Crier (3.5e Class)

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Crier[edit]

A Crier is a master of speech and melding words to inspire great action (or lack thereof) from those who listen.

Making a Crier[edit]

A Crier relies on their allies to do the majority of the actions within a team. That said, the crier will inspire them to perform feats that would normally be extraordinarily difficult or even impossible to perform. In the same vein, the Crier can create great difficulty for foes, or even force them to inaction for a short time.

Abilities: Charisma is the most important ability for a Crier. The Crier will rely on manipulating and captivating both foes and allies. Intelligence will grant a Crier even more skill points, expanding their tool kit. Dexterity will increase a Crier's combat abilities.

Races: Half-Elves will often be seen as Criers due to the natural prowess for speaking. It is not uncommon for a Gnome to take up the path, due to their love of manipulative mischief.

Alignment: Any.

Starting Gold: 4d4x10.

Starting Age: Complex

Table: The Crier

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Captions Known Special
Fort Ref Will
1st +0 +0 +0 +2 2 Captions, Bonus Feat
2nd +1 +0 +0 +3 3 Silver Tongue +2
3rd +2 +1 +1 +3 3
4th +3 +1 +1 +4 3
5th +3 + 1 +1 +4 4
6th +4 +2 +2 +5 5
7th +5 +2 +2 +5 5 Bonus Feat
8th +6/+1 +2 +2 +6 6 Silver Tongue +4
9th +6/+1 +3 +3 +6 6 Objection
10th +7/+2 +3 +3 +7 7
11th +8/+3 +3 +3 +7 7
12th +9/+4 +4 +4 +8 7
13th +9/+4 +4 +4 +8 8 Bonus Feat
14th +10/+5 +4 +4 +9 9 Silver Tongue +6
15th +11/+6/+1 +5 +5 +9 9
16th +12/+7/+2 +5 +5 +10 10
17th +12/+7/+2 +5 +5 +10 10
18th +13/8/+3 +6 +6 +11 11
19th +14/+9/+4 +6 +6 +11 11 Bonus Feat
20th +15/+10/+5 +6 +6 +12 12 Silver Tongue +8

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (N/A), Spot (Wis), Sleight of Hand (Dex), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

A Crier gives speeches and instructions to their allies and foes, much like a Bard or a Marshal. However, unlike a Bard or a Marshal, none of the Crier abilities rely on supernatural abilities, and most of them target a specific ally or foe. All of the following are class features of the Crier.

Weapon and Armor Proficiency: A Crier is proficient with all simple weapons and light armor, but not with shields.

Captions (Ex): Captions are a Crier's most basic way of inspiring those around them. The Crier shouts a phrase in such a way that incites a significant reaction from others, be it disbelief of a recent event or belief of something unreal. There are four categories of Captions that can be used with a successful skill check of a skill associated with that category of caption. The categories and their associated skills are listed in the table below:

Table: Caption categories
Category Skill Description
Heroics Diplomacy The Crier inspires a target in order to enhance their current abilities or grant them temporary abilities
Greif Intimidate The Crier demeans a target in order to hinder their abilities in some way
Climate Bluff The Crier incites those around them to disbelieve their surroundings in some way
Populous Gather Information The Crier speaks to others to influence their actions

In order to use a Caption that targets another creature or character, the Crier must make a successful skill check of (10 + Target's Hit Die).

In order to use a Caption that does not have a specific target, the Crier must make a successful skill check of (10 + Crier's Hit Die).

The Skill check DC to use a Caption increases by 1 for every time it is successfully used in a day. For example, a Crier has used "Overpower" twice in one day. They try to use it again on a 3rd level Fighter. The Diplomacy DC is 15 (10 + 3 (Target's HD) + 2 (how many times the Caption has been used that day already)).

Some Captions require a creature or character to make a saving throw. The DC for a saving throw for a Crier's Captions is (10 + 1/2 the Crier's Hit Die + the Crier's Charisma Modifier).

Captions have a range of Medium (100 ft + 10ft/level) and require line of sight.

A creature must be able to hear and understand the Crier in order to be affected by a Caption. If the target is a Vermin, or has an Intelligence score of 1 or 2, the Crier can make a Handle Animal check of (10 + Target's Hit Die) in order to affect it. If the target is a creature or character with an Intelligence score of at least 3, the Crier can make a Sleight of Hand check of (10 + Target's Hit Die) to perform a Caption silently and without the use of language. The Crier still must make the requisite skill check in order to perform the Caption.

Using a Caption is a standard action and is ineffective against creatures without Intelligence scores (with the exception of Vermin, see above). A Crier can target themself with their own Captions. Any bonus gained from a Caption is a circumstance bonus.

The Captions available to the Crier are listed below:

Table: Captions
Category Caption Save Effect
Heroics Overpower N/A Target gains a bonus equal to the Crier's Charisma Modifier to an attack roll or caster level check of their choice made within the next round. The choice must be made before the roll is made. If the bonus is not used by the end of their next turn, it is wasted.
Heroics Endurance N/A Target gains a bonus equal to the Crier's Charisma modifier to their AC and saving throws for 1 round
Heroics Ferocity N/A Target gains a bonus equal to the Crier's class level to damage rolls made within the next round.
Heroics Wonder N/A Target gains a bonus equal to the Crier's Charisma modifier to a skill check or ability check of their choice made within the next round. The choice must be made before the roll is made. If the bonus is not used by the end of their next turn, it is wasted. This bonus cannot apply to a Crier making a skill check to use a Caption.
Heroics Vitality N/A Target gains temporary hit points equal to the Crier's class level + the Crier's Charisma modifier.
Grief Doubt N/A Target takes a penalty equal to the Crier's Charisma modifier to the next attack roll or caster level check made within the next round.
Grief Pain Will Target takes 1d6 damage per every two class levels that the Crier possess. A successful Will save halves the damage.
Grief Mark N/A Target takes a penalty to their AC and saving throws equal to the Crier's Charisma modifier for 1 round.
Grief Lethargy Will Target's land speed is reduced to 5 feet for 1 round. If they have a fly, burrow, or swim speed, it is also reduced to 5 feet for 1 round. A successful Will save negates the effect.
Grief Darkness Will Target acts as if blinded for 1 round. If the target has any blindsense, blindsight, or tremorsense, they gain no benifit for the duration of the caption. A successful Will save negates the effect.
Climate Disease Fort (see text) Target an object or creature. Any creature touching, targeting, or concentrating on the target is sickened for 1 round. A succcessful Fortitude save negates the sickened effect. This effect lasts for 1 round.
Climate Refined N/A Target a weapon, either in use or otherwise. It bypasses damage reduction from all sources for 1 round.
Climate Slime Ref Target a 10 foot radius area on the ground. It becomes difficult terrain for 1 round. Creatures in the area that fail a Reflex save fall prone. Creatures with the sturdy ability may apply their bonus to the saving throw.
Climate Shifting N/A Target an object or creature. It moves 5 feet in a direction of your choosing. This movement does not provoke attacks of opportunity.
Climate Traversal N/A Target a creature. Target gains one of the following for 1 round: Blindsense 30 ft, a Climb speed of 30 ft, or a Swim Speed of 30 ft.
Populous Opportunity N/A Target a creature. Target creature makes an attack of opportunity. They do not need to make this attack at any target in particular.
Populous Strategy N/A Target a creature. Target creature moves 5 feet in a direction of their choosing. This provokes attacks of opportunity as normal.
Populous Enrage Will Target a creature. Target creature gains the effects of the Barbarian's Rage ability as if they were a barbarian with class levels equal to their hit die. They are not fatigued after the effect ends, but otherwise gain all the benefits and drawbacks of the rage ability (such as the ability bonuses and the inability to perform certain actions). A successful Will save negates the effect.
Populous Tactics N/A Target yourself in an encounter where initiative has been rolled. All creatures in the encounter reroll initiative and use the new result for the duration of the encounter. You may give yourself a penalty to your initiative equal to or less than your class level and give a creature of your choice an equivalent bonus or penalty to their initiative roll.
Populous Kinship Will Target a creature. Replace the value of one of their ability scores with that of your own. A successful Will save negates this effect.

A Crier learns Captions at a rate as shown on Table: The Crier. If a Crier elects to learn all the Captions in a given category, they gain mastery of the category. Once per day, they may reroll their skill check when they attempt to use a Caption from the category they have mastered.

Bonus Feat: At 1st level and every 6 levels thereafter, the Crier gains a bonus feat from the list below. They must meet all prerequisites:
Crier Bonus Feat List: Animal Affinity, Deceitful, Investigator, Negotiator, Persuasive, Skill Focus

Silver Tongue (Ex): At 2nd level, the Crier's expertise in speech grows. They gain a +2 bonus on all Charisma based skill and ability checks. At every 4 levels thereafter, the bonus increases by 2.

Objection (Ex): At 9th level, the Crier gains the ability to interrupt spells, spell-like abilities, psionic powers, and psi-like abilities. The Crier must ready a standard action to make an Objection. When a creature within 60ft begins to cast a spell or spell-like ability, or manifest a power or psi-like ability, the Crier shouts at the target, breaking their focus. The caster/manifester must make a concentration check with a DC of (10 + Crier's Hit Die + Crier's Charisma Modifier). If they succeed, the spell or power is cast/manifested. If they fail, the spell or power does not complete, and the target loses the spell/spell slot or power points.

<-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-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable 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]

<-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 congregate 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 : <-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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