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'''Voicecrafters''' wield sonic abilities of all sorts, defensive, offensive and noncombat alike. Though their more powerful abilities are too taxing to use as many times in a day as most pure casters of similar might, Voicecrafters rely on their versatility to remain a well-rounded compliment to their parties in times of need. '''Abilities:''' A Voicecrafter’s key ability score is Charisma, to increase the effectiveness of her abilities. Constitution is also a must to boost a Voicecrafter’s total Voicecraft points as well as extend the amount of time she can hold her breath for abilities such as Wall of Sound -- and, of course, the extra hit points are useful considering her low hit dice. A Voicecrafter’s main weakness is her limited Voicecraft pool, allowing her far fewer abilities per day than a spellcaster of equal level, and thus unless her Constitution score is truly exceptional, she should have some sort of combative abilities for when her pool runs low; thus, either Strength for melee attacks or Dexterity for ranged combat is her best tertiary ability choice, Dexterity having the added advantage of boosting AC and Strength allowing her to use her Wall of Sound in conjunction with melee combat. Voicecrafters rely on Perform (Song), though, so having enough Intelligence to max out ranks in Perform is important as well, although feats such as Skill Focus can help. '''Races:''' Most Voicecrafters respect not only the power but the beauty of the voice, and thus they tend to come only from races which share that admiration and have a love of song and language, such as elves or fey. Races which treat language as a thing of practicality rather than beauty are unlikely to become Voicecrafters, but it is not impossible, as they may simply treat their abilities as a source of power rather than joy. '''Alignment:''' Voicecrafters follow their paths for many different reasons and thus may be of any alignment. '''Hit Die:''' d4 '''Starting Gold''': 5d4x10 gp. '''Starting Age''': As fighter (PH 109). ==Class Features== '''Weapon and Armor Proficiency:''' Voicecrafters are proficient with simple weapons and may choose either Light Armor Proficiency or Shield Proficiency, but not both, at 1st level. '''Class Skills''' (4 + Int modifier per level, x4 at 1st level): Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Listen (Wis), Perform (Song) (Cha) '''Bonus Languages''': Voicecrafters gain no special bonus languages, though they do gain two more bonus languages according to their race (see the Gift of Tongues 1st-level bonus feat). '''Wall of Sound (Su)''': As a swift action, a Voicecrafter can begin to construct a Wall of Sound around her with a Perform (Song) check of DC 15. She gains a deflection bonus to AC and DR/magic equal to 1/3 her class level (rounded down), and anything entering within the diameter of the Wall of Sound takes initial sonic damage for entering the Wall (Reflex save for half damage) and further sonic damage every round it remains within the Wall (no save); no one can take damage from a given Wall of Sound more than once in a round. When the diameter is 5 ft, creatures are unaffected unless they enter the Voicecrafter’s square. The Voicecrafter cannot completely avoid affecting allies with a Wall of Sound, instead only halving the damage done to them, but she can as a free or immediate action reduce or enlarge the wall to any diameter within her maximum limit -- 0 ft means that only a grappled target will take damage. The Voicecrafter cannot use her voice for any other purpose while creating a Wall of Sound, and she takes a -4 to Con for the purposes of asphyxiation checks while conjuring a Wall of Sound -- of course, she can then no longer continue to construct the Wall while asphyxiating. Walls of Sound remain as long as the Voicecrafter continues to maintain them (a swift action each round, limited by the amount of rounds for which the Voicecrafter can hold her breath), and if a Voicecrafter ends a Wall of Sound, she must wait three rounds before creating another. Walls of Sound are about as loud as three humans conversing within normal human hearing ranges, but creatures which can hear unusually high-pitched sounds may halve the Listen DC to hear a Wall of Sound and in fact must make a Fortitude save (DC 5 + Charisma mod) to enter a Wall of Sound’s diameter without being deafened for 3 rounds, in addition to taking the standard damage. At level 8, a Voicecrafter’s Wall of Sound forces anyone entering its diameter to make such a Fortitude save against deafness for 3 rounds. Regardless of the success or failure of the save, anyone subject to this effect will automatically succeed on the Fortitude save for the rest of the encounter. '''Gift of Tongues (Ex)''': Voicecrafters gain the Gift of Tongues feat at 1st level regardless of pre-requisites. '''Voicecraft (Ex)''': Voicecrafters gain a pool of Voicecraft points equal to twice their class level x their Constitution bonus (minimum 1), plus twice their ranks in Perform (Song). The pool starts full at level 1. Voicecrafters recharge a number of points equal to their class level plus their Perform (Song) check after a full night’s rest, and their pool refills completely at each new class level gained. Voicecraft points are used in most Voicecraft abilities, and expending extra points increases the effectiveness of many abilities; however, a Voicecrafter must make a Perform (Song) check at a DC equal to the amount of Voicecraft points being spent whenever she wishes to use an ability. A Voicecrafter has a 20% chance of botching any of her abilities if deafened or otherwise unable to hear her own voice. Her range for all abilities is 30ft + 5ft/2 class levels unless otherwise noted, even if mimicking a spell with a more limited range. Voicecrafters can extend the range of their abilities by 1 foot per extra point expended. Treat this ability as the equivalent of the Bardic Music ability for the sole purpose of qualifying for feats and prestige classes. Voicecraft, however, does not translate into uses of bardic music per day in any way; thus, most feats and classes will still not be useful. However, feats like Green Ear or Requiem can still be used with Voicecraft. '''Ventriloquy (Ex)''': As a free action, a Voicecrafter can use Ventriloquism a number of times per day dependent on her class level, as shown in the table above, at a caster level equal to her class level, but it is an extraordinary ability for a Voicecrafter. Alternately, Ventriloquism can instead be used at a cost of 1 Voicecraft point. '''Lullaby (Su)''': For 5 Voicecraft points, a Voicecrafter can attempt to mimic the effects of a sleep spell at a caster level equal to her class level by singing a sleep-inducing lullaby. Unlike the sleep spell, however, if Lullaby is activated as a full-round action instead of a standard action, it can then be continued through concentration for a number of rounds up to the Voicecrafter’s Constitution score, effectively acting as though the sleep spell were being repeatedly cast each round, and each consecutive round after the first drains 3 Voicecraft points. The lullaby is a language-based ability: the target must understand the Voicecrafter. This ability can be augmented as follows: 1 extra point per extra HD affected up to a total of 40 HD, 2 extra points per extra minute of duration up to 60 minutes total, and/or 5 extra points per +1 bonus to the save DC up to +5. The extra points are for initiating the ability; it still costs 3 points per round to maintain a Lullaby. '''Persuasive Melody (Su)''': A Voicecrafter can use song to convince others in whatever way she wishes, whether by guile, fear or friendly speech. If the Voicecrafter has at least 12 seconds (2 rounds) to sing to a target while attempting a Bluff, Diplomacy or Intimidate check (the Diplomacy action must still continue for a full minute or else the -10 penalty is incurred as normal), she may add a bonus to the check equal to the amount of Voicecraft points she is willing to spend, to a maximum of the number of rounds for which she sang. A successful Will save (DC 14+Charisma mod) halves (rounded down) this extra bonus to the check. This ability can be augmented as follows: 3 extra points per +1 to the save DC to a maximum of +4, 4 extra points per additional target of Persuasive Melody, 5 extra points to add a charm animal or charm person spell to the song only if the target fails both the opposed skill check and the Will save, 6 extra points for a charm monster or dominate animal or suggestion spell instead, 12 extra points for a dominate person spell instead, and/or 20 extra points for a dominate monster spell instead. At level 16, Persuasive Melody can be used against all targets in range without spending additional Voicecraft points. '''Soothe (Su)''': By spending 5 Voicecraft points plus 2 points per consecutive round of concentration, a Voicecrafter can attempt to alleviate the fears of her target(s) with a soothing song. Anyone hearing the song moves one step towards relative calmness, from panicked to frightened to shaken to calm, for each round of the ability. Though it is considered a harmless effect, the target can attempt a Will save at a DC of 10 + Charisma modifier, although spell resistance does not apply. This ability can be augmented as follows: 2 extra points per round (for a total of 5 per round) to make targets immune to fear effects for the duration of concentration, 10 extra points (for a total of 15) to use the ability as a standard action and instantly calm the target(s) no matter his/her/their state(s) of fright. The extra points are for initiating the ability; it still costs 3 points per round to maintain a song of soothing. '''Whispering Wind (Su)''': Voicecrafters can use whispering wind as a supernatural ability for 4 Voicecraft points. When Magical Ventriloquy is gained at level 10, a Voicecrafter can channel her abilities through Whispering Wind as well, aside from Wall of Sound. The usual limitations still apply; Persuasive Melody, for example, would be impossible to channel because of the limited length of Whispering Wind’s messages unless augmented (see next paragraph). This ability can be augmented as follows: 1 extra point per extra twenty words or extra 1 round of other sounds, 3 extra points per extra mile of range, and/or (if not channeling Voicecrafting abilities through it) 5 extra points to constantly repeat the message as it travels so that everyone through whom it passes will hear it. '''Riddle Song (Ex)''': With 5 Voicecraft points, a successful Bluff check against the target’s Sense Motive check or Will save, and a full-round action, a Voicecrafter can easily spin a confusing web of words around a nonhostile target (hostile targets get a +4 to resist) in the form of a riddle. The listener will attempt to solve the riddle for a minimum number of rounds equal to the Voicecrafter’s Charisma modifier, after which he is entitled to an Intelligence + Wisdom check every round until he beats the DC of the Voicecrafter’s original Bluff check or he gives up. While attempting to solve the riddle, the extremely distracted listener takes a -4 penalty to Intelligence, Wisdom, Dexterity and Charisma (but do not count this penalty when the target is making Intelligence checks to solve the riddle), and if he is freed from the riddle by giving up rather than by successfully solving it, he immediately takes 1d3 points of Intelligence damage, 1d3 points of Charisma damage and 1d3 points of Wisdom damage. This is a language-based ability: the target must understand the Voicecrafter. A Voicecrafter can use a feint to distract the target while he is attempting to solve the riddle; she does not gain the usual advantage of feinting, but instead causes her opponent to take a -4 to Intelligence for the purpose of his Intelligence check that round to solve the riddle. Improved Feint or any other feint-related abilities apply. This ability can be augmented as follows: 3 extra points per additional target, 3 extra points per +1 to the save DC, 3 extra points per additional minimum duration of the riddle, 10 extra points per additional d4 of potential Intelligence damage, and/or 10 extra points per additional d4 of potential Charisma damage. '''Vocal Training (Ex)''': A Voicecrafter can take 10 on any Perform (Song) check, no matter the conditions. '''Shriek (Ex)''': A Voicecrafter can Shriek as a move action for 10 Voicecraft points to force Concentration checks at a DC of 10 + Charisma modifier on all creatures within range who are currently concentrating on a task. Regardless of whether or not the check is made, all affected creatures take a -2 to Concentration checks for a number of rounds equal to the Voicecrafter’s Charisma modifier. This simple ability is not subject to the usual 20% failure chance a Voicecrafter risks when using an ability while unable to hear her own voice. This ability can be augmented as follows: 1 extra point per +1 to the save DC to a maximum of +10, 2 extra points per extra -1 to Concentration checks for the ability’s duration, 3 extra points per additional round of duration, and/or 10 extra points to use the ability as an immediate action (potentially disrupting a skill or spell before its completion). '''Warcry (Su)''': With a powerful Warcry, a Voicecrafter can simultaneously afflict her opponents with fear and bolster the morale of herself and her allies. As a standard action, a Voicecrafter can expend 15 Voicecraft points to grant all allies within range (including herself) a morale modifier on attack rolls, damage rolls, and saving throws equal to her Charisma modifier for a number of rounds equal to twice her Charisma modifier. Simultaneously, enemies in range are shaken if they fail a Will save (DC 13 + Charisma modifier), for the same duration. This ability can be augmented as follows: 4 extra Voicecraft points per +1 round of duration up to +4, 5 extra points to treat fatigued allies in range as no longer being fatigued for the duration of the ability, 6 extra points per +1 bonus to the save DC up to +3, 8 extra points per +1 morale modifier up to +5, 8 extra points to send willing allied targets into a 1st-level barbarian rage, 8 extra points to frighten rather than shake opponents, and/or 12 extra points to panic rather than shake opponents. '''Shout (Su)''': Voicecrafters are not entirely without offensive ability. By spending 5 Voicecraft points, a Voicecrafter can mimic the shout spell (at the spell’s range of a 30 ft. cone-shaped burst rather than the usual Voicecrafting range) at a caster level equal to her class level. This ability can be augmented as follows: 4 extra points per 5 ft extra range up to 15 extra ft, 4 extra points per +1 to the save DC up to +3, 10 extra points to use greater shout instead, and/or 10 extra points to replicate the benefit of a metamagic feat. '''Magical Ventriloquy (Su)''': A Voicecrafter can use her Ventriloquy extraordinary ability as a supernatural ability which allows her to use it even while silenced, for 2 Voicecraft points and 2 uses of Ventriloquy. Magical Ventriloquy still does not allow the creation of Walls of Sound through Ventriloquy, and though it can be used while the Voicecrafter is in range of a silence spell, the Ventriloquy itself must then affect an area outside of the silence spell. A Voicecrafter who fails a Listen check to hear her own voice when using Magical Ventriloquy has a 20% chance to botch her use of Voicecraft, much like a spell with a verbal component cast while deafened. She can also use Magical Ventriloquy to speak or use Voicecraft abilities even while simultaneously using her normal voice for other purposes, such as simple speech or a Wall of Sound -- however, such multitasking requires a Concentration check, DC 14, if either task involves the use of her Voicecraft pool. At level 16, a Voicecrafter can use Magical Ventriloquy twice simultaneously, allowing her to affect two distant targets at once while continuing to use her normal voice, at a Concentration check DC of 16. At level 20, she can use it three times simultaneously for a Concentration check DC of 18. This does not grant her extra actions -- any ability which requires a standard action, for example, cannot be used by her normal voice and three uses of Magical Ventriloquy simultaneously, but a possible combination could be a Wall of Sound plus a Shriek plus a Greater Shout. However, since each ability requires a Perform (Song) check, the Voicecrafter must make that check at a DC equal to the sum of each of the individual DCs, making some combinations nearly impossible. '''Prodigal Vocalist (Ex)''': A Voicecrafter can take 15 on any Perform (Song) check, no matter the conditions. '''Choral Resonance (Ex)''': A Voicecrafter can wait for other Voicecrafters’ turns so that a group can use an ability simultaneously. If so, sum all variables regarding that ability, including damage, duration, etc, rolled by the group, but not including Perform (Song) checks or nonvariables such as Charisma modifiers or class levels. Each Voicecrafter may use half of those amounts in place of his/her own rolls for all (not some) of his own rolls. For example, if three Voicecrafters used shout and rolled 10, 13 and 25 each for sonic damage and 7, 12 and 3 respectively for deafness duration, each may use 24 for damage and 11 for the duration of deafness instead of his/her own rolls, but not only the 24 damage or only the 11 round duration. '''Deep Breathing (Ex)''': Extensive vocal training improves a Voicecrafter’s control over her breathing. A Voicecrafter’s lung capacity is so greatly increased that she may hold her breath for a number of rounds equal to four times her Constitution score (rather than the usual two), and after that she must make Constitution checks every round beginning at a DC of 5 (rather than the usual 10) and increasing by 1 each round. A Voicecrafter can inhale a large amount of air as an immediate action, then exhale as a standard action in order to replicate the effects of a gust of wind spell, but with the added option of changing the range to that of a 30 ft cone-shaped burst. Voicecrafters also gain the ability to breath poisonous or otherwise harmful gases into their lungs but no farther, thus remaining unaffected by the poison, disease, etc, but only as a conscious free action. If a Voicecrafter inhales a gas other than air in preparation for a gust of wind-type exhalation, the gas behaves as usual once exhaled, and is estimated at 3 cubic feet in volume for a Medium character. For example, a medium-sized Voicecrafter with a Constitution score of 12 who is aware of the presence of the Mindfire disease in an area can (safely) inhale deeply in that area and, up to 48 rounds later, exhale it as part of her 30 ft cone-shaped burst or 60 ft line gust of wind, possibly afflicting her targets with the disease. Afterwards, 3 cu. ft. of the surrounding air will have the Mindfire disease; the DM will likely treat the whole area as having a much diluted version of the disease, with an infection DC of less than the usual 12. '''Wordless Speech (Ex)''': A Voicecrafter has at this point in her training learned to transmit concepts directly through her voice, rather than translating these ideas into words. Thus, she can speak -- or use language-dependent abilities such as Lullaby -- so that everyone who hears her can understand, regardless of what languages they know. This even allows the Voicecrafter to communicate with beings that cannot speak, as long as they are intelligent enough to be capable of understanding concepts. However, this only allows a Voicecrafter to speak to others in this universal “language”. It does not facilitate her understanding of their speech in any way. '''Confident Enunciation (Ex)''': A Voicecrafter no longer has a 20% chance to botch Voicecraft abilties when she cannot hear her own voice, either when deafened or when using Magical Ventriloquy to project abilities far out of range of her own hearing. She has become familiar enough with her voice that she is sufficiently confident in her ability to use Voicecraft and ordinary speech without needing to hear herself. '''Banshee’s Wail (Sp)''': A powerful exception to their otherwise rather limited offensive arsenal, Voicecrafters can spend 25 Voicecraft points to unleash a Wail of the Banshee as the spell, with a caster level equal to their class level. This ability can be augmented as follows: 3 points per extra 5 ft of range, 10 points per +1 to the save DC up to +3, and/or 20 points to replicate the benefit of a metamagic feat. '''Power Words (Sp)''': Another lethal addition to a level 17 Voicecrafter’s offensive abilities is the Power Word ability group. For 15 Voicecraft points, a Voicecrafter can use Power Word Blind; Stun costs 20 and Kill 25. These abilities can be augmented as follows: 3 points per extra 5 ft of range, 10 points per +10 maximum health of affected creature, and/or 20 points to replicate the benefit of a metamagic feat. '''Echolocation (Su)''': A Voicecrafter can use echolocation to give herself continual blindsight out to 30’ and blindsense to 60’. '''Whisper (Su)''': In a sort of extension of the Magical Ventriloquy ability, Voicecrafters learn to extend not only the range of their abilities but the duration as well. A Voicecrafter can spend 30 Voicecraft points and make a Perform (Song) check to lay, as three consecutive full-round actions, a sort of sound trap triggered by the presence of a creature or by a specific sound, as desired. The Voicecrafter simultaneously spends the points for the Voicecraft ability which is to be used in the trap. Whisper is the only exception to the usual rule for Voicecrafting DCs: the 30 points spent to create the trap do not add to the Perform (Song) check DC required to lay the trap without botching the ability. The trap is triggered when the triggering sound or creature enters within thirty feet, but it may actually affect a much larger area depending on what Voicecraft ability lays dormant within the trap. Within one hundred feet (no matter the creature’s Listen check, short of complete deafness), a creature hears unintelligible whispers that grow progressively louder as the creature draws nearer, and as long as the creature can hear these whispers, it can make an opposed Knowledge (Arcana) or Spellcraft check against the Voicecrafter’s original Perform (Song) check to recognize that a trap lays in the direction of the whispers. With a failed check or without attempting such a check, a creature who hears the whispers falls under the effect of a sympathy spell or an antipathy spell (Will save DC 18 + Charisma mod) as decided by the Voicecrafter at the laying of the trap. This ability can be augmented as follows: 5 points per +5 ft of range (increases trap trigger range or whisper range separately, not both) to a maximum of +30 ft and/or 9 points per +1 to antipathy/sympathy save DC up to +3. Augmenting the Voicecraft ability which lays dormant in the trap follows the rules for that ability. '''Voicecrafter Progression''' {|border=1px |Level || BAB || Fort || Ref || Will || Special || Ventriloquy || Wall of Sound |- | -- || -- || -- || -- || -- || -- || -- || AC/DR -- Diameter -- Damage |- |1st || +0 || +0 || +0 || +2 || Wall of Sound, Gift of Tongues || 0/day || 0 -- 5 ft -- 1d6,1d3 |- |2nd || +1 || +0 || +0 || +3 || Voicecraft, Ventriloquy, Lullaby || 1/day || 0 -- 5 ft -- 1d6,1d3 |- |3rd || +1 || +1 || +1 || +3 || Persuasive Melody || 2/day || 1 -- 5 ft -- 1d6,1d3 |- |4th || +2 || +1 || +1 || +4 || Soothe, Whispering Wind || 3/day || 1 -- 5 ft -- 1d6,1d3 |- |5th || +2 || +1 || +1 || +4 || Riddle Song || 3/day || 1 -- 5 ft -- 1d6,1d3 |- |6th || +3 || +2 || +2 || +5 || Vocal Training || 4/day || 2 -- 5 ft -- 2d6,2d3 |- |7th || +3 || +2 || +2 || +5 || Shriek || 5/day || 2 -- 5 ft -- 2d6,2d3 |- |8th || +4 || +2 || +2 || +6 || Shout, Wall of Sound (deafening) || 6/day || 2 -- 5 ft -- 2d6,2d3 |- |9th || +4 || +3 || +3 || +6 || Warcry || 6/day || 3 -- 5 ft -- 2d6,2d3 |- |10th || +5 || +3 || +3 || +7 || Magical Ventriloquy || 7/day || 3 -- 5 ft -- 2d6,2d3 |- |11th || +5 || +3 || +3 || +7 || Prodigal Vocalist || 8/day || 3 -- 15 ft -- 3d6,3d3 |- |12th || +6/+1 || +4 || +4 || +8 || Choral Resonance, Deep Breathing || 9/day || 4 -- 15 ft -- 3d6,3d3 |- |13th || +6/+1 || +4 || +4 || +8 || Persuasive Melody (multiple targets) || 9/day || 4 -- 15 ft -- 3d6,3d3 |- |14th || +7/+2 || +4 || +4 || +9 || Wordless Speech || 10/day || 4 -- 15 ft -- 3d6,3d3 |- |15th || +7/+2 || +5 || +5 || +9 || Confident Enunciation || 11/day || 5 -- 15 ft -- 3d6,3d3 |- |16th || +8/+3 || +5 || +5 || +10 || Magical Ventriloquy (x2) || 12/day || 5 -- 15 ft -- 4d6,4d3 |- |17th || +8/+3 || +5 || +5 || +10 || Banshee's Wail, Power Words || 12/day || 5 -- 15 ft -- 4d6,4d3 |- |18th || +9/+4 || +6 || +6 || +11 || Echolocation || 13/day || 6 -- 15 ft -- 4d6,4d3 |- |19th || +9/+4 || +6 || +6 || +11 || Whisper || 14/day || 6 -- 15 ft -- 4d6,4d3 |- |20th || +10/+5 || +6 || +6 || +12 || Magical Ventriloquy (x3) || 15/day || 6 -- 15 ft -- 4d6,4d3 |} [[category:Player Character Classes]][[category:Fax Encyclopedicus]]
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