Crayfish Hora's page

Organized Play Member. 883 posts (1,360 including aliases). No reviews. No lists. No wishlists. 8 Organized Play characters. 10 aliases.

About Crayfish Hora

Razmir's Story Elements:

Step 1:

Personality Profile, The Visonary

Personality Blurb: My Little Razmir has a love that lives inside of him alone, the love of a goddess. He feels his heart burn for her will to be done, but shows that man alone are gods in having enough control to stifle it. Love and control are both power, and power is everything. He would throw away his house, his family, and all his friends for a deeper understanding of love, and thus, power. He is a very serious man, with no interest in frivolities and is willingly open to question anything. Because in questions, one's understanding grows, and it is that self-growth that appeals to him so very much. But he's also an honest man, the truth is his own little weapon, used to sort out who is and who isn't a man.

Physical Description: It was until recently that anyone saw My Little Razmir's (Name Pending) face. He is a scruffy, unshaven man with wild brown hair and the coldest set of blue eyes. When he was captured, he wore a large, yellow cloth cocoon around his head with one large hole in the front and a few blood splotches along the sides. With a brown half-cape with yellow and brown dangles tied around his chest, a makeshift tunic that was more of the yellow cloth wound around his neck and pecks, but left the midsection bare, this strange man stood at a fairly tall height and was eye catching due to his bright yellow cloth. There was a waist cloth, also made of the yellow cloth, that had its own cape that hung behind but left the front open. He even wore yellow wrapped boots that left his toes bare. The last bit of his outfit was his yellow cloth gloves that left the fingers bare and covered his lower arm. His clothes have never been washed.

When armed, he wields a shotel without a sheath. To hide the fact that he has murdered and thus, is a murderer, irks him to no end. A shotel is a murderer's weapon and has no other use, and though it is of a fine craft, the blade is becoming rusty with stained blood.

Concept Overview: Diogenes meets Lautrec of Carim meets Marach Galthena and later becomes My Little Razmir mixed with I'm really a good guy, but I'm an evil, evil man and The King in Yellow.

Important Life Events:
My Little Razmir started his life as a war orphan of a prestigious, war-wizard family. His family was most likely killed (directly or indirectly) by the man who adopted him, the War-Baron Galtana.

War-Baron Galtana collected war-orphans that may have had magical talents and turned them into his conditioned magical weapons. My Little Razmir was a special kid, so the baron told him. He could kill a man in full plate, over time, with small knicks and cuts without lifting a finger. The baron learned this by locking a child loving knight and My Little Razmir in the same room for quite some time. Best way for magical talent to show itself is by violence, he believed.

My Little Razmir goes to War for Baron Galtana. Baron Galtana was a fat, greedy man that wanted as much power and land and men under his command than anyone. So he sent his child war-wizards (who nobody expected) into enemy territory to soften the enemy for his army.

My Little Razmir invades a Holy City. There is power in faith, and Baron Galtana knew that controlling a Holy City would bring him much of everything.

My Little Razmir finds a Goddess's Love. He was older now, but not by much, when he found a stray building with a statue nearby. It was a decrepit building in the city that was soon to fall to Baron Galtana, in that it was unkempt unlike the beautiful marble and good wood buildings around him. He admired the statue, but the figure's face was crumbling, so he couldn't pick out whom it represented. But he was drawn to enter the temple. Inside, there were drapes over all of the windows and a fur rug covered the altar. The floor was made of a much older wood and it creaked. Looking around for what seemed to be hours, he found a trapdoor to the cellar and descended.

Passing the jarred food and empty bottles, My Little Razmir was eyeing the strange, dusty chests that lined the walls. He found that same statue, except this time, holding out a short, half-cape made of brown cloth. He eyed the statue for a bit, then took the cape and put it on over his commoner robes.

My Little Razmir's heart burns. Opening the chests along the walls revealed nothing but yellow cloths, which were very bright and not worth anything. So he became upset at the statue, yelling at it, "Why stock your cellar with useless cloth, if it's not worth the effort to collect it!" That was then the moment that he received the goddess's love, causing him to drop to his knees and clutch at his chest. He swore, all the terrible words that the soldiers had taught him, and he slowly stood. He just stared at the statue in hatred, but slowly relaxed. He knew what to do with all the yellow cloths now...He collected them and burnt the temple down, starting a large scale fire in the middle of the city, as was his instructions.

My Little Razmir visits the tailor, who now resided outside of the burning city. Baron Galtana's men attacked the city while its eyes were focused inward on the temple fire and My Little Razmir escaped carrying bundles of yellow cloth. Fortune favored him that day, as the tailor also escaped when he was tipped off by his cloth smuggling associate. My Little Razmir gave him all the gold the Baron paid him for him to create a specific outfit.

Probably the only friend he has ever made, just by how long he spoke about the cloth and saving the Tailor's business. They stayed up all night, watching the city burn down, talking about cloth. The Tailor found this to be a tragic, but thankfully not fatal incident, but My Little Razmir knew this was the beginning of something wonderful.

My Little Razmir and Baron Galtana's men are attacked by the forces of good. Talingarde, being the source of good that it is, couldn't stand by and let Baron Galtana and his child war wizards have their evil way. So they gathered their armies and declared war, officially. Baron Galtana was pissed and hung their messenger outside his castle walls in response. He ordered My Little Razmir and mercenaries hired from all over to meet this force. The valiant paladins and clerics of their sun god clashed with My Little Razmir and the mercenaries, shocked that the enemy force had a dragon on hand. But good had triumphed over My Little Razmir, knocking him out of his dragon transformation. They captured him and sent him to Branderscar.

Whether or not Baron Galtana still fights with Talingarde is unknown to him.

Step 2.


My Little Razmir wishes to lift himself into godhood by convincing others that he is divine. He has to gather followers, establish his church, and farm his followers' love for him. Talingarde's hostile attitude towards other religions is a big problem for him though. They must be dealt with.

As a Player, I would love to see a Razmirian Priest in action. Those false heals are going to give someone so much hope, and when the time comes, take it away. Having suffered through others believing that a cleric's only use (cleric is my favorite class) is a heal-bot, I am forever scarred. Woe is I'll heal them. And they'll regret it! Evil laughter Also, I have to try convince others that My Little Razmir is totally a good guy, some divine angel, and The King in Yellow at the same time. That's my real goal.

Step 3.


My Little Razmir's known secret: His work is arcane, it's magic, not some kind of divinity. With a world so full of magic this and magic that, every wizard is a guy you pay to make shiny swords for you. They're happy to work, as there's so many of them that are unemployed, most likely. But present it in just the right way, and speak words that the others want to hear...

Unknown secret: He has a younger sibling, a sister, that Baron Galtana has kept hidden from him. For the same reason that you don't take too many slaves that share the same language onto a vessel, the Baron didn't want to risk two war-wizards, who had a strong bond most likely, messsing things up for him. He captured My Little Razmir's sister much earlier than him and he has no clear memories of her existence. But My Little Razmir feels as if something is missing. She doesn't share his dark heart and is quite different from My Little Razmir, but they're family. And love is powerful. She has a much smaller divinity complex; she knows she's above humans and this allows her to forgive the lesser beings for what they do. They can't help it, of course.

Step 4.

Tailor Tom: A middle aged tailor who's home has now burnt down. His business travels to and fro between the lands, as all his cloths and equipment survived the fire. He wears fine clothes, as he was recently made a very successful man. He owes his recent success to My Little Razmir's fat stack of gold, and gold speaks to his heart. He has a fine pointed goatee and parades himself in fake-gold lined tunics and pants. Green is his favorite color. He was a criminal in his past life, but gave up his petty pick-pocketing ring for an honest life as a tailor (once he figured out how much people pay for clothes on the daily). Tailor Tom isn't his real name.

Baron Galtana: A war hero of a larger continent, Baron Galtana is a portly fellow who dresses in red and gold, the colors of war. His castle is more of a fortress than a leisurely palace, and is built upon a hill with a mote and everything. He commands his own standing army and has lots of gold to purchase the mercenaries of his homeland. His warmongering also produces orphans and some are very gifted. Which he cultures and makes them his weapons of war. He is warm towards them, until they cross him, which then they have to be put down. My Little Razmir was taken from him, but he has more weapons available to him. So far, My Little Razmir hasn't crossed him, so he is warm towards him. Warmer if he comes back into his weapon stash.

Priest Wieslow Krol: Few were more fervent in their faith than Wieslow Krol. He spent hours repenting, whip in hand, for his sins against Mitra, his everlasting sun. He was a well renowned healer, his powers incredible, but his want to destroy everything that is evil keeps him from becoming a high priest. His heart is filled with a different kind of darkness: the over zealous will to do good at any costs. He frequented Branderscar, willing to pray for others (which rarely anyone accepted, as he had a reputation for wanting to destroy every terrible person and no one wanted to be alone with him) and heal them during reprimanding whippings. He took note of My Little Razmir's proclaimed "acts of God" and though he couldn't prove it, he knew in his good aligned heart, that somehow, someway, My Little Razmir was a blasphemer. Probably because Priest Krol called him a blasphemer and tried to smite him down, but the guards intervened.

Step 5.

My Little Razmir's first meeting with Priest Krol. Just after his processing, My Little Razmir had supplied his name as simply Razmir and was stripped of his yellow cloth by the guards. They spun and spun him around, slowly unwinding all the stained, yellow cloth from his head. Once he was rid of his clothes, they took him to shower, because he stunk to high heaven, having not bathed since donning the clothes. They took him to the branding chamber then, and that was when he laid his arm along the table and looked up to see Priest Krol enter the room. The way My Little Razmir stared at the man, it was if he could see through him, see into him. When asked if he would like his pain soothed from the burning, My Little Razmir refused, staring unflinchingly at Priest Krol, "You may be able to heal my wound on this mortal body, but you can never heal me." His words stung in Priest Krol's mind and Krol -hated- My Little Razmir after that day.

My Little Razmir's faith healing. It took him quite some time to convince the guards to allow him to provide the inmates his faith healing services, but he was always such a good prisoner. One day, they let him pray with another inmate (under heavy supervision, of course). And he had just touched the man and whispered quietly, changing that man, before the other guards, into an angelic being. This shocked everyone in the room, even the inmate. The local paladin checked the man's alignment and picked up on the man's good aura, "By Mitra.." My Little Razmir knew his cue "Now it resides within you. It fades, but is a part of you. I have forgiven your sins." The inmate cried, the guards cried, but My Little Razmir just stared.

My Little Razmir's last meeting with Priest Krol. A few weeks before My Little Razmir was broken out of the prison, he requested an audience with the priest to confess his sins and to be prayed for. Priest Krol took him up on the meeting and showed up with his holy text and robes and was let into the prison. They met in a small room, watched by guards through a window. My Little Razmir had grown a scruffy beard since he was incarcerated and they sat down across from each other. Razmir's hands were cuffed, for safety reasons, but he looked so calm. "Before we start, I would like to ask of you something, priest." Priest Krol agreed, "Certainly. What is on your mind?" "I would like your love." Priest Krol paused, "My love?" "Yes, I would like your love." "Of course, you have my love, as do all Mitra's children." "No, I would like your love." "I...only have an interest in woman, I'm sor--" "I know how much you love Mitra. But I want all of it." Priest Krol frowned, "Trade my love for Mitra for a mortal alone? Are you mad? I would never!"

My Little Razmir leaned forward, his hands off to the side so the guards could see them, "Then I will remove you from this prison. You will never be able to step foot in it again and all these souls will eventually love me like you never could." Priest Krol snorted, "You speak of madness. You are but a mortal man." My Little Razmir whispered something. "What was that? Speak up." My Little Razmir speaks louder, "I am a God. Ask Mitra, they know it to be true." Priest Krol slammed his book onto the desk, "I didn't come here to listen to your blasphemy!" Then it escalated, Razmir yelling "I am a God! Ask Mitra! I am a God!" They yelled back and forth until Priest Krol grabbed at My Little Razmir and started punching the holy love into his face. The guards had to break into the room and intervene.

Priest Krol was reported to the church for attacking an unarmed prisoner who didn't fight back. He was reassigned and lost that position to another priest and banned from the prison grounds. And he is pissed with righteous anger.

Razmir's Crunch:

Male aasimar thaumaturge 2/ Harbringer (Crimson Countess)1
LE Medium humanoid
Init +5; Senses darkvision 60 ft.; Perception +5
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 20 (2d8+2+2 for favored class)
Fort +4, Ref +5, Will +3 (+1 vs. divine spells)
Acid, Cold, Electric Resist: 5
-1 to Attack rolls for Claimed targets /# of claimed targets. Max 4.
Speed 30 ft.
Mwk Shotel +7 (1d8+3/20 x3)
Bite +6 (1d6+3) Dragon Transformation Only
2 Claws +6 (1d4+3) Dragon Transformation Only

Special Attacks Breath Weapon: 1d8/2 caster levels, 1d4 rounds wait, 60 ft line or 30ft cone. Cold, Fire, Electric, or Acid damage. DC 16 reflex save for half. Only during dragon transformation.
Dark Claim: 1d4 untyped damage to claimed targets /round
Str 16, Dex 16, Con 13, Int 18, Wis 12 (10+2 racial), Cha 10 (8+2 racial)
Base Atk +1; CMB +4; CMD 17
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Heighten Spell, Spell Focus (Alteration), Enemy Cult, Point-Blank Shot, Weapon Finesse, Improved Counterspell, Exotic Weapon Profiecency (Shotel), Dark Authority
Traits:Magical Knack, Heresy

Skills: Acrobatics +8, Autohypnosis +6, Climb +7, Swim +4, Knowledge Arcana +9, Spellcraft +9, Diplomacy +7, Perception +5, Knowledge Religion +9, Use Magic Device +5, Bluff +5
Background Skills: Knowledge History +9, Knowledge Nobility +9

Languages: Draconic, Dwarven, Sylven, Gnome, Common

SQ Alteration Sphere + Shapeshift, Blank Form, Draconic Form, Celestial Form, Daylight 1/day, Inherent Divinity Casting Tradition, Easy Focus, Verbal Casting, Emotion Casting, Spell point pool 8/day, Detect Good 2/day

Combat Gear: Chain mail
Special Abilities
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Thaumaturge Abilities:

A thaumaturge may combine spheres and talents to create magical effects. A thaumaturge is considered a High-Caster. He may use either Intelligence, Wisdom, or Charisma as his casting ability modifier and must make this choice at 1st level. Once made, this choice cannot be changed. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) Intelligence is chosen.

Spell Pool

A thaumaturge gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents

A thaumaturge gains a magic talent at 2nd level and every 2 levels thereafter, according to Table: Thaumaturge.

Forbidden Lore

Thaumaturges use bargains, secrets, and dangerous magical practices to push their casting to greater heights than their more careful contemporaries achieve. A thaumaturge may, as part of the action required to use a spell or sphere effect, increase his caster level by 2 for that effect. This applies to variables dependent on a particular casting of an effect (damage, duration, number of targets etc.), but it does not apply to the caster’s total caster level with that sphere (i.e., it does not determine the strength of a companion from the Conjuration sphere, nor to the total number of HD of reanimated creatures that may be controlled through the Death sphere). This bonus increases by +1 at 5th level, and by an additional +1 for every 4 levels thereafter to a maximum of +6 at 17th level.

Whenever a thaumaturge uses forbidden lore to enhance their magic, there is a 15% chance the thaumaturge will suffer backlash; the spell or sphere effect does not manifest, and any spell slot or spell points spent are lost. In addition, the thaumaturge suffers a -1 penalty to attack rolls, saving throws, skill checks, and to their effective caster level (minimum: 1), which lasts until he rests to regain spell points. This penalty is cumulative; every time the thaumaturge suffers backlash in a day, these penalties increase by 1.


Thaumaturges control power in its purest form; whether through bargains with outsiders, the summoning of primal spirits, or simply an untamable spark in their soul, a thaumaturge can invoke a limited amount of truly wondrous power.

A thaumaturge may use invocations a number of times per day equal to his casting ability modifier, which refreshes when he rests to regain spell points. Whenever an invocation calls for a saving throw, the DC is equal to 10 + 1/2 the thaumaturge’s level + the thaumaturge’s casting ability modifier. A thaumaturge may only use invocations of his level or lower. Using an invocation is a free action that may be taken even when it isn't the Thaumaturge's turn.


At 1st level, the thaumaturge may reroll a failed Knowledge check. The thaumaturge may only use this ability once for any given Knowledge check.

Lingering Pain

At 1st level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to cause the affected targets to become sickened for 1 round (Fortitude negates).

Lingering Blessing

At 1st level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to cause the affected targets to gain 1 temporary hit point per thaumaturge level. These temporary hit points stack with any the target already possesses, and last for 1 round.


As a standard action you may shapeshift yourself or a touched creature, changing their form for as long as you concentrate. If the target is unwilling, this costs a spell point, and they are allowed a Fortitude save to negate. You may spend a spell point to allow a shapeshift to remain for 1 minute per caster level without concentration. You may dismiss your shapeshift as a free action.

Shapeshift is a polymorph effect. A target may only be affected by one shapeshift at any one time. If a caster attempts to place a second shapeshift on a target, he must succeed at a magic skill check. If he succeeds, the second shapeshift is successfully placed on the target, dismissing and dispelling the first.

When shapeshifting a target, the caster must choose a form and a series of traits for them. Forms constitute a creature’s basic physical makeup (humanoid, draconic, animalistic, avian, etc.) while traits are special characteristics or alterations (natural attacks, creature size, monster special abilities, etc.). A caster may grant up to 1 trait + 1 per 5 caster levels and cannot grant the same trait more than once unless the trait indicates it may be granted multiple times.

With the exception of Blank Form (detailed below), placing a form on a creature causes that creature’s physical body to change into that of another creature. The target gains the listed number of limbs and loses all others. The target loses any extraordinary or supernatural abilities, natural attacks, and movement types dependent on their original form (darkvision, scent, wings, claws, etc.) and gains the listed benefits in their place.

Alternate sources of physical traits (such as a dragon sorcerer’s ability to grow claws) still function. In addition, the target’s equipment melds into their new form, causing them to lose their armor and shield bonuses and the ability to pull any item from a backpack or belt. They also cannot activate magic items (although constant bonuses from magic items still remain).

This cannot be used to assume the guise of a specific individual creature, but otherwise adds a +10 bonus to Disguise checks made to appear as a different race, gender, or species. The caster may cause the target to cosmetically appear as whatever type of creature he desires, although if the target is not granted the right physical attributes (for example, granting the right size
category or number of legs), the disguise may fail completely.

When a caster first gains the Alteration sphere, they may grant creatures the Blank Form and the traits listed below. Additional forms and traits may be gained by taking Alteration talents. Any trait may be granted to any form.

Blank Form

Unlike other forms, the Blank Form does not change the creature’s basic makeup. They do not gain the +10 bonus to Disguise checks, nor do they lose their abilities, equipment, natural attacks, or any other aspect of their unaltered form. The Blank Form allows a caster to add traits to a creature without fundamentally changing the target first. A caster may grant the following traits to a creature affected by their shapeshift. A target must possess the appropriate limb where listed, and cannot grant a natural attack to a limb that already possesses a natural attack.

Darkvision 60 ft
Low-light vision
2 claw attacks (Primary attacks, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
1 bite attack (Primary attack, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
1 gore attack (primary, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
2 slam attacks (primary, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
2 pincers (secondary, 1d6, 1d4 small, requires arms). You may grant this trait multiple times.

You change the target’s cosmetic appearance. This could include changing the target’s apparent age, making an elf into an orc, disguising a large dog as a small pony, changing a male into a female, or some other such alteration. This grants the target a +10 bonus to Disguise checks. This trait may only be applied to the Blank Form, as such changes are assumed with other forms.

Celestial Transformation

You may grant the form of a celestial outsider with your shapeshift. The target gains a head, 2 legs and 2 arms with hands that can manipulate objects as a human’s can, and a 30 ft. move speed. The target gains a +2 natural armor bonus which increases by 1 per 5 caster levels, darkvision 60 ft., resistance to acid, cold, and electricity equal to half your caster level (minimum 1), and radiate an aura of good as a cleric of a level equal to your caster level.

You may also grant the following traits to your forms:

Resist Elements: The target gains elemental resistance to acid, cold, and electricity equal to your half your caster level (minimum 1).
Celestial Skin: The target gains DR 2/evil. This improves by 1 per 5 caster levels.

Dragon Transformation

You may grant the form of a dragon with your shapeshift. The target gains a head, 4 legs with all the benefits of being a quadruped, a 40 ft move speed and a tail. The target gains a +2 natural armor bonus which increases by 1 per 5 caster levels, Darkvision 60 ft, a bite attack (Primary, 1d6, 1d4 small) and a breath weapon. This breath weapon is either a 60 ft line or a 30 ft cone, and deals either fire, electricity, acid, or cold damage as chosen at the time it is gained. The breath weapon deals 1d8 damage per 2 caster levels, and allows a Reflex save for half damage. The target must wait at least 1d4 rounds between uses of their breath weapon. A target may only possess one breath weapon at a time.

In addition, you may grant the following traits to your forms:

A breath weapon, as that given by the dragon base form.
Double the size of a breath weapon (must possess a breath weapon to gain this trait).

Greater Transformation

Increase the number of traits you may apply with your shapeshift by 1.

Inherent Divinity (divine)

For some, the source of divine power does not come from without, but from within. With nothing more than a word and their will, they can impose their desires on the world.

Drawbacks: Verbal Casting, Emotional Casting

Boons: Easy Focus

Note: Every creature with inherent divinity expressed their divinity in a unique fashion, often associated with whatever domains they or their parent is associated with. A caster with this tradition can select and gain up to 2 sphere-specific drawbacks of their choice.

Easy Focus

When maintaining a sphere ability through concentration, you only need to spend a move action to maintain concentration instead of a standard action. This does not decrease the sphere ability’s casting time, only the action used to maintain concentration.

Harbinger Abilities:


Maneuvers: A harbinger begins her career with knowledge of five martial maneuvers. The disciplines available to her are Cursed Razor, Riven Hourglass, Scarlet Throne, Shattered Mirror, and Veiled Moon.

Once the harbinger knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by harbingers is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A harbinger’s maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one.

The harbinger learns additional maneuvers at higher levels, as indicated on Table: Harbinger. A harbinger must meet a maneuver’s prerequisite to learn it. See the Systems and Use chapter in Path of War for more details on how maneuvers are used.

Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the harbinger can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She can choose a new maneuver of any level she likes, as long as she observes the restriction on the highest-level maneuvers she knows; the harbinger need not replace the old maneuver with a maneuver of the same level. She can swap only a single maneuver at any given level. A harbinger’s initiation modifier is Intelligence.

Maneuvers Readied: A harbinger can ready three of her five maneuvers known at 1st level, and as she advances in level and learns more maneuvers, she is able to ready more, but must still choose which maneuvers to ready. A harbinger must always ready her maximum number of maneuvers readied. She readies her maneuvers by meditating over the nature of malevolence, honing her killer instinct, dwelling upon grief and sorrow, or otherwise communing with her negative side for ten minutes. The maneuvers she chooses remain readied until she decides to meditate again and change them. The harbinger does not need to sleep or rest for any long period of time in order to ready her maneuvers; any time she spends ten minutes in communion with her darker urges, she can change her readied maneuvers.

A harbinger begins an encounter with all her readied maneuvers unexpended, regardless of how many times she might have already used them since she chose them. When she initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (unless she recovers them, as described below).

In order for the harbinger to recover maneuvers, she must tap into her sorcerous malice by activating her dark claim class feature; the harbinger recovers a single expended maneuver whenever she Claims a creature, and she recovers a number of expended maneuvers equal to her harbinger initiation modifier (minimum 2) whenever a creature she has Claimed is reduced to 0 or less hit points. Alternately, the harbinger may concentrate on her inner negativity and recover a single maneuver as a standard action.

Stances Known: A harbinger begins her career with knowledge of one stance from any discipline open to harbingers. At 2nd, 5th, 9th, 11th, 15th, and 18th levels, she can select an additional stance to learn. Unlike maneuvers, stances are not expended and the harbinger does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description. Unlike with maneuvers, a harbinger cannot learn a new stance at higher levels in place of one she already knows.

Dark Claim (Su)

Starting at 1st level, a harbinger gains the ability to reach out with her sorcerous malice, marking foes as her own. As a swift action, the harbinger may Claim an opponent that she can see (including with special senses such as blindsense or tremorsense) within close range (25 feet + 5 feet per 2 harbinger levels) for a number of rounds equal to 1/2 her class level (minimum 1 round). A harbinger can have a maximum number of creatures Claimed equal to her harbinger initiation modifier (minimum 1), and may not Claim a creature she has already Claimed until or unless the Claim expires. Claimed creatures using the Withdraw action to leave a square threatened by the harbinger provoke attacks of opportunity from her.

In addition, the harbinger automatically knows the position of creatures she has Claimed. Any opponent the harbinger cannot see still has total concealment (50% miss chance) against her, and the harbinger still suffers the normal miss chance when attacking creatures that have concealment. The harbinger is still denied her Dexterity bonus to her AC against attacks from Claimed creatures she cannot see.

Accursed Will (Ex)

A harbinger is not an entirely physical being; the darkness within her supplements her body, impelling her to acts of stunning violence. Starting at 1st level, the harbinger gains an insight bonus on attack rolls equal to 1/2 her harbinger initiation modifier (minimum +1). At 10th level, she gains an insight bonus on damage rolls equal to her harbinger initiation modifier.

Crimson Claim (Su)
Starting at 1st level, a crimson countess deals 1d4 damage to each creature Claimed by her at the start of each of her turns. This damage increases to 2d4 at 6th level, 3d4 at 10th level, 4d4 at 14th level, and 5d4 at 18th level.

This ability replaces ill tidings.


Aura of Misfortune
Discipline: Cursed Razor (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance


You project an area of ill fortune. While you maintain this stance, all opponents within close range (25 feet + 5 feet per 2 initiator levels) take a –2 penalty on saving throws.

Maneuvers Known:

Disturbing Blow

Discipline: Veiled Moon (Strike) [mind-affecting]; Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Special


By establishing counter-resonance within the spirit of an enemy with a well-placed blow, the disciple may disrupt and disturb its next action. The initiator must make a melee attack against a target creature, and if successful, cause the target to suffer a -4 penalty to the next d20 roll that he makes.

Breaking Glass Strike
Discipline: Shattered Mirror (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant


Your vicious strike flares with shards of mirror-bright color that dazzle and dizzy your victim. Make a melee attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 11 + your initiation modifier) or become dazed for one round. Regardless of whether or not the target succeeds at its save, it also becomes dazzled for a number of rounds equal to your initiation modifier.

Sands of Time Approach
Discipline: Riven Hourglass (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant


By wrapping a bit of quintessence around your weapon in the form of a glittering aura, you are capable of striking a foe and burning through the time that he has left. Make an attack. If it hits, it deals weapon damage as normal and the target must succeed at a Will save (DC 11 + your initiation modifier) or become fatigued for 1d4 rounds.

Blade of Breaking

Discipline: Scarlet Throne (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant


A Scarlet Throne disciple knows that sometimes to defeat the beast, you must remove its claws. By clashing blades with a foe to set their weapon vibrating, the disciple then delivers a final smashing blow in an attempt to shatter it or knock it from their grasp. The disciple may make a disarm or sunder attempt with a +4 competence bonus against his foe's weapon without provoking attacks of opportunity.

Stutter Strike
Discipline: Cursed Razor (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

With just the faintest edge of dark energies, you can afflict your victims with a word-eating curse. Make a melee attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 11 + your initiation modifier) or take a –4 penalty on language-based skill checks and suffer a 25% chance of failure when casting spells (including divine spells) with a verbal component for a number of rounds equal to your initiator level. In addition, a struck target becomes cursed for a number of rounds equal to your initiator level, regardless of whether or not it succeeded on its save.

Maneuvers Readied:
Disturbing Blow
Breaking Glass Strike
Blade of Breaking