The Herald
Whether they have studied magic in the Arcanum of Felthespar, were mentored by an old sage, or were given a rune language directly from the gods themselves, the Heralds of Morolia are masters of the arcane. Binding the black ether of Asteria into their matrixes, Heralds are capable of distorting reality to achieve a wide variety of effects, from control of energy to commanding soulless Automatons. Heralds also serve as the loremasters of Morolia. Those who don't work for the Arcanum are often employed by nobility to be personal encyclopedias, ready with facts at a moment's notice.

Alignment: Any
Hit die: d4
Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Table: The Herald
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spell Matrixes
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Scribe Scroll, script specialization 3 1
2nd +1 +0 +0 +3-- 4 2
3rd +1 +1 +1 +3 -- 4 2 1
4th +2 +1 +1 +4 -- 4 3 2
5th +2 +1 +1 +4 Bonus feat 4 3 2 1
6th +3 +2 +2 +5 -- 4 3 3 2
7th +3 +2 +2 +5 -- 4 4 3 2 1
8th +4 +2 +2 +6 -- 4 4 3 3 2
9th +4 +3 +3 +6 -- 4 4 4 3 2 1
10th +5 +3 +3 +7 Bonus feat 4 4 4 3 3 2
11th +5 +3 +3 +7 -- 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 -- 4 4 4 4 3 3 2
13th +6/+1 +4 +4 +8 -- 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 -- 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 Bonus feat 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 -- 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 -- 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 -- 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 -- 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Bonus feat 4 4 4 4 4 4 4 4 4 4

Class Skills

The Herald’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at 1st Level: (2 + Int modifier) ×4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features

All of the following are class features of the Herald.

Weapon and Armor Proficiency

Heralds are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a Herald’s movements, which can cause his spells with somatic components to fail.

Spells

A Herald casts arcane spells which are drawn from the Herald spell list. A Herald must choose and prepare her spells ahead of time (see below).

To learn, prepare, or cast a spell, the Herald must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Herald’s spell is 10 + the spell level + the Herald’s Intelligence modifier.

A Herald binds spells to an umbral spell matrix in order to cast them on the fly. A Herald has only a certain number of matrixes of each spell level available each day. His base daily matrix allotment is given on Table: The Herald. In addition, he receives bonus spells per day if he has a high Intelligence score.

Unlike an adept or mystic, a Herald may know any number of spells. He must choose and matrix his spells ahead of time by getting a good night’s sleep and spending 1 hour studying his spellbook. While studying, the Herald decides which spells to matrix.

Scribe Scroll

At 1st level, a Herald gains Scribe Scroll as a bonus feat.

Bonus Feats

At 5th, 10th, 15th, and 20th level, a Herald gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The Herald must still meet all prerequisites for a bonus feat, including caster level minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The Herald is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.

Spellbooks

A Herald must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all Heralds can prepare from memory.

A Herald begins play with a spellbook containing all 0-level Herald spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the Herald has, the spellbook holds one additional 1st-level spell of your choice. At each new Herald level, he gains two new spells of any spell level or levels that he can cast (based on her new Herald level) for her spellbook. At any time, a Herald can also add spells found in other Heralds’ spellbooks to her own.

Script Specialization

At 1st level, a Herald selects a script specialization from those listed below. Once selected, the specialization may never be changed.

A Herald automatically adds each new specialization spell to her list of known spells as soon as he becomes able to cast it. These spells do not count against his two new spells known per Herald level.

In some cases, a script specialization includes spells not normally on the Herald's class spell list. These spells are treated as being on the character's class spell list (and thus he can use wands or arcane scrolls that hold those spells, or even prepare those spells in his normal Herald spell slots).

Spellcasting
A Herald matrixes and casts spells as normal. However he may at any time "re-attune" a matrix to cast a specialty spell of that spell level or lower. For example, Kinguin is a 5th level Herald who specializes in Mist script. He may normally prepare one 3rd level spell per day. He prepares that spell as usual. He can at any time that day use his 3rd level matrix to cast Major Image, Invisibility, or Disguise Self instead of the spell he has prepared.

Reattuning a spell matrix can be done at any time as a full round action. This action provokes attacks of opportunity unless done defensively. To reattune a spell matrix, the Herald must make a Concentration check against a DC of 20 + the level of spell being rematrixed (regardless of the level of matrix used for the spell) + any metamagic feats applied. The Herald may also apply any metamagic feats he knows, provided he is using a high enough level spell matrix. Kinguin, from our example above, wants to reattune a 3rd level matrix to hold a stilled Invisibility spell. He needs to make a Concentration check against a DC of 23.

Specializations

Turtle Script is used for spells that protect, block, or banish.
0—resistance; 1st—shield; 2nd—resist energy; 3rd—dispel magic; 4th—remove curse; 5th—mage's private sanctum; 6th—greater dispel magic; 7th—banishment; 8th—mind blank; 9th—prismatic sphere.

Shadow Script is used for spells that disrupt or protect against magic.
0—detect magic; 1st—protection from chaos/evil/good/law; 2nd—obscure object; 3rd—dispel magic; 4th—minor globe of invulnerability; 5th—break enchantment; 6th—antimagic field; 7th—spell turning; 8th—protection from spells; 9th—mage's disjunction.

Fang Script is used for spells that enhance combat prowess.
0—daze; 1st—true strike; 2nd—protection from arrows; 3rd—greater magic weapon; 4th—fire shield; 5th—interposing hand; 6th—transformation; 7th—power word blind; 8th—moment of prescience; 9th—foresight.

Diamond Script is used for spells related to cold and ice.
0—ray of frost; 1st—chill touch; 2nd—chill metal (as 2nd-level druid spell); 3rd—sleet storm; 4th—wall of ice; 5th—cone of cold; 6th—freezing sphere; 7th—delayed blast frostball (as delayed blast fireball, but deals cold damage instead of fire damage); 8th—polar ray; 9th—comet swarm (as meteor swarm, but deals cold damage instead of fire damage).

Blooming Script is used for spells that bring creatures or materials to the caster.
0—acid splash; 1st—mage armor; 2nd—web; 3rd—stinking cloud; 4th—summon monster IV; 5th—wall of stone; 6th—acid fog; 7th—summon monster VII; 8th—maze; 9th—gate.

Agate Script is used for spells that reveal information.
0—detect magic; 1st—detect secret doors; 2nd—see invisibility; 3rd—arcane sight; 4th—arcane eye; 5th—prying eyes; 6th—true seeing; 7th—greater arcane sight; 8th—discern location; 9th—foresight.

Rose Script is used for spells that imbue the recipient with some property or grant the caster power over another being.
0—daze; 1st—charm person; 2nd—hideous laughter; 3rd—suggestion; 4th—confusion; 5th—hold monster; 6th—greater heroism; 7th—insanity; 8th—mass charm monster; 9th—dominate monster.

Cloud Script is used for spells that manipulate energy or force.
0—light; 1st—magic missile; 2nd—flaming sphere; 3rd—lightning bolt; 4th—shout; 5th—wall of force; 6th—forceful hand; 7th—mage's sword; 8th—telekinetic sphere; 9th—crushing hand.

Ruby Script is used for spells that manipulate fire.
0—flare; 1st—burning hands; 2nd—scorching ray; 3rd—fireball; 4th—wall of fire; 5th—cone of fire (as cone of cold, but deals fire damage instead of cold damage); 6th—summon monster VI (fire creatures only); 7th—delayed blast fireball; 8th—incendiary cloud; 9th—meteor swarm.

Mist Script is used for spells that alter perception or create false images.
0—ghost sound; 1st—disguise self; 2nd—invisibility; 3rd—major image; 4th—phantasmal killer; 5th—shadow evocation; 6th—mislead; 7th—mass invisibility; 8th—scintillating pattern; 9th—shades.

Bone Script is used for spells that manipulate, create, or destroy life or life force.
0—disrupt undead; 1st—ray of enfeeblement; 2nd—false life; 3rd—vampiric touch; 4th—fear; 5th—waves of fatigue; 6th—circle of death; 7th—control undead; 8th—horrid wilting; 9th—energy drain.

Storm Script is used for spells that control or manipulate the weather.
0—ray of frost; 1st—obscuring mist (as 1st-level cleric spell); 2nd—gust of wind; 3rd—lightning bolt; 4th—ice storm; 5th—control winds (as 5th-level druid spell); 6th—chain lightning; 7th—control weather; 8th—whirlwind (as 8th-level druid spell); 9th—storm of vengeance (as 9th-level cleric spell).