Vox Mortis

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A common meme in our group is "NOTHING IS IMMUNE TO SONIC DAMAGE" and while that's not entirely true, sonic damage is one of the least common energy types and as a result not much really resists or is immune to it. This makes it a very reliable damage source even at higher level once you fight foes resistant to most anything else. One of the dangers most of the time you'd deal with is catching your allies in the blast radius of your abilities and the Vox Mortis has abilities to avoid this damage to your trusted compatriots.

Role: DPS

Characteristics: Sonic yell wielding warriors that can cause significant amounts of damage

Source: Homebrew

Game Rule Information

The Vox Mortis has the following game statistics.

Abilities: Constitution as it helps with your Vox Cannon damage, HP and concentration, Dexterity is pretty important as you're only proficient with Light armor so you don't have much HP.

Alignment: Any

Hit Die: d10

Starting Gold: 5d4 x 10

Class Skills

The Vox Mortis's class skills are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Listen (Wis), Perform (Cha) Profession (Wis), Search (Int), Sense Motive (Wis), and Spot (Wis)

Skill Points at 1st Level: (4 + Int modifier) × 4

Skill Points at Each Additional Level: 4 + Int modifier

Class Features

All of the following are class features of the Vox Mortis.

Weapon and Armor Proficiency: A Vox Mortis is proficient with all simple weapons, light armor and shields

Vox Cannon Su: The latent mystical talents awaken withing the fledgling Vox Mortis, granting a vocal blast in a 30 foot cone, dealing 1d4 sonic damage at 1st level, 4/day. Every level adds an additional daily use to this ability, and every odd level adds on more die of damage. It is treated as a weapon for the purposes of combat. Each Vox Mortis has a unique sonic signature; sounds have ranged from frenzied bellows, to incredibly high pitched trills.

Resilience Ex: As the body adjusts to accommodate the raw force of the sonic assaults, the users constitution increases by 2 as the skeletal structure is reinforced.

Penetrating Voice Ex: The Vox Cannon gains an additional +10 on rolls affecting objects and can pass through barriers (magical or otherwise) if the roll surpasses the DC by more than 15. This has no effect on living targets (unless weapons or armor is targeted.) and deals an additional 10 damage to objects in general.

Echo Channel Su: Utilizing an advanced technique, the Vox Mortis can emit an unnatural ululation (using a daily use of the Vox Cannon) to create a hollow cone of particles vibrating in perfect synchronization with the Vox Mortis' attacks for 1d4 rounds. Any sonic based attack that fires through this cone from the point of origin receives doubled range and an additional 2 die to attack.

Improved Vox Cannon Su: At 7th level, the damage die become d6's for Vox Cannon. Your constitution modifier is added as bonus damage and increases range by 10 feet. (The current damage of a Vox Cannon, at level 7, would be 4d6 + Constitution modifier, with a range of 40ft. The additions to damage continue as you level up)

Selective Sonics Ex: At 8th level you become particularly good at targeting your Vox Cannon and sonic abilities. You can now exclude allies from the effects of your sonic attacks and abilities should you so wish.

Thundering Roar Su: Taking a deep breath, the Vox Mortis utters a terrifying roar. Those hearing this unnatural sound must make a will save to avoid cowering fear (DC 15 + Vox Mortis level + Cha modifier). This also gives a +10 to intimidate checks for 1d10 rounds. 1/day, it gains additional uses every odd numbered level. The range is a 20 foot sphere.

Cacophony Su: The Vox Mortis locks into place, immobile as they open their mouths and fill the air with white noise. Casters take a -15 to all concentration checks, creatures with exceptional hearing take 1d4 damage from the shock of such a noise. By breathing through the nose, the user can maintain this ability indefinitely, though it can only be used once per day as the strain on the vocal cords is immense. The range of your Cacophony ability is equal to that of your Vox Cannon

Resonance Chamber Ex: The fortification offered by Resilience is enhanced, creating hollow spaces within the sternum and ribs while maintaining integrity. By conscious will the Vox Mortis may force their body to expand these chambers, bones enlarging the hollows within and tearing muscle and flesh. The process is incredibly painful as this is an extremly unnatural act, and so it takes a full round as if a standard action. They adds their base attack as bonus damage to any sonic ability (In the case of Thundering Roar it increases the DC by 5.) As long as the practitioner maintains this state, they suffer 1d6 damage per round. After returning to a normal state, the practitioner falls prone for 1 round unless they make a fortitude save to ignore the pain. DC is 25 +5 for each round spent in this state.

Subsonic Resonance Su: Treat as Cacophony, with the added effect of dealing 2d6 damage per round, though continuing this for more than a single round results in 1d6 per round on the user. At level 17, damage is doubled for all. This ability like cacophony has the same range as Vox Cannon

Harmonic Frequency Su: By spending at least 1 minute harmonizing with an object/obstacle, the user doubles any damage done to an object by sonic methods.

Greater Vox Cannon Su: Damage becomes d8 and constitution modifier is doubled as additional damage. Range is increased by 10 feet. (The current damage of a Vox Cannon, at level 15, would be 8d8 + 2 * Constitution modifier, and the range would be 50ft)

Non-Vocal Sonic Manipulation Su: The practitioner becomes so in-tune with vibrations, they can vibrate particles at will without a vocal component. The sound seems to come from the very air, rather than the user. With a melee touch attack you can deal damage as if you are using Vox Cannon

Banshee Wail Sp: This ability functions as the spell, 1/day. After the first use, it can be performed again, the user must roll a percentile (15% failure) and take 1d8+12 damage. Each additional use doubles the penalty (15-30-60-automatic failure, 1d8-2d8-3d8) Failure results in unconsciousness for 2d6 rounds. This ability does work with Selective Sonics and can be used to avoid targeting everyone in an area.

Supreme Vox Cannon Ex: Range is doubled, attack die become d10's, and Constitution modifier to damage is quadrupled. (The Vox Cannon, at level 20, would deal 10d10 damage + 4*Constitution modifier, and the range is 100 ft).

Table 1-1: Vox Mortis Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Vox Cannon

Damage

Vox Cannon

Uses

Vox Cannon

Range (feet)

Thundering Roar

Uses

1st +0 +2 +0 +0 Vox Cannon 1d4 4 30
2nd +1 +3 +0 +0 Resilience 1d4 5 30
3rd +2 +3 +1 +1 2d4 6 30
4th +3 +4 +1 +1 Penetrating Voice 2d4 7 30
5th +3 +4 +1 +1 Echo Channel 3d4 8 30
6th +4 +5 +2 +2 3d4 9 30
7th +5 +5 +2 +2 Improved Vox Cannon 4d6 10 40
8th +6/+1 +6 +2 +2 Selective Sonics 4d6 11 40
9th +6/+1 +6 +3 +3 Thundering Roar 5d6 12 40 1
10th +7/+2 +7 +3 +3 Cacophony 1/day 5d6 13 40 1
11th +8/+3 +7 +3 +3 Resonance Chamber 6d6 14 40 2
12th +9/+4 +8 +4 +4 6d6 15 40 2
13th +9/+4 +8 +4 +4 Subsonic Resonance 7d6 16 40 3
14th +10/+5 +9 +4 +4 Harmonic Frequency 7d6 17 40 3
15th +11/+6/+1 +9 +5 +5 Greater Vox Cannon, Cacophony 2/day 8d8 18 50 4
16th +12/+7/+2 +10 +5 +5 Non-vocal Sonic Manipulation 8d8 19 50 4
17th +12/+7/+2 +10 +5 +5 Subsonic Resonance (4d6), Banshee Wail 9d8 20 50 5
18th +13/+8/+3 +11 +6 +6 9d8 21 50 5
19th +14/+9/+4 +11 +6 +6 10d8 22 50 6
20th +15/+10/+5 +12 +6 +6 Supreme Vox Cannon 10d10 23 100 6