/day--empower spell, telepathy)|
Spell Resistance (Su): At 2nd level, a harrid gains spell resistance 5. This increases to SR 10 at 4th level and SR 15 at 6th level.
Harrid illustration by Kieran Yanner, from The Diamond Throne. Used with permission from Monte Cook.
Harrid Racial Features:
- Size Medium.
- Speed 30 ft.
- +2 Dexterity, -2 Wisdom
- Two claw attacks for 1d4 hit points of damage. These are a natural attacks.
- Natural armor +2.
- Automatic Languages: Harrid.
- Spell-like abilities: At will—analyze, detect magic, detect poison, read magic. The harrid's caster level for the spell-like abilities is equal to its monster class level +3.
- Automatic language: Common.
- Proficient in simple weapons.
- Class Skills: Alchemy, Knowledge (ceremony), Knowledge (history), Knowledge (magic), Knowledge (runes), Sneak, Spellcraft, Spot.
- After level 7 harrids gain skills according to their class and feats according to their HD.
Bite: At 2nd level, a harrid gains a bite attack for 1d6 damage. This is a secondary attack to its claw attacks.
Spell-Like Abilities: At 3rd, 5th, and 7th level, the harrid gains the ability to use the listed spell-like abilities.
Magic Drain (Su):
At 4th-level, the harrid develops the ability to use its magic drain
ability, though in a weaker form than that of a mature specimen of its
race. Instead of automatically working, the target creature or object
gets a saving throw (Fortitude DC 10 + 1/2 harrid's HD + Charisma
modifier) to resist the effect. At 7th level this ability fully matures
and no longer gives the target a chance to resist.
Poisoned Weapons (Ex):
Once its magic drain ability develops, other harrids see the young one
as nearing full maturity and teach it how to make the deadly poison all
adult members of this race use. Thereafter the young harrid makes and
uses the poison as a sign of superiority over its younger counterparts.