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D20 Harn Classes in DnD - The Herald Aristocrat?
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<blockquote data-quote="Tonguez" data-source="post: 188632" data-attributes="member: 1125"><p>After recent threads related to Harn I took a look at the D20 Hard Guide by Shane Morales and I was impressed by the Classes in particular.</p><p></p><p>I was especially enamoured to the Herald Class and think it would be a wonderful addition to DnD as the 'Faceman' class thats missing from the standard line up.</p><p></p><p>Has anyone used the Harn Classes in DnD? </p><p></p><p>(I remember looking at the Harn game once but thought it was too wanky with its Shek Pvars etc - maybe I was too hasty in my judgements<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" />)</p><p></p><p>Anyway for those who don't know this is the D20 Harn Herald </p><p></p><p><strong>Herald</strong></p><p></p><p>The College of Heralds is closely associated with the Nobility.</p><p>Most young nobles learn the fundamentals of heraldry, and those</p><p>unlikely to inherit form the majority of college entrants. Most young heralds are employed by noble households, where they are</p><p>responsible for keeping family genealogies and heraldic arms, and</p><p>teaching clan history. Heralds also play an important role as</p><p>ambassadors, skilled in the etiquette of diplomacy and war. They</p><p>are given a high degree of political neutrality. When a battle is to be joined, heralds from the opposing camps generally meet to</p><p>exchange formalities, conduct last-minute negotiations, discuss</p><p>terms of surrender, etc. If they cannot resolve a dispute by</p><p>negotiation, rival heralds often watch the battle from the same hill. The career of a Herald involves players in the halls of power,</p><p>acting as councilors and diplomats for kings and feudal lords. The</p><p>opportunities for intrigue and high adventure are obvious.</p><p>Since a Herald enjoys competence in a wide variety of skills an</p><p>individual could do well by focusing on any one ability. In the</p><p>arenas of politics and intrigue Charisma and Wisdom will serve the</p><p>The Herald must be a characters starting class. If another class</p><p>is selected at 1 st level the player cannot select Herald as a</p><p>multiclass option. The GM has the final say on the Herald</p><p></p><p><strong>Class Skills</strong></p><p>The Herald’s class skills (and the key ability for each skill) are</p><p>Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha),</p><p>Forgery (Int), Gather Information (Cha), Handle Animal (Cha),</p><p>Innuendo (Wis), Intimidate (Cha), Knowledge (all skills taken</p><p>individually) (Int), Listen (Wis), Read Lips (Int, exclusive skill),</p><p>Rhetoric (Cha), Perform (varies), Ride (Dex), Sense Motive (Wis),</p><p>Speak Language, Script, Spot (Wis), and Swim (Str).</p><p>Skill Points at First Level: (6 + Int modifier) x 4.</p><p>Skill points at Each Additional Level: 6 + Int modifier.</p><p><strong>Class Features</strong></p><p><em>Weapon & Armor Proficiencies</em></p><p>Heralds undergo much of the same training as knights, although</p><p>they do not have the same opportunities to improve weapon skills.</p><p>Most of their time and energies are focused on politics, diplomacy,</p><p>and intrigue. The Herald is proficient in the use of all simple and</p><p>martial weapons and with all types of armor and shields.</p><p><em>Talent for Intrigue</em></p><p>The Herald’s knowledge of current events, gossip, rumor, and</p><p>politics gives him a +2 competence bonus to Bluff, Diplomacy,</p><p>Gather Information, Innuendo, and Sense Motive skill checks.</p><p><em>Aura of Peace</em></p><p>In a situation where two opposing forces have requested the</p><p>Herald to parlay, the Herald can increase the chances of friendly</p><p>parlay using Diplomacy. If successful, the Herald’s Aura of Peace</p><p>has the spell like effect of requiring the leaders of the opposing</p><p>sides to make a Will save against a DC equal to the Herald’s</p><p>Diplomacy check in order to draw weapons and attack once parlay</p><p>has been engaged. A saving throw can be made by either side if any provocation requires it (GM discretion). This is a non-magical</p><p>compulsion created by the Herald’s experience mediating</p><p>discussions.</p><p><em>Soothing Voice</em></p><p>At 4 th level the Herald is able to avert violence by calming</p><p>heated and tense situations that have erupted to the point of</p><p>violence. The Herald gets three attempts; each successive attempt reduces his bonus. When using Soothing Voice, the Herald receives a +4 bonus to his Diplomacy check for the first attempt, a +2 bonus for the second attempt, and no bonus for the third attempt. This ability can only be used when all other options have failed. </p><p><em>Leadership</em></p><p>At 6 th level the Herald receives the Leadership feat for free. At</p><p>10 th level he receives a +1 bonus to his Leadership score. At 15 th level the bonus increases to +2. The Herald’s Leadership bonus</p><p>increases to +3 at 20 th</p><p><em>Trusted</em></p><p>At 8 th level the Herald can attempt to finagle secret information</p><p>by using flattery, charm, and deception. The Herald uses the Gather Information skill in order to obtain intelligence that would normally be unavailable. The target makes a Will save against a DC equal to the Herald’s Gather Information check. If the saving throw fails the individual will, by means direct or indirect, provide heretofore unavailable information, or confirm or deny information.</p><p><em>Silver Tongue</em></p><p>At 12 th level the Herald can attempt to win trust and favor by</p><p>using flattery and charm. To do so, the Herald makes a Bluff check.</p><p>The Herald’s target must make a Will save against a DC equal to</p><p>the Herald’s Bluff check. If the saving throw fails, the target regards the Herald as a trusted ally or friend and will heed most suggestions made by the Herald. If the Herald abuses the friendship by suggestion a dangerous course of action, the target may make a Will save against a DC 10 + the Herald’s level to come to his senses. The ability to make suggestions to the target will fade after a week’s time, although the target’s opinion of the Herald will remain high. If the Herald wishes to make other suggestions after this time has elapsed, he must make another Bluff check, allowing the target a saving throw as normal. Unless something has occurred to adversely affect the target’s opinion of the Herald, the target’s saving throw is at –2.</p><p><em>Peace Bond</em></p><p>At 14 level the Herald may enter a combative situation where</p><p>all combatants are of the same race and, as long as he remains unthreatening, will not be engaged by any combatant. Traditionally, Heralds will act as a neutral party during the battle</p><p>and this allows them to do so without the threat of injury.</p></blockquote><p></p>
[QUOTE="Tonguez, post: 188632, member: 1125"] After recent threads related to Harn I took a look at the D20 Hard Guide by Shane Morales and I was impressed by the Classes in particular. I was especially enamoured to the Herald Class and think it would be a wonderful addition to DnD as the 'Faceman' class thats missing from the standard line up. Has anyone used the Harn Classes in DnD? (I remember looking at the Harn game once but thought it was too wanky with its Shek Pvars etc - maybe I was too hasty in my judgements:() Anyway for those who don't know this is the D20 Harn Herald [b]Herald[/b] The College of Heralds is closely associated with the Nobility. Most young nobles learn the fundamentals of heraldry, and those unlikely to inherit form the majority of college entrants. Most young heralds are employed by noble households, where they are responsible for keeping family genealogies and heraldic arms, and teaching clan history. Heralds also play an important role as ambassadors, skilled in the etiquette of diplomacy and war. They are given a high degree of political neutrality. When a battle is to be joined, heralds from the opposing camps generally meet to exchange formalities, conduct last-minute negotiations, discuss terms of surrender, etc. If they cannot resolve a dispute by negotiation, rival heralds often watch the battle from the same hill. The career of a Herald involves players in the halls of power, acting as councilors and diplomats for kings and feudal lords. The opportunities for intrigue and high adventure are obvious. Since a Herald enjoys competence in a wide variety of skills an individual could do well by focusing on any one ability. In the arenas of politics and intrigue Charisma and Wisdom will serve the The Herald must be a characters starting class. If another class is selected at 1 st level the player cannot select Herald as a multiclass option. The GM has the final say on the Herald [b]Class Skills[/b] The Herald’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Innuendo (Wis), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Read Lips (Int, exclusive skill), Rhetoric (Cha), Perform (varies), Ride (Dex), Sense Motive (Wis), Speak Language, Script, Spot (Wis), and Swim (Str). Skill Points at First Level: (6 + Int modifier) x 4. Skill points at Each Additional Level: 6 + Int modifier. [b]Class Features[/b] [i]Weapon & Armor Proficiencies[/i] Heralds undergo much of the same training as knights, although they do not have the same opportunities to improve weapon skills. Most of their time and energies are focused on politics, diplomacy, and intrigue. The Herald is proficient in the use of all simple and martial weapons and with all types of armor and shields. [i]Talent for Intrigue[/i] The Herald’s knowledge of current events, gossip, rumor, and politics gives him a +2 competence bonus to Bluff, Diplomacy, Gather Information, Innuendo, and Sense Motive skill checks. [i]Aura of Peace[/i] In a situation where two opposing forces have requested the Herald to parlay, the Herald can increase the chances of friendly parlay using Diplomacy. If successful, the Herald’s Aura of Peace has the spell like effect of requiring the leaders of the opposing sides to make a Will save against a DC equal to the Herald’s Diplomacy check in order to draw weapons and attack once parlay has been engaged. A saving throw can be made by either side if any provocation requires it (GM discretion). This is a non-magical compulsion created by the Herald’s experience mediating discussions. [i]Soothing Voice[/i] At 4 th level the Herald is able to avert violence by calming heated and tense situations that have erupted to the point of violence. The Herald gets three attempts; each successive attempt reduces his bonus. When using Soothing Voice, the Herald receives a +4 bonus to his Diplomacy check for the first attempt, a +2 bonus for the second attempt, and no bonus for the third attempt. This ability can only be used when all other options have failed. [i]Leadership[/i] At 6 th level the Herald receives the Leadership feat for free. At 10 th level he receives a +1 bonus to his Leadership score. At 15 th level the bonus increases to +2. The Herald’s Leadership bonus increases to +3 at 20 th [i]Trusted[/i] At 8 th level the Herald can attempt to finagle secret information by using flattery, charm, and deception. The Herald uses the Gather Information skill in order to obtain intelligence that would normally be unavailable. The target makes a Will save against a DC equal to the Herald’s Gather Information check. If the saving throw fails the individual will, by means direct or indirect, provide heretofore unavailable information, or confirm or deny information. [i]Silver Tongue[/i] At 12 th level the Herald can attempt to win trust and favor by using flattery and charm. To do so, the Herald makes a Bluff check. The Herald’s target must make a Will save against a DC equal to the Herald’s Bluff check. If the saving throw fails, the target regards the Herald as a trusted ally or friend and will heed most suggestions made by the Herald. If the Herald abuses the friendship by suggestion a dangerous course of action, the target may make a Will save against a DC 10 + the Herald’s level to come to his senses. The ability to make suggestions to the target will fade after a week’s time, although the target’s opinion of the Herald will remain high. If the Herald wishes to make other suggestions after this time has elapsed, he must make another Bluff check, allowing the target a saving throw as normal. Unless something has occurred to adversely affect the target’s opinion of the Herald, the target’s saving throw is at –2. [i]Peace Bond[/i] At 14 level the Herald may enter a combative situation where all combatants are of the same race and, as long as he remains unthreatening, will not be engaged by any combatant. Traditionally, Heralds will act as a neutral party during the battle and this allows them to do so without the threat of injury. [/QUOTE]
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