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Nightcrier (3.5e Class)

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Nightcrier
Rating: Not rated
(Rate this class)
Status: Under Construction
Editing: Constructive edits welcome

Nightcrier[edit]

<-general description->.

Making a Nightcrier[edit]

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: <-description of most important attributes for this class->.

Races: <-description of relative likelihood of various races to join this class->.

Alignment: Chaotic Neutral

Starting Gold: 4d4×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: As Fighter

Table: The Nightcrier

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Illiteracy, Vigor
2nd +2 +3 +0 +0 Howl of the Slavering Beast
3rd +3 +3 +1 +1 Trackless Step
4th +4 +4 +1 +1 Howl of the Unwilling Prey
5th +5 +4 +1 +1 Run
6th +6/+1 +5 +2 +2 Howl of Stamina
7th +7/+2 +5 +2 +2 --
8th +8/+3 +6 +2 +2 --
9th +9/+4 +6 +3 +3 Howl of The Swift Hunter
10th +10/+5 +7 +3 +3 --
11th +11/+6 +7 +3 +3 --
12th +12/+7 +8 +4 +4 Howl of Bestial Fury
13th +13/+8 +8 +4 +4 --
14th +14/+9 +9 +4 +4 --
15th +15/+10 +9 +5 +5
16th +16/+10 +10 +5 +5
17th +17/+11 +10 +5 +5
18th +18/+12 +11 +6 +6
19th +19/+13 +11 +6 +6
20th +20/+14 +12 +6 +6

Class Skills (4 + Int modifier per level, ×4 at 1st level)
As Rogue.

Class Features[edit]

<-fluff about class features->. All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: The Nightcrier is proficient with all Simple and Martial weapons and Light armour, no shields.

Illiteracy: Nightcriers, like Barbarians, do not automatically know how to read and write. A nightcrier may spend 2 skill points to gain the ability to read and write all languages he is able to speak.

Vigor: Leading their packs through Dreden has made nightcriers far hardier than others of their race. Nightcriers may add their Wisdom modifier to all Fortitude saves, in addition they gain an additional +1 bonus every three levels (+1 at 3rd, +2 at 6th, +3 at 9th, etc..).

Howling: A Nightcrier is known throughout the ranks of the llathrana for their ability to lace their howls with powerful effects. Starting a howl effect is a standard action. Howling requires concentration, which means the nightcrier must take a standard action each round to maintain the ability. Even while howling doesn’t require concentration, a nightcrier cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf nightcrier has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

A nightcrier may howl a number of times per day equal to his class level, and the effects of howling (unless otherwise noted) last for rounds totaling the nightcrier's class level. A nightcrier may sustain a howl for a number of rounds equal to his Constitution modifier. All effects of howling are mind-affecting abilities.

Howl of the Slavering Beast: When using this howl, all of the nightcrier's allies within ten feet per class level gain a +1 Morale bonus to attack and damage rolls.

Howl of the Unwilling Prey: When using this howl, all of the nightcrier's enemies within 10 feet per class level must make a Will save (DC 10+Charisma modifier+half class level), or become shakened for 1d4 rounds.

Howl of Bestial Fury: When using this howl, all of the nightcrier's allies within 10 feet per class level begin raging as a barbarian of the same level as the nightcrier.

Howl of Stamina: When using this howl, all of the nightcrier's allies within 10 feet per class level may ignore all effects of being fatigued and exhausted. The effects of this howl last for minutes instead of rounds.

Howl of the Swift Hunter: When using this howl, all of the Nightcrier's allies within 10 feet per class level have their base land speed increased by +10 feet per round. This increases by a another +10 feet at - level.

Howl of Deathly Fear: When using this howl, all of the nightcrier's enemies within 10 feet per class level must make a Will save (DC 10+Charisma or die. If the enemy succeeds on it's save, it is instead panicked for 1d4 rounds.

Epic <-class name->[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

This section is not complete, and needs to be finished. Edit this Page
<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregtate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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