Echo Knife (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Echo Knife
Rating: Not rated
(Rate this class)
Status: Few Bugs, almost finished
Editing: None

Echo Knife[edit]

Base Description
When people hear the eerie sound in a battle, they know that an Echo Knife is near. Masters of the eerie attack, they can control the notes around them to materialize and surprise their foes in ways that they thought impossible.

Alternative Description
Master of eerie attack techniques, the Echo Knife is the assassin of choice in the city of Ventremyr, and have used that city's musical building construction to masterfully dominate the city for more than 250 years.

Making a Echo Knife[edit]

Echo knives are a versatile group, who specialize in swift kills and unparalleled music. An Echo Knife can use his inhuman connection with music to teleport himself about the battlefield and blend the movement of his blades with the sound of the music that constantly emanates from him.

Abilities: Strength and Constitution are good for more combat focused Echo Knifes, giving them higher attack bonuses and health points. Dexterity and Intelligence are more suited for skill focus Echo Knifes as most of the classes skills are based off of those two abilities. Wisdom helps the Eerie Murmur ability.

Races: Any race can be an Echo Knife, but humans, half-elves and elves find the class to be the most interesting. Whisper Gnomes (Races of Stone) make excellent Echo Knifes as well.

Alignment: Any. Echo Knifes seem to be more chaoric then lawful.

Starting Gold: 6d4×10gp

Starting Age: Simple


Table: The Echo Knife

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +2 Voices From Air (3/day), Bonus Feat, Echo Blade, Hyper sound +1d6
2nd +1 +0 +3 +3 Wave manipulation
3rd +2 +1 +3 +3 Shaping Echos, Echo Step (+10ft)
4th +3 +1 +4 +4 Hyper sound +2d6, Voices From Air (5/day)
5th +3 +1 +4 +4 Echo step (+15ft), Eerie Murmur
6th +4 +2 +5 +5 Bonus feat
7th +5 +2 +5 +5 Echo Step (+20ft), Improved Echo Blade +1d6
8th +6/+1 +2 +6 +6 Hyper sound +3d6, Voices From Air (7/day)
9th +6/+1 +3 +6 +6 Echo Step (+25ft), Speak with Dead (1/day)
10th +7/+2 +3 +7 +7 Eerie Murmur (sickening)
11th +8/+3 +3 +7 +7 Bonus feat, Echo Step (+30ft)
12th +9/+4 +4 +8 +8 Hyper sound +4d6, Speak with Dead (2/day)
13th +9/+4 +4 +8 +8 Echo Step (+35ft), Improved Echo Blade +2d6, Echoing Flare (1/day)
14th +10/+5 +4 +9 +9 Blindsense 10ft
15th +11/+6/+1 +5 +9 +9 Eerie Murmur (fatiguing), Speak with Dead (3/day)
16th +12/+7/+2 +5 +10 +10 Hyper sound +5d6, Bonus Feat, Voices From Air (9/day)
17th +12/+7/+2 +5 +10 +10 Echo Step (+45ft), Improved Echo Blade (Thundering), Echoing Flare (2/day)
18th +13/+8/+3 +6 +11 +11 Speak with Dead (4/day)
19th +14/+9/+4 +6 +11 +11 Echo Step (+50ft), Improved Echo Blade +3d6
20th +15/+10/+5 +6 +12 +12 Echoing Flare (3/day), Hyper sound +6d6, Eerie Murmur (Panicking)

Class Skills (4 + Int modifier per level, ×4 at 1st level)
The Echo ’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Diplomacy (Cha), Escape Artist (Dex), Gather Information (cha), Hide(Dex), Innuendo(wis), Jump(Str), Knowledge (Nature) (Int), Listen (Int), Move Silently (Dex), Perform (Cha), Search (Int), Swim(Str), Tumble (dex), and Use Rope (dex).

Class Features[edit]

All of the following are class features of the Echo Knife.

Weapon and Armor Proficiency: Echo Knives are proficient with all simple and martial weapons, His own echo blade with light armor and bucklers.


Bonus feat: At level 1, an echo knife gets a bonus feat. then, at every five levels after (6th, 11th and 16th) learns one bonus feat.

The bonus feat are the following: Deafening Strike, Extra Murmur, The Deaf can Hear, Improved Hyper Sound, Lightning Reflexes, Iron Will, Extra Voices From Air, Dodge, Mobility, Spring Attack, Expertise, Improved Trip, Improved Disarm, Skill Focus (class skills only), Agile, and Acrobatic

Note: All of the class abilites marked (Su) Do not go away in an antimagic field, but Do go away in an area that is under the affect of a silence spell or other magical acoustical dampener.

Echo Blade (Su):The symbol of the Echo Knifes' merging of weapon and sound, the Echo Blade defines the class and gives it it's most powerful weapon. The Echo Blade is different for each and every Echo Knife. Some see the Blade as a longsword, some see an axe, and some see a dagger, and the color, as well, is determined personally. No matter the physical shape, the Blade always deals 1d6 sonic damage. Covering one's ears offers no protection from the attack. The Blade gains more power as the Echo Knife grows stronger, every six levels after 1st, the Blade gains a extra 1d6 to the total damage. This damage is also sonic. At 17th level, the Blade gains the Thundering property. The weapon is detailed here.

Voices From Air (Su): At first level, the Echo Knife gains the ability to create and alter sound 3 times per day. At 4th, 8th, and 16th level, this ability increases by two. This ability can create sound equal to the amount that twice the Echo Knife's level in humans could make, including intelligible speech, singing, shouting, etc. The sound can be created by different creatures as well, but any other creature costs twice as many human voices as normal. In addition, a large creature costs twice as much, a huge creature costs twice as much as a large creature, and this continues up to colossal creatures which cost 32 times as much as a single human and 16 times as much as a regular medium creature. This sound cannot do anything except startle, speak to, or distract the listener. This sound is not confined to one listener, either, it effects the normal area that a sound of it's volume usually would. It travels through solid objects the same way any other sound does. This ability lasts as long as the Echo Knife wills it to (full round action), and 3 + (the Echo Knife's Intelligence modifier) rounds afterward. Instrumental sounds are also possible and they scale the same way creatures do.

Hyper Sound (Ex): At first level, fourth level and every four levels thereafter, the Echo Blade of a Echo Knife gains an extra 1d6 points of damage as long as target would be normally affected by the weapon. This attack can only be made in areas where the sound is naturally amplified, and otherwise the attack only deals 1/2 extra damage (3d6 instead of 6d6). This applies only to the Echo Blade and not other weapons that the Echo Knife might be proficient with. If this attack hits, the target is deafened for the next 1d4 rounds. This attack is somewhat strenuous to to Echo Knife, and requires that he wait for a period of (number of d6 this attack deals) rounds until he can use this attack again. He takes the usual penalties for becoming deafened. This damage is sonic damage.

Wave Manipulation (Su): At level 2, an echo knife gains the ability to manipulate soundwaves to the point that he may use an ability similar to mage hand. He can use this ability to lift eight pounds per three levels of the echo knife.

Shaping Echos (Su):: This ability is gained at third level. It allows the Echo Knife to actively change the acoustics of the area that he is in. This allows him to throw his voice to anywhere he can see, sustain noise for up to 2 + his [Intelligence]] modifier rounds after it normally would've died. He cannot creat sound with this ability. He can affect his own class abilites with this abiliy, however.

Echo Step (Su): This ability, gained at 3rd level and improved at every other level from there on, allows the Echo Knife to dimension door up to the number of feet listed as a move action at will. He must start at were he is able to hear sound and end in an area that he can still hear the same sound. This movement can be vertical as well as horizontal.

Eerie Murmur (Su): At 5th level, the Echo Knife gains a following entourage of disembodied voices and sounds that accompany him where ever he goes. They make sound equal to that of 2 + his Intelligence modifier worth of humans whispering. He can turn this ability off at will. They normally reflect what he has been doing for the past few days, but he can alter them at will. At 10th level, he can use this ability to cause one of the creatures that can hear this to become sickened. At 15th level, he can use this ability to cause a listening creature to become fatigued. At 20th level, he can use this ability to cause a creature to become panicked. The DC for the saving throw is equal to 10 + the Echo Knife's class level + her Intelligence modifier. If a creature succeeds on their saving throw, they become immune to the Echo Knife's Eerie Murmur abilities for the next 24 hours.

Speak with Dead (Su): At 9th level, the Echo Knife gains the ability to converse with the echo's of the deceased 1 time per day. This works identical to the spell Speak with Dead. The Echo Knife gains an extra use of this ability every three levels afterward (12th, 15th, and 18th).

Echoing Flare (Su): At 13th level, an Echo Knife gains 1 use of this ability per day, and an extra use every three levels afterward. This ability lasts for 3 rounds + her Intelligence modifier rounds and gives her Voices from Air and Shaping Echos abilities a duration boost equal to her Intelligence modifier.

Blindsense (Ex): Once an Echo Knife reaches 14th level, she gains Blindsense out to 10 feet in all directions. This ability is dependant on her hearing, so, if she is deafened, she loses this ability against any creature that has a choice not to make any noise, which is most incorporeal foes.

Epic Echo Knife[edit]

Table: The Epic Echo Knife

Hit Die: d6

Level Special
21st Bonus Feat, Echo Step (55ft)
22nd Echoing Flare (4/day)
23rd Echo Step (60ft)
24th Hyper Sound +7d6
25th Improved Echo Blade +4d6, Echoing Flare (5/day), Echo Step (65ft)
26th Bonus Feat
27th Echo Step (70ft)
28th Hyper Sound +8d6, Echoing Flare (6/day)
29th Echo Step (75ft)
30th -

4 + Int modifier skill points per level.

Echo Step: Every two levels, the Echo Knife gains an additional 5ft to his Echo Step.

Echo Flare:At 22nd level and every 3 levels afterward, the Echo Knife gains an additional use of this ability.

Hyper Sound: At 24th level and every 4 levels afterward, the Hyper Sound extra damage increases by 1d6.

Improved Echo Blade: Every five levels after 20th, the Echo Knife gains an extra 1d6 damage to his Echo Blade.

Bonus Feats: The epic Echo Knigfe gains a bonus feat (selected from the list of epic Echo Knife bonus feats) every five levels after 20th.

Epic Echo Knife Bonus Feat List: Epic Will, Epic Reflexes, Epic Fortitude, Blinding Speed, Epic Speed

Human Echo Knife Starting Package[edit]

Weapons:Echo Blade( +2/1d6 + 2) or Longbow ( +2/1d8)

Skill Selection: Balance (Dex), Bluff (Cha), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Hide(Dex), Innuendo(wis), Jump(Str), Knowledge (Nature) (Int), Listen (Int), Move Silently (Dex), Perform (Cha), Search (Int), Swim(Str), Tumble (Dex), and Use Rope (Dex).

Skill Ranks Ability Armor
Check
Penalty
Bluff 4 Cha "—"
Jump 4 Str
Hide 4 Dex
Move Silently 4 Dex +2 (Skill Focus (Move Silently))
Perform (Wind Instruments(Flute)) 4 Cha "—"

Feat: Skill Focus (Move Silently)

Bonus Feats: Improved Hyper Sound, and Dodge

Gear: Longbow, Leather Armor, potion of cure light wounds, Rope (hemp), Flute

Gold: 13 gold pieces

Campaign Information[edit]

Playing an Echo Knife[edit]

Religion: Normally, Echo Knifes do not revire any particlar diety, but they do have a fascination with sound, and many treat musical instruments and other things that create ear-pleasing music as holy objects, and attempt to destroy or, at least, attempt to get away from, things that create not so ear-pleasing music.

Other Classes: They normally get along well with rogues and bards, and can come to like anyone who can play an instrument. The don't get along with people who play poorly.

Combat: They are more of an strike-force type of class, and like to run in, Echo Step above their enemy ( to get a higher ground bonus) and attack from above with their Hyper Sound, or Deafening Strike (feat).

Advancement: Multiclass Echo Knife/Bard is quite common, while Echo Knife/Sorceror gives a little spell casting flair to their sound based attack style.

Echo Knives in the World[edit]

Sure you can see me right here, but where do you hear me?
—Hythol, Ventrimyrian Sect Leader, Human Echo Knife


Echo Knifes range from assassins for hire and torturers, to vigilantes or law enforcement.

Daily Life: Hythol woke up on a roof top this morning. As he is sprinting across different roof tops, during his morning run, he wonders if he will ever get off of the stupid things.

He finally arrives at, what appears to be, a old windmill atop one of the promenenit banks in the city. He quickly looks around to see if anyone is looking, and, since no one is, he grabs one of the blades and hitches a ride to the top of the windmill. The view is marvelous, to bad it couldn't last, as he drops down the covered chute at the top of the windmill. He emerges into one of the greatest messes of all time, as it seems like the recuits and the apprentices had gotten into a bit of a fight. As he approaches, the commotion instantly dies down, and the area is rank and filed before he can reach his office.

His secretary tells him, in a voice a bit to masculine to match her female apperance, he has a visitor, and he should hurry up seeing as the visitor has been wating there the for the last 40 minutes.

He boldly strides into the office and is instantly confronted by the burly form of Grythjem, the sect from the neighboring city of Uuagonda. The massive figure greets him, as he tells him of his plight. The sect apparently has a spy from the opposing faction of Iveseben. Hythol tells him to wait a minute, as he steps back into his sectetaries room. He comes back in holding the sectretary by the arm, and quickly throws her out of the 13th story window.

When asked how he possibly knew it was her, he quickly responds, "What manner of female has a voice of a man?" Hythol asks.

Grythjem responds, " Apparently one that wears a wig." As he points out the window to the black wig floating away into the massive expanse of biulding that is the city of Ventremyr.


Notables: Hythol, Ventremyrian Sect Leader, and Kyt, The Leader of the Resistance.

Organizations: Normally they assemble in secret, and as rogues normally do.

NPC Reactions: The would react as if the character was just another rogue.

Echo Knife Lore[edit]

Characters with ranks in Knowledge (Architecture & Engineering) or Knowledge (Arcana) can research Echo Knives to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 Echo Knives are a elite group of sonic-attack using rogues.
10 Echo Knives follow no particular god, but feel that music is the ultimate good.
15 Echo Knives are divided into sects based upon which city the ocuppy.
20 There is a band of Echo Knives that actively engages the sect setup, and are known as the Resistance.

Echo Knives in the Game[edit]

NPC:
The NPC Echo Knife can range from a backstreet back-stabber, to a vigilante loose in the city. When large numbers are involved, they normally use group tactics based on the highest intelligence score among them.


PC:
The PC Echo Knife can accommodate to fill the niche of rogue in the party, but, since the Echo Knife has a meager selection of skills, the position is better filled by an actual rogue. This class should be played by someone who wants to be more of a striker-style fighter.

Adaptation: The city of Ventremyr was created as an environment that makes the Echo Knife a become a powerful character, and is an example of what a encounter of that maximizes an Echo Knife's abilities would look like.

Sample Encounter: The recuit Jason is new to the force of Echo Knifes that inhabit Ventremyr, and has been given a extermination of a budding cult that is located in the sewers of the city. The PCs could find him in combat with some of the cultists, and help him. When the one of the cultists is downed, the other runs. If the PCs make chase, Jason follows and helps down the second cultist. If the PCs don't follow, Jason stays behind and tries to talk the PCs into helping him take the down the cult.


Back to Main Page3.5e HomebrewClassesBase Classes

Personal tools
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors