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  Tour of the City
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  New Game Rules
  Prestige Classes
     Chanter
     Moonknight
     Silver Wardens
     Spellbinder
     Spellguard
     Summoner
     Whistler
  NPCs
     Appendix I
     Appendix II
     Appendix III
  Whistler

Whistlers are special halflings, devoted to faith and community. It is said that Yondalla herself visits a halfling and asks him to take on this important role in halfling life. The Whistler is an advisor to the community, acting as arbitrator for minor disputes and agricultural expert for the community's farms.

Although they act as caretaker for their communities, Whistlers are often compelled to leave the community for a time to gain experience and satisfy their natural curiosity. This is seen as a natural part of a halfling's development, and is not looked upon awkwardly by the community or by Yondalla as long as the halfling remains faithful and connected to his people.

Hit Dice: d6

Requirements
To qualify to become a Whistler, a character must fulfill all the following criteria.

Knowledge (Nature): 8 ranks
Knowledge (Agriculture): 2 ranks
Perform (Whistling)
Animal Empathy: 2 ranks
Handle Animal: 2 ranks
Special: Must have an animal companion that chatters such as a ferret, songbird or squirrel; must be a non-cleric worshipper of Yondalla.

Class Skills
The Whistler's class skills (and the key ability for each skill) are Alchemy(Int), Appraise(Int), Balance(Dex), Climb(Str), Concentration(Con), Craft(Int), Diplomacy(Cha), Escape Artist(Dex), Hide(Dex), Intuit Direction(Wis), Jump(Str), Knowledge(all skills, taken individually)(Int), Listen(Wis), Move Silently(Dex), Perform(Cha), Profession(Wis), Scry(Int, exclusive skill), Sense Motive(Wis), Speak Language(Int), Spellcraft(Int), Tumble(Dex), and Use Magical Device(Cha, exclusive skill). See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill points at each level: 6 + Int modifier

The Whistler
Class Level Base Attack Fort. Save Ref. Save Will Save Special
1 +0 +0 +2 +2 Chattering, Stormwhistle
2 +1 +0 +3 +3 Treetopper, Whistling Messenger
3 +2 +1 +3 +3 Stormwhistle
4 +3 +1 +4 +4 Eyes of the Eagle, Speak With Plants
5 +3 +1 +4 +4 Stormwhistle
6 +4 +2 +5 +5 Counter Whistle
7 +5 +2 +5 +5 Stormwhistle
8 +6/+1 +2 +6 +6 Ride the Wind
9 +6/+1 +3 +6 +6 Stormwhistle
10 +7/+2 +3 +7 +7 A Friend in Need (2/week)


Class Features

Weapon and Armor Proficiency: Whistlers are skilled with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. Whistlers are not proficient with any type of armor nor with shields. Armor of any type interferes with a Whistler's movements, which can cause her spells to fail (if those spells have somatic components). Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of equipment carried.

Chattering: At 1st level, the Whistler gains the ability to "chatter." This allows him to communicate with other chattering animals such as ferrets, songbirds and squirrels. Other Whistlers can also understand and respond to this chattering. Chattering cannot be used to communicate complex, subtle, or specific information. For instance, a Whistler could ask a squirrel if any large creatures had been through here recently, but could not find out if it was a specific band of giants.

Stormwhistle: The phrase "whistling up a storm" is thought to have originated when an adventurer came across a Halfling standing in the middle of a dry field. Curiously, the Halfling was strolling about the field with his hands in his pockets while whistling an unfamiliar tune. After watching for several minutes, the adventurer felt drops of rain fall onto his cheek, where before the sky had revealed nothing but sun. Soon a light rainstorm was pelting the field and the Halfling moved down the road with a smile on his face.

Whistlers learn to "help along" their village's crops with their cheery tunes, and the most powerful can also call down the full fury of nature onto their enemies. Whistlers gain the following abilities as they advance in level, and each ability may be used once per day:

1st- Pass Without Trace- As the 1st-level druid spell
3rd- Plant Growth- As the 3rd-level druid spell
5th- Control Winds- As the 5th-level cleric spell
7th- Control Weather- As the 7th-level druid spell
9th- Whirlwind- As the 8th-level druid spell

These are spell-like abilities and function as if cast by a 15th level sorcerer.

Treetopper: At 2nd level, the Whistler gains the Treetopper feat.

Whistling Messenger: At 2nd level, the Whistler is able to whistle a message upon the wind. This functions just like the 1st-level sorcerer spell message as cast by a 15th level sorcerer.

Speak With Plants: At 4th level, the Whistler may speak with plants as the 3rd level Druid spell speak with plants as if cast by a 15th level sorcerer.

Eyes of the Eagle: At 4th level, the Whistler gains the ability to see through the eyes of his animal companion. This ability functions three times per day and each use lasts for a maximum number of minutes equal to the Whistler's Wisdom score.

Counter Whistle: At 6th level, the Whistler gains the ability to "attack" existing spells. By simply whistling a tune, the Whistler can temporarily lower magical effects. This works exactly as if the Whistler were casting dispel magic. The character may add any arcane spellcasting class levels to his Whistler levels for the purpose of his dispel check. The Counter Whistle does not destroy spells and spell-like effects, they are only lowered for as long as the Whistler continues his song. In order to switch targets, the Whistler must begin a new Counter Whistle.

Ride the Wind: At 8th level, the Whistler gains the ability to travel on the wind as if under the effects of the 4th-level cleric spell air walk, as if cast by a 15th level sorcerer.

This ability only functions in winds stronger than a breeze, including those created by the Whistler's 5th-level Stormwhistle ability.

A Friend in Need: At 10th level, the Whistler can summon celestial allies to aid him in a task. It is a full round action to summon these creatures, and the Whistler can summon a number of creatures equal to 10+ his Charisma modifier. The Whistler can set each "friend" to one task, which it will perform until the task's completion, at which time it disappears. Any number of tasks may be given, but only one per "friend."

For example, the Whistler could summon twelve Giant Celestial Eagles to aid his beleaguered allies. Six eagles could be instructed to carry his friends back to their castle while the other six covered their retreat by engaging their enemies. In 5 rounds when all of the enemies were destroyed or had fled, the six eagles who were fighting would disappear. The other six would not disappear until the Whistler's friends were safely back at their home. The service can last a maximum number of days equal to the Wisdom modifier of the Whistler, at which time the summoned creatures disappear regardless of the status of their task.

The Whistler may summon any of the following creatures, all of which will be Celestial and Huge: eagle, badger, squirrel, falcon, fox, or ferret.

 

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