Class Summary

Prime Requisite:STR and WIL
Requirements:9+ in all stats
Hit Dice:1d10
Maximum Level:8

Sakkalin Ghost-Howler

This page is still in progress.

Sakkalin class — see Classes for the full list.

Descended from sapient wolves that roamed the Sairan ruins after the Mourning War, sakkalin wolves have been bred to a variety of purposes by Sairan nobility. Some sakkalin wolves are called to the wild, retreating from the human realm to follow a spiritual calling. These creatures are known as ghost-howlers, so-called for their stark white fur and haunting howls.


Sakkalin Ghost-Howler Level Progression / Sakkalin Ghost-Howler Spell Progression

ExperienceTitleLevelHit DiceAttack BonusDamage Bonus1234
0Catechist-Pup11d10+1+0+11---
4,600Acolyte of Paws22d10+1+12---
9,200Priest of the Howl33d10+2+221--
18,400Curate of the Fang44d10+3+222--
36,800Vicar of Echoes55d10+4+2221-
73,600Rector of the Grove66d10+5+3222-
145,000Prelate-Sentinel77d10+6+33221
290,000Bishop-Howler88d10+7+33322

Sakkalin Ghost-Howler Saving Throws

LevelParalysisDeathBlastImplementSpells
1-213+10+16+13+15+
3-412+9+15+12+14+
5-611+8+14+11+13+
7-810+7+13+10+12+

Combat Characteristics

The sakkalin ghost-howler is truly savage with its claws and bite attacks.

Combat Proficiencies: Sakkalin are proficient only in their natural weapons. The sakkalin ghost-howler is proficient with all armor (barding). They are not proficient in any of the normal fighting styles.

Combat Progression: Sakkalin advance in attack throws as monsters, by one point every level of experience. They increase their base damage roll from successful melee attacks by +1 at 1st level, and by an additional +1 at 3rd and 6th level. Ghost-howlers advance in saving throws as clerics. They can cleave after dropping a foe a maximum of once per round per level.

Starting Class Powers

Divine Magic: By howling prayers to Numilvara, ghost-howlers can manifest Her power in the form of divine spells. The number and levels of spells the ghost-howler can cast in a single day are listed on the Sakkalin Ghost-Howler Spell Progression table. The ghost-howler’s spell selection is limited to the spells in their order’s repertoire. See Magic and Spells for a list of all available spells.

Haunting Howl: By emitting a haunting howl, the ghost-howler can cause fear in their foes. The howl takes one round and causes up to 30 of the ghost-howler’s foes within a 50’ radius to become shaken. A shaken creature suffers a -1 penalty to attack throws, armor class, morale rolls (for monsters or NPCs allied with the caster), and saving throws against magical fear. The penalty lasts for 10 minutes (1 turn). The character can only attempt to inspire dread once per day per class level. Opponents receive a Paralysis saving throw to resist the effect. When used on the battlefield this ability can affect one enemy unit in an adjacent hex.

Longevity: The sakkalin ghost-howler is ageless and enjoys a lifespan three times longer than normal. They become immune to diseases caused by undead and gain a +1 bonus to their HD roll at 1st level.

Sakkalin Ghost-Howler Rebuking Undead

Undead Type12345678
Skeleton10+7+4+RRDDD
Zombie13+10+7+4+RRDD
Ghoul16+13+10+7+4+RRD
Wight19+16+13+10+7+4+RR
Wraith-19+16+13+10+7+4+R
Mummy--19+16+13+10+7+4+
Spectre---19+16+13+10+7+
Vampire----19+16+13+10+
Incarnation*-----19+16+13+

* Lawful ghost-howlers can rebuke demons, while chaotic ghost-howlers can control demons and rebuke angels

Rebuke Undead: Ghost-howlers can rebuke the undead as clerics do, invoking the power of Numilvara to turn away or even destroy dark powers. When a ghost-howler attempts to rebuke undead, the result is determined by consulting the Sakkalin Ghost-Howler Rebuking Undead table, cross-referencing the type of undead with the ghost-howler’s level.

A dash means that the character does not yet have the piety and power to rebuke that type of undead. An “R” indicates that they automatically rebuke that type of undead, while a “D” means that they automatically destroy that type of undead. A number indicates the target value for a Rebuking proficiency throw. If this roll is successful, or there is an “R” or a “D” in the chart, the character rolls 2d6 to determine the number of total Hit Dice of undead monsters that are rebuked or destroyed. No matter what the dice roll result, at least one undead monster will always be rebuked or destroyed, as appropriate, on a successful rebuking. Undead with lower HD are always rebuked before undead with higher HD.

Rebuked undead flee the area for 10 rounds (1 turn) by the best and fastest means available to them. If they cannot flee, they cower in terror, taking no actions and suffering a -2 penalty to AC. If the ghost-howler attacks rebuked undead in melee combat, the rebuking effect is broken, but they can use spells or missile weapons against them, and other characters can attack them in any fashion, without breaking the rebuking effect. Destroyed undead are immediately turned to ash.

There is no limit to how often a ghost-howler can attempt to rebuke undead each day, but if an attempt to rebuke undead completely fails during an encounter, the character cannot attempt to rebuke undead again for the remainder of that encounter.

Second Sight: The sakkalin ghost-howler has a connection to the hidden world and as such can see innately or magically invisible creatures within 60’. Invisible creatures are aware that the character can see them and might take a particular interest in them as a result. Second Sight does not provide the ability to see creatures or features hidden through cover or darkness.

Sensing Humanity: The ghost-howler can detect humanoid creatures, objects crafted by and for humanoid creatures, and structures or areas crafted by and for humanoid creatures, within 30’. At the Judge’s discretion, twisted or mutated humanoids may no longer qualify (indeed, legend says that Numilvara blessed her faithful with this ability when humans had been kidnapped and subverted by nefarious fiends to infiltrate Sair). The character sees the indicated creatures, objects, or structures with a cobalt glow around them, but the glow cannot be seen by anyone else. The character must have line of sight on the humanoid (it does not work through walls). If the object or creature is hidden or invisible, the character will see the glow, but not its source. Sensing Humanity requires one full round of concentration to activate. The effect lasts as long as the character continues to concentrate, to a maximum of one round per level. It can be used once per turn (10 minutes).

Sensing Power: The ghost-howler can detect spellcasters within 30’ and estimate their level of power relative to their own. They can tell when arcane or eldritch magic has been used within the last 24 hours within the same vicinity and identify the spell signature of the effect. The character cannot necessarily sense whether an item is magic unless it has been used in the last 24 hours. Sensing power requires one full round of quiet concentration to activate. The effect lasts as long as the character continues to concentrate, to a maximum of one round per level. The effect can be used once per turn (10 minutes).

Speak With Beasts: The sakkalin ghost-howler can speak with beasts once per 8 hours, as the spell.

Spirit of Sair: Sakkalin ghost-howlers drink of Sair’s spirit, granting them two fate points. They may take the Destined proficiency as a class proficiency to gain two additional fate points each time it is selected. Fate points may be spent to do any of the following:

  • May reroll any d20 throw the character makes (except a natural 1), or any damage roll the character makes. May be used multiple times on the same throw.
  • After a successful attack, make a cleave attack, even if you did not drop your foe and/or have no cleaves remaining for the round.
  • When casting a spell, spend fate points equal to the spell’s level instead of expending a daily spell slot of that level.
  • Temporarily gain one rank in any proficiency available to your class (including general proficiencies) or any thief skill (except backstab) at ½ your class level. This lasts 10 minutes (1 turn).
  • If below 0 hp, immediately roll 1d6 on the 21-25 row of the appropriate mortal wounds table.

The sakkalin ghost-howler can recover one spent fate point per month spent in peaceful contemplation at any pinnacle of good within the mystical borders of Sair. A character can increase their pool of fate points by taking the Destined proficiency.

Theology: The ghost-howler has received religious instruction at a seminary, monastery, or temple of Numilvara. They can begin play as a member of a religious hierarchy (Judge’s discretion). They can acquire congregants through proselytizing. They can automatically identify religious symbols, spell signatures, trappings, and holy days of their own faith, and can recognize those of other faiths with a proficiency throw of 11+. Rare or occult cults might be harder to recognize. (This class power is the equivalent of one rank of Theology proficiency.)

Tribulating Adversary: The sakkalin ghost-howler may spend a fate point to force an enemy within 30’ to reroll an attack throw, proficiency throw, or saving throw (except a natural 20). This ability may be used multiple times on the same throw if the ghost-howler has sufficient fate points.

Additional Class Powers

Commune With the Goddess (5th): The ghost-howler gains the ability to commune with Numilvara once per week.

Code of Behavior

Missing code of behavior

Divine casters are expected to uphold strictures to retain their spells and powers (see Cleric > Code of Behavior for the model). This needs to be defined — presumably built around the ghost-howler’s calling to the wild and service to Numilvara.

Racial Traits

Acute Hearing: Sakkalin get +1 to surprise rolls. When using the Adventuring proficiency to listen, they succeed on a throw of 14+ (instead of the usual 18+). If separately proficient in Listening, they instead get a +4 bonus to their throw.

Acute Olfaction: All sakkalin characters have exceptionally sensitive noses. The character gains a +1 bonus to avoid surprise in its natural habitat. At the Judge’s discretion, this bonus can be waived if the monster’s opponents approach from upwind or during rainy conditions. Sakkalin may also use this ability to track creatures by scent for up to two miles as if they had one rank of the Tracking proficiency.

Beast Form: Sakkalin can carry up to 6 stone unencumbered, rather than the 5 typical for humanoid creatures. However, their maximum load is 12 stone, and they move at half speed while carrying more than 6 stone.

Color Blindness: Like most canines, sakkalin do not perceive the same range of colors as humans, leading them to rely more on contrast, scent, and hearing. The exact scope of penalties are left to the Judge’s discretion, but examples might include inability to read some painted signs or low-contrast graffiti, misunderstanding unfamiliar banners or crests, and the like.

Deadly Bite: The sakkalin have exceptionally strong jaws. The character begins play with a natural attack routine consisting of one bite for 1d6 damage. The damage may be increased by wearing spiked barding.

Lack of Hands: As wolves, all sakkalin lack opposable thumbs. This seriously hinders their ability to manipulate objects, open doors, and perform similar actions. At the Judge’s discretion, such actions may be impossible or require an Adventuring proficiency throw of 18+ (with the risk of a botch on a roll of 1-3).

Thick Skin: Sakkalin are tough creatures, and have a natural +2 to armor class. However, due to their body shape, they cannot wear normal armor and are limited to barding instead.

Class Proficiencies

Proficiency Progression: At 1st level, ghost-howlers select one class proficiency from their class proficiency list and one general proficiency from the general proficiency list. They select an additional class proficiency at 4th and 8th level. They select an additional general proficiency at 5th level.

Sakkalin Ghost-Howler Proficiency List: Acrobatics, Alertness, Battle Magic, Beast Friendship, Blind Fighting, Combat Ferocity, Combat Reflexes, Combat Trickery (force back, knock down, overrun, sunder), Command, Contemplation, Divine Blessing, Divine Health, Dungeonbashing Expertise, Endurance, Illusion Resistance, Intimidation, Laying on Hands, Loremastery, Mystic Aura, Passing Without Trace, Prestidigitation, Prophecy, Quiet Magic, Righteous Rebuke, Running, Sensing Humanity, Sensing Power, Skirmishing, Swashbuckling, Syncretism, Theology, Unflappable Casting, Weapon Finesse, Weapon Focus

Spells

Prayerful divine caster: the ghost-howler casts from their order’s fixed repertoire below. See Magic and Spells for how repertoires work; the full Divine Spell List shows every divine spell.

Sakkalin Ghost-Howler Spell Repertoire

Repertoire