Vox Mortis (3.5e Class)

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Vox Mortis
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Status: Working on final touches. Zero Experience with wiki editing, could use some help.
Editing: Constructive edits welcome

Vox Mortis[edit]

The Vox Mortis uses sonic power to bolster it's admittedly weak offensive capabilities.

Making a Vox Mortis[edit]

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: Sonic devastation, mostly from the Vox Cannon ability.

Races: Humanoids of all types can become a Vox Mortis.

Alignment: Any.

Starting Gold: 1D6x10+1.

Starting Age: Complex.

Table: The Vox Mortis

Hit Die: d<-D8->

Level Base
Attack Bonus
Saving Throws Special Fort Ref Will
1st +1 +2 +0 +0 Vox Cannon
2nd +2 +3 +0 +0 Resilience


3rd +3 +3 +1 +1 Dying Whisper
4th +4 +4 +1 +1 Penetrating Voice
5th +5 +4 +1 +1 Echo Channel
6th +6/+1 +5 +2 +2 Choose an ability from the 6-th level list
7th +7/+2 +5 +2 +2 Improved Vox Cannon
8th +8/+3 +6 +2 +2 Bonus Feat
9th +9/+4 +6 +3 +3 Thundering Roar
10th +10/+5 +7 +3 +3 Cacophony
11th +11/+6/+1 +7 +3 +3 Resonance Chamber
12th +12/+7/+2 +8 +4 +4 Choose an ability from the 12-th level list
13th +13/+8/+3 +8 +4 +4 Sub-Sonic Resonance
14th +14/+9/+4 +9 +4 +4 Harmonic Frequency
15th +15/+10/+5 +9 +5 +5 Greater Vox Cannon
16th +16/+11/+6/+1 +10 +5 +5 Non-Vocal Sonic Manipulation
17th +17/+12/+7/+2 +10 +5 +5 Banshee Wail
18th +18/+13/+8/+3 +11 +6 +6
19th +19/+14/+9/+4 +11 +6 +6 Bonus Feat
20th +20/+15/+10/+5 +12 +6 +6 Supreme Vox Cannon


Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
<-class skills (and key abilities)->.

Class Features[edit]

<-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: None.



Vox Cannon: The latent mystical talents awaken withing the fledgeling Vox Mortis, granting a vocal blast in a 30 foot cone, dealing 1d4 sonic damage. Every odd numbered level in this class adds another die to the attack. Every level adds an additional daily use to this ability. It is treated as a weapon for the purposes of combat. 4/day at first level. 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 accomodate 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 useable while on deathsdoorstep. The moment their hitpoints reach 0, the user may take an immidiate -1 to hitpoints to activate this at will action. The user 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 the Cannon. Constitution bonus is added as bonus damage. Increases range by 10 feet

Thundering Roar: Taking a deep breath, the user looses a terrifying roar. Those hearing this unnatural sound must make a will save to avoid cowering in fear. Also gives a +10 to intimidate checks. 1/day, gains additional uses every odd numbered level. 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. The user 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. 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.

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.


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 if a round is spent "tuning" to the enemy rather than everyone in the area.


Supreme Vox-Cannon' Range is doubled, attack die become d10's, and Constitution bonus is quadrupled and added as additional damage.

Ex-<-Vox Morti->[edit]

<-As a biological development, one can only become an ex-member if the vocal chords are severed/destroyed.->.


<-Human-> <-Vox Mortis-> Starting Package[edit]

Weapons: <-Heavy mace.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Intimidate 4 Cha
Listen 4 Wis

Feat: Toughness.

Bonus Feats: Martial weapon proficiency.

Gear: Leather armor.

Gold: 300

Campaign Information[edit]

Playing a Vox Mortis[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Vox Morti in the World[edit]

"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 can be a dangerous proposition.

NPC Reactions: If Npc's 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[edit]

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.

Knowlege (Arcana)
DC Result
5 These people are may seem soft on the outside, but their vocal blasts are letheal.
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[edit]

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.




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