Vox Mortis (3.5e Class)
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The Vox Mortis uses sonic power to bolster it's admittedly weak offensive capabilities.
Making a Vox Mortis
Collateral damage is unavoidable at lower levels, so make sure party members are clear before blasting. A Vox Mortis can work well on the front-lines with fighters, or act as a medium ranged caster.
Abilities: Constitution is a key ability for the Vox Mortis, given they are a damage dealer, and more than likely a damage taker, as well as a high Constitution will eventually accentuate and greatly advance their damage capabilities. Dexterity is equally as important as Intelligence in order to dodge and gain many skills, respectively. Charisma is not a bad idea to be high on the list, because it will allow the Vox Mortis to enhance their skill options. Strength and Wisdom are not important at all to this class.
Races: Humanoids of all types can become a Vox Mortis.
Alignment: Any, although they usually lean towards a neutral one.
Starting Gold: 10d6*10.
Starting Age: Simple.
|Level||Base Attack Bonus||Saving Throws||Special|
|7th||+7/+2||+5||+4||+2||Improved Vox Cannon|
|15th||+15/+10/+5||+9||+7||+5||Greater Vox Cannon|
|16th||+16/+11/+6/+1||+10||+7||+5||Non-Vocal Sonic Manipulation|
|20th||+20/+15/+10/+5||+12||+8||+7||Supreme Vox Cannon|
Class Skills (8 + Int modifier per level, ×4 at 1st level)
With a focus on developing sonic power, the class starts out relatively weak. All of the following are class features of the Vox Mortis:
Weapon and Armor Proficiency: They are proficient with all simple weapons and light armor. They have no need for anything outside of the basics, given they rely on their vocal abilities and not weapons.
Vox Cannon: 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: 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.
Dying Whisper: Upon reaching the third level, a Vox Mortis gains a unique ability, only usable while on Death's doorstep. The moment their hit points reach 0, they may take an immediate -1 to hit points to activate this as an at will action. They can either perform a Vox Cannon, adding their base attack bonus as direct damage, or send a message anywhere within 5 miles as they lie wounded upon the earth. The vocalization need not be a literal whisper as an attack, but any message sent is heard as a soft echo.
Penetrating Voice: 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. Has no effect on living targets (unless weapons or armor is targeted.)
Echo Channel: 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: Attack die become d6's for Vox Cannon. Constitution modifier is added as bonus damage. 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)
Thundering Roar: 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+additional Intimidate bonuses). 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.
Resonance Chamber: The fortification offered by Resilience is enhanced, creating hollow spaces within the sternum and ribs while maintaining integrity. By concious 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 1D10+4 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.
Cacaphony: 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, and after 1d10 + 4 rounds, if still in use, they would lose their voice for 1d4 rounds. User gains one additional use at level 15.
Harmonic Frequency: 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: 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: The practitioner becomes so in-tune with vibrations, they can vibrate particles at will without a vocal component. Doing this however does not grant the Vox Cannon's bonus damage from constitution, and attacks cannot benefit from Resonance Chamber or Echo Channel. The sound seems to come from the very air, rather than the user.
Sub-Sonic Resonance: 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. After 5 rounds the user loses their voice for 2d6+2 rounds. At level 17, damage is doubled for all.
Banshee Wail: 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 unconciousness for 2d6 rounds. Voice is lost for 24 hours. Can be focused to avoid friendly fire through a concentration check for a round (DC 10+character level) to "tune" to the enemy rather than everyone in the area.
Supreme Vox-Cannon: 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).
As a biological development, one can only become an ex-member if the vocal chords are severed/destroyed. This usually results in a depressed character, seeing as they not only highly value their vocal abilities, but most do have an affiliation towards a career in singing when they settle down after their adventures.
Human Vox Mortis Starting Package
Weapons: Heavy mace.
Skill Selection: Pick a number of skills equal to 8 + Int modifier.
Bonus Feats: Martial weapon proficiency.
Gear: Leather armor.
Playing a Vox Mortis
Role Playing: It is not uncommon to find the two different types of characters in the Vox Mortis class: those that are highly extroverted and openly charismatic, and those that are more reserved, but still hold that charm about them. Both know how to work themselves through a person's personality, and even behavioral state, but most choose not to be too manipulative, despite their opportunity. They are obsessed with their vocal chords and abilities, and openly insult, and possibly attack, someone who insults their talent.
Religion: Although Vox Morti are not commonly religious, they have been found to loosely worship either local or racial deities or the deity that presides over the vocal arts. They are not usually strict over their religion, and therefore do not care about others'
Other Classes: Vox Morti usually keep to themselves, looking for open opportunities in order to continue on their singing practices, but they have been found to use their remarkable abilities in order for their voice to get recognized from their battles to further continue and greater contribute to their ultimate goal.
Combat: Most prefer to be ranged fighters, and often stay neutral, although it is not uncommon for them to prefer to take the damage seen to go towards a close ally.
Advancement: Vox Morti usually do not tend to progress after this class outside of non-fighting classes (such as ones just looking to keep their profession alive, but without the chaotic hassle), although others who do not follow this path are drawn to other classes that either enhance their vocal or sonic abilities (such as psionic or spell casting classes) or flip the switch entirely to a pure battle-driven class when they learn they love the heat of the battle.
Vox Morti in the World
|“||"COVER YOUR EARS!||”|
|—Eciov Dirroh, Human Vox Mortis.|
Daily Life: On average, these people strike out, leaving their homes as they hone this mysterious power. As with all talents it takes time to adapt and refine the techniques learned.
Notables: Eciov Dirroh. The first recorded Vox Mortis has wandered the continent of Djorn, and over time wishes to walk other far off lands. At the age of eighteen he leveled his hometown to the ground in a fit of rage when his family was murdered by the townsfolk for practicing pact magic. He was unable to do so himself, but loved his family dearly. Upon seeing the lifeless bodies his power awakened and he screamed to the heavens, soul filled with anguish. The very earth trembled as the townspeople gathered and attempted to slay him. By the time he was through, there was not a single living soul in the wreckage, save Dirroh.
Organizations: They prefer the company of others, but too many in one place for too long a period can be a dangerous proposition.
NPC Reactions: If NPCs know about the abilities attained by a Vox Mortis, they react fearfully due to the inherently destructive force possessed by these people.
Vox Mortis Lore
Characters with ranks in Knowlege (arcana) can research Vox Morti to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||These people may seem soft on the outside, but their vocal blasts are lethal.|
|10||Some believe that the Vox Mortis has Fey ancestry.|
|15||When close to death, the Vox Mortis produces a devastating death-knell.|
|20||A powerful Vox Mortis can kill an entire group of people without making an audible sound.|
Vox Morti in the Game
The Vox Mortis is a very adaptive class, finding it's niche in any party be it the diplomat or the fighter.
Adaptation: The class is highly versatile, though it relies more on it's inherent talents to fight, getting next to no bonus feats.
Sample Encounter: A wandering Vox Mortis has fled his home after accidentally blasting two houses into dust trying to fend off a bandit raid.