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{"id":4679,"date":"2023-02-12T22:07:13","date_gmt":"2023-02-12T22:07:13","guid":{"rendered":"https:\/\/creaturecollege.com\/?p=4679"},"modified":"2023-02-12T22:21:58","modified_gmt":"2023-02-12T22:21:58","slug":"harbinger-build-guide-pathfinder","status":"publish","type":"post","link":"https:\/\/creaturecollege.com\/harbinger-build-guide-pathfinder\/","title":{"rendered":"Harbinger build Guide Pathfinder"},"content":{"rendered":"\n

Driven by negativity and sheer violence, the Harbinger lives to spread havoc in the battlefield with their supernatural abilities despite the fact that they are not spellcasters. <\/p>\n\n\n\n

It\u2019s extremely rare to find a Harbinger who doesn\u2019t have some sort of evil or greedy intention when embarking on a new adventure. When pursuing this class, it\u2019s best to think of it as a Barbarian if they multiclassed as a Warlock due to their pure aggression with the aid of strange, but uncastable magic.\u00a0<\/p>\n\n\n\n

Below is a compilation of lists that are in no specific order. I have never heard of the Harbinger class prior to this research so all of this information will be purely from the research I did and my opinions on it. That being said, all of my opinions on this matter are subjective so take it as you will. <\/p>\n\n\n\n

Best Spells – N\/A<\/h2>\n\n\n\n

The Harbinger class does not have any spellcasting abilities. They do not have access to any spells unless it\u2019s through a magic item that they may obtain. <\/p>\n\n\n\n

\"best<\/figure>\n\n\n\n

Best Feats<\/h2>\n\n\n\n

1. Extra Readied Maneuver<\/h3>\n\n\n\n

Harbingers already have the ability to ready three of the five maneuvers they can learn. However, with this feat, Harbingers have the ability to have an extra readied one as the name implies. The more maneuvers they have, the more damage they can do, so why not make one of their strongest class features even stronger?<\/p>\n\n\n\n

2. Victorious Recovery<\/h3>\n\n\n\n

Honestly one of the strongest feats<\/a> to have and after doing my research on Harbingers, this feat is arguably one of the best ones that they can have. It\u2019s basically a kill reset on the Harbinger which works for the sake of their story building and to deal more damage to incoming enemie<\/a>s. In simpler terms, if a Harbinger kills an enemy, they restore the amount of maneuvers equal to their initiative bonus\/modifier.<\/p>\n\n\n\n

3. Sin Eater<\/h3>\n\n\n\n

Did I pick this feat because just the idea of it is super cool? Yes. Does that make this feat any less useful? Absolutely not. Basically, whenever the Harbinger Claims a creature with their Dark Claim class feature<\/a>, and that creature is brought down to 0 hit points, the Harbinger then gains twice the amount of hit dice that creature had. Extremely useful to have and works great with a hard-hitting playstyle.\u00a0<\/p>\n\n\n\n

4. Grasp of Darkness\u00a0<\/h3>\n\n\n\n

Once the Harbinger uses their Dark Claim class feature, they recover two expended maneuvers and claim two additional opponents within a short range (5-10 ft.), but they do not recover additional maneuvers besides the one granted by Grasp of Darkness. Once again, another feat that helps enhance the ability of one of the Harbinger\u2019s class features by utilizing another class feature. Why shouldn\u2019t Harbinger\u2019s not <\/em>abuse this feat?<\/p>\n\n\n\n

5. Mirror of the Moon<\/h3>\n\n\n\n

In order to put this feat to use, Harbingers do need to be level 4 or higher with either Two Shattered Mirror maneuvers or two Veiled Moon maneuvers known. Despite the otherwise hindering prerequisites, the potential that the Harbingers have with this feat is extremely efficient since the class allows you to teleport and this feat activates whenever they use that teleporting ability. <\/p>\n\n\n\n

Within combat, for example, Harbingers can teleport, leaving a major image of themselves with the feat, and sneak up from behind the creature and get some damage off from behind as a surprise attack. Of course, there are multiple ways of utilizing this supernatural ability (which is only limited to the player\u2019s creativity), but that was just an example.\u00a0<\/p>\n\n\n\n

Best Items <\/h2>\n\n\n\n

1. Belt of Incredible Dexterity<\/h3>\n\n\n\n

Although they prioritize Intelligence more than Dexterity, Harbingers are arguably the most mobile class in all of Pathfinder<\/a>. Wearing this belt will help the Harbinger bring up their AC (for the first 24 hours), their damage with their proficient weapons, and have their mobility reach untouchable heights with the increase in Dexterity. It\u2019s a very straightforward item, but effective in the hands of the Harbinger.\u00a0<\/p>\n\n\n\n

2. Nightmare Boots<\/h3>\n\n\n\n

I can personally see this item being a prized possession of a Harbinger due to the sheer power that it holds. Once again, Harbingers are arguably the most mobile class in Pathfinder, so they will, in most scenarios, be attacking and running in every which direction. <\/p>\n\n\n\n

As if they were slippery enough, with the Nightmare Boots, they give the Harbinger concealment with a 20% miss chance, allowing the player to have an opportunity attack as another creature tries to attack them. <\/p>\n\n\n\n

Then, three times a day, the Harbinger with the boots are able to grant concealment again at the end of their turn. Then on top of all <\/em>of that, the boots do fire damage that the enemy must make a saving throw to half the damage done- only giving the class even more damage to work with.\u00a0<\/p>\n\n\n\n

3. Cloak of Etherealness<\/h3>\n\n\n\n

For ten minutes per day, any time they want, the Harbinger can use this item<\/a> to become ethereal (invisible). I personally like this item since it gives the Harbinger a hint of sneakiness, giving them more opportunity and\/or surprise attacks. <\/p>\n\n\n\n

I also like the fact that it can be used in minute increments rather than the full ten minutes in one use. This way, it can be used in any type of encounter other than just combat-based. It could be useful within any class, but to have it on someone who can teleport and have a lot of mobility just seems more fitting.\u00a0<\/p>\n\n\n\n

4. Deathwatch Eyes<\/h3>\n\n\n\n

Extremely useful when paired with a few of the feats listed above. This item is perfect for a Harbinger who wishes death and violence upon those around them. It shows the Harbinger the conditions and locations of creatures that are near death, undead, or neither alive nor dead (ex: a construct) within a 3ft cone. With this item, Harbingers can finish off the weak and use a couple of the feats such as Victorious Recovery or Sin Eater once the deed is done. <\/p>\n\n\n\n

5. Buffering Cap<\/h3>\n\n\n\n

Since the Harbinger will not be prioritizing Constitution<\/a>, critical strikes can be lethal to them. If the Harbinger is building their class correctly, they should be hard to hit and should be able to take a couple of hits anyway. However, when a critical hit does land, it may cause things to look a little grim for the Harbinger. <\/p>\n\n\n\n

For this scenario, this item would be best for when they do <\/em>happen (which should be rarely unless they are extremely unlucky), they can use their immediate action for the day to turn the damage into nonlethal damage.\u00a0<\/p>\n\n\n\n

\"pathfinder<\/figure>\n\n\n\n

Tips and Tricks<\/h2>\n\n\n\n

This section is just tips and tricks that I would advise after doing some research on the class. All of these tips are objective for anyone who can play and build a Harbinger however they wish. These tricks are just how I would see the Harbinger to be used to make them as powerful as they can possibly be. <\/p>\n\n\n\n

1. Choose a Mobile, Intelligent Race<\/h3>\n\n\n\n

It may seem weird for an aggressive class, but a Harbinger\u2019s Intelligence modifier is their initiative while it also helps with spell saves, accuracy and damage output. That being said, it would probably be best to use a race that offers Harbingers- usually humanoids since they usually have decent Intelligence and are able to be mobile. <\/p>\n\n\n\n

If you are to choose a race such as a halfling or an orc, you would find that you\u2019re either not as mobile as you\u2019d want to be nor as Intelligent as you could be.\u00a0<\/p>\n\n\n\n

2. Nothing but Maneuvers<\/h3>\n\n\n\n

A lot of a Harbinger\u2019s turn will consist of attacking, moving around and using their Maneuvers. As stated before, the more Maneuvers the better, since it gives you the opportunity to put more damage in. <\/p>\n\n\n\n

Maneuvers do take about 10 minutes of \u201ctraining\u201d, so if the Harbinger knows that they are going to be fighting, they should make sure to take those ten minutes prior to the fight. The maneuvers are readied once combat begins, so it doesn\u2019t hurt to have it ready before they embark on their journey or go into a boss fight.\u00a0<\/p>\n\n\n\n

3. Remember your Feats!<\/h3>\n\n\n\n

Once you have chosen your feat as a Harbinger, it\u2019s important to have it in mind when creating a play style because, yes, your feat will dictate how the Harbinger should be playing. <\/p>\n\n\n\n

Most of the Harbinger\u2019s feats aid one of their class features, so once the feat is decided, the player should be prioritizing and utilizing whatever class feature that the feat is reinforcing. For example, if the player chose Grasp of Darkness as their feat, they should be prioritizing and utilizing their Dark Claim class feature during combat.\u00a0<\/p>\n\n\n\n

Pros and Cons<\/h2>\n\n\n\n

Pros<\/h3>\n\n\n\n