Shar - Nightbringer (Character Kit)

Class Information 	Class Information
Racial Requirements 	Any
Ability Requirements 	Wisdom 9
Prime Requisite 	Wisdom
Hit Die Type 	d8
Attack as 	Priest
Save as 	Priest
Advance as 	Priest
Spell Ability? 	Yes
Exceptional Strength? 	No
Exceptional Constitution?	No
Starting Cash (x10 gp) 	3d6
Proficiencies 	Proficiencies
Weapon Slots 	2
Additional Slot 	4
Nonproficiency Penalty 	-3
Nonweapon Slots 	4
Additional Slot 	3
Available Categories 	General, Priest
Bonus Proficiencies 	Blind-fighting
Recommended Proficiencies	None
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==Overview==
Shar's greatest enemy is Selûne, the goddess of the moon. Even though she has a group of crusaders, Shar insists on also having a branch of her clergy that is devoted to nothing else but bringing darkness to all (figuratively and literally) and directly opposing Selûne and her worshipers. Thus, the nightbringers were created.
==Description==
Nighibringers wear tunics and leggings of deep purple with black trim, over which lies a voluminous cloak and hood of black with purple trim. A black disk adorns the front of the tunic.
They prefer weapons that are easily concealable, such as daggers, clubs, blowguns, hand axes, or even horseman's maces. Any armor is permitted, but the nightbringers prefer armor that is quiet and offers a good degree of flexibility like leather.
==Role-Playing==
Nightbringers are the children of Shar in every way. They are dark-humored, soft-spoken folk, who make no sudden moves to draw attention to themselves. They enjoy making others paranoid by wondering aloud "What could the darkness be concealing?"
To the nightbringers, filling someone with terror, dread, and uncertainty is even more satisfying than killing them. Bear in mind that nightbringers are not indiscriminate murderers. Only the servants of Selûne inspire overt homicidal impulses in them.
==Special Abilities==
All nightbringers have the move silently and hide in shadows abilities of rangers. These are, of course, subject to armor, race, and dexterity modifiers.
In combat against Selûne's worshipers, nightbringers get a +1 to attack and damage rolls, and a +4 bonus to their morale. If there are multiple opponents, nightbringers will ignore them and focus on a target known to be a worshiper of Selûne.
At fifth level, nightbringers can cast darkness three times a day. At seventh level, nightbringers can cast continual darkness once a day. Starting at 9th level, nightbringers can call upon the power of Shar once during the week of the new moon. This power grants an increase in experience levels as if he drank a potion of heroism (1d4 levels with additional 1d6 hit points per level). These effects last until the immediate melee encounter is over. This power affects only the nightbringer and is not nullified by his experience levels like a potion of heroism is.
==Special Disadvantages==
Nightbringers fight at a -2 penalty to hit in bright sunlight or during a night of the full moon. They are also surprised on a 1-4 on a d10 under those conditions.
Nightbringers can only take the reversed forms of spells from the Light sphere of clerical magic. Nightbringers cannot cast spells from either the Sun or the Weather spheres.
: "I've encountered nightbringers before, but all I recall is that they enjoy playing with people's minds, doing little more than instilling in them a fear of the dark."
:: -Mendryll Belarod