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{{3.5e Class Simple
 
{{3.5e Class Simple
 
|classname=Whisperer
 
|classname=Whisperer
|hitdie=10
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|hitdie=6
 
|length=20
 
|length=20
 
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|bab=Poor
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|ref=Poor
 
|ref=Poor
 
|will=Good
 
|will=Good
|special1=[[#Whispers|Whispers]], [[#Whispered Secrets|Whispered Secrets]]
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|special1=[[#Murmur|Murmur]], [[#Whispers|Whispers]], [[#Whispered Secrets|Whispered Secrets]]
|special2=[[#Rumors|Rumors]]
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|special2=[[#Masterwork Voice|Masterwork Voice]], [[#Rumors|Rumors]]
|special3=
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|special3=[[#Voice Imitation|Voice Imitation]]
|special4=
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|special4=[[#Mimicry|Mimicry]]
|special5=
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|special5=[[#Far Whisper|Far Whisper]]
 
|special6=[[#Swordplay|Swordplay]]
 
|special6=[[#Swordplay|Swordplay]]
 
|special7=[[#Multiduel|Multiduel]]
 
|special7=[[#Multiduel|Multiduel]]
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'''Weapon and Armor Proficiency:''' Whisperers are proficient with three simple weapons of their choice and with light armors and shields.
 
'''Weapon and Armor Proficiency:''' Whisperers are proficient with three simple weapons of their choice and with light armors and shields.
  
'''{{Anchor|Whispers}} {{Su}}:'''
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'''{{Anchor|Murmur}} {{Ex}}:''' The basic training of a whisperer allows them to redirect they own voice efficiently. They may replicate the spell ''[[SRD:Message|message]]'' at will as a swift action.
 +
 
 +
'''{{Anchor|Whispers}} {{Su}}:''' The most peculiar trait of a whisperer is the ability to produce magical effects with its whispers. Whispering is an action akin to casting, though it has no other components other than verbal, and so isn't made more difficult due to armor, but otherwise works similarly. Whispering is usually a move action, which doesn't provoke attacks of opportunity unless stated. Whisperers start with the knowledge of all basic whispers, and can subsequently enhance them or learn new ones as they level up. The save DC for whispers, if needed, is 10 + 1/2 levels in whisperer class + the chosen mental attribute modifier (this choice is permanent for all whispers). Use the whisperer's levels as caster level for any purpose. Whispers can be dispelled as magic, and they don't work in areas of ''[[SRD:Silence|silence]]''. They aren't mind-affecting effects, unless stated, but they are sonic effects.
 +
 
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Whispers are usable at will. The full list of whispers can be found here: [[Whisperer (3.5e Class)/Whispers|Whispers]].
  
 
'''{{Anchor|Whispered Secrets}} {{Ex}}:''' Whisperers have gathered an insane amount of secret lore, no matter how irrelevant. A whisperer may make a special whispered secret check with a bonus equal to his whisperer level + his chosen attribute modifier to see whether it knows some relevant information about any obscure or secret information. (If the whisperer has 5 or more ranks in the [[SRD:Knowledge Skill|Knowledge]] skill relevant to the situatio, it gains a +2 bonus on this check.)
 
'''{{Anchor|Whispered Secrets}} {{Ex}}:''' Whisperers have gathered an insane amount of secret lore, no matter how irrelevant. A whisperer may make a special whispered secret check with a bonus equal to his whisperer level + his chosen attribute modifier to see whether it knows some relevant information about any obscure or secret information. (If the whisperer has 5 or more ranks in the [[SRD:Knowledge Skill|Knowledge]] skill relevant to the situatio, it gains a +2 bonus on this check.)
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|}
 
|}
  
'''{{Anchor|Rumors}} {{Su}}:''' At second level, whisperers learn a simple trick to probe the mind of others, only superficially, as a way to help in conversation. They gain the powers granted by a [[Ring of Whispers (3.5e Equipment)|Ring of Whispers]], as if they were wearing it. This effect isn't enough to wake them up. The whispers never stop.
+
'''{{Anchor|Rumors}} {{Su}}:''' At second level, whisperers learn a simple trick to probe the mind of others, only superficially, as a way to help in conversation. They gain the powers granted by a [[Ring of Whispers (3.5e Equipment)|Ring of Whispers]], as if they were wearing it. This effect isn't enough to wake them up. The whispers never stop.
 
 
'''{{Anchor|Stance}}:''' The base for any fight is the footwork (and blade position) and fencers know it well. When in combat, as a move action, they may enter, or change, a stance to gain various benefits:
 
 
 
* ''Defensive'': When in this stance, a fencer may choose to either fight defensively or perform a total defense. It rolls duelist dice, at least one, and adds the result (if using the total defense it gains also a fixed +4 or +6 if it has 5 or more ranks in [[Tumble]]) to the AC as a dodge bonus, keeping it until the end of its next turn. In the next turn, all the other effects of the chosen maneuver apply normally.
 
  
* ''Offensive'': This kind of stance is bold, with the sword raised high, or directly pointed to the opponent's face. The fencer increases the weapon critical range by one point (after any other similar effects) and may roll duelist dice as a bonus to the roll for confirming the critical hit.
+
'''{{Anchor|Masterwork Voice}} {{Ex}}:''' When reaching 2nd level, whisperers have perfected the art of speaking, and gain a +2 proficiency bonus as if their voice was a masterwork item for the purpose of skill and ability checks made with it.
  
* ''Open'': Even bolder than an offensive stance, this guard leaves the fencer purposefully open to attacks to gain the upper hand. When the opponents attacks, the fencer may roll duelist dice, one per attack. The enemy gains a bonus to the attack and the damage equal to the result, but the fencer may strike in retaliation immediately after the attack. If the enemy strikes successfully the fencer exits this stance.
+
'''{{Anchor|Voice Imitation}} {{Ex}}:''' At 3rs level, as they become more experienced, whisperers learn how to produce sound coming from seemingly somewhere else and how to imitate any kind of noise. They may replicate the effects of the spells ''[[SRD:Ghost Sound|ghost sound]]'' and ''[[SRD:Ventriloquism|ventriloquism]]'' at will as a move action. These aren't mind-affecting effects, as the whisperer is the one actually producing the sound and needs to concentrate on it as a swift action every turn to make the effects work.
  
* ''Tricky'': This stance allows the fencer to use its special maneuvers more effectively. In this stance the fencer may add one or more of its duelist dice for the round to a combat maneuver.
+
'''{{Anchor|Mimicry}} {{Ex}}:''' At 4th kevel a whisperer can perfectly mimic familiar sounds, voices, and accents. This ability does not enable the whisperer to speak languages it can't normally speak, though it may repeat words in a tongue it doesn't speak. To duplicate a specific individual's voice, a whisperer makes a [[Bluff]] or [[Perform]] check; a listener familiar with the voice being imitated must succeed on an opposed [[Sense Motive]] check to discern that the voice isn't genuine.
  
'''{{Anchor|Combat Defense}}:''' Starting at 2nd level  
+
'''{{Anchor|Far Whisper}} {{Ex}}:''' At fifth level, whisperers may communicate over longer distances. They may replicate the spell ''[[SRD:Whispering Wind|whispering wind]]'' three times per day.
  
 
'''{{Anchor|Swordplay}} {{Ex}}:''' From level 6, when the fencer becomes able to make an additional strike when using a full-attack, it can choose to perform combat maneuvers that expend an attack from the routine using any of its attacks with its bonus, even if it would be technically after the first attack (essentially being able to move the bonuses on its attack routine as it wants. For example, at this level, it may use the +1 bonus to perform a bull-rush, and only then attack with its +6 bonus.
 
'''{{Anchor|Swordplay}} {{Ex}}:''' From level 6, when the fencer becomes able to make an additional strike when using a full-attack, it can choose to perform combat maneuvers that expend an attack from the routine using any of its attacks with its bonus, even if it would be technically after the first attack (essentially being able to move the bonuses on its attack routine as it wants. For example, at this level, it may use the +1 bonus to perform a bull-rush, and only then attack with its +6 bonus.
  
'''{{Anchor|Multiduel}} {{Ex}}:''' At 7th level and higher, a fencer may choose additional targets for its duel ability. It may apply its duel effects to two targets (but the number of duel dice per round it has access to doesn't change), chosen when expending the use. At level 10th it may target three, three at level 13th, four at level 16th and a maximum of five at level 19th.
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'''{{Anchor|Combine Whispers}} {{Ex}}:''' At 7th level and higher, a whisperer may choose to combine two whispers that it knows, by spending a standard action instead of a move (or an action one step higher than the highest action of the whispers), affecting the target(s) with one save. In some cases, special effects may occur.
  
  

Latest revision as of 14:37, 13 November 2024

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Author: the bluez in the dungeon (talk)
Date Created: 17 May 2024
Status: Complete
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Whisperer[edit]

A mix of physical power and dexterous technique with arcane abilities, the dragondancer brings magical strikes in the form of dragon attacks to tear and destroy its opponents.

Through dance they summon aspects of dragons, in both strength and magic, and use them to hit opponents with mystical arts. They long for the power of dragons and thanks to the imitation of their movements they achieve similar results to those of a sorcerer. Despite this, dragondancers are not born but made through rigorous study and training, such as monks, though a drop of draconic blood helps a long way in the learning of dragondance, as its expression comes more from the strength of conviction rather than peace of the mind.

Making a Whisperer[edit]

Dragondancers are martial characters at heart, with some additional tools to help in other roles. They excel at melee combat, have some field-control abilities and some ranged options.

Abilities: Beside using Strength, Constitution and some Dexterity, dragondancers appreciate having an high Charisma score.

Races: Almost any race may become a dragondancer, but those that value physical prowess and mental fortitude are more often found among the dragondancers, this includes humans, elves, orcs and their half-breed.

Alignment: Any

Starting Gold: 4d4 x 10 (100 gp).

Starting Age: Moderate.

Table: The Whisperer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Murmur, Whispers, Whispered Secrets
2nd +1 +0 +0 +3 Masterwork Voice, Rumors
3rd +1 +1 +1 +3 Voice Imitation
4th +2 +1 +1 +4 Mimicry
5th +2 +1 +1 +4 Far Whisper
6th +3 +2 +2 +5 Swordplay
7th +3 +2 +2 +5 Multiduel
8th +4 +2 +2 +6
9th +4 +3 +3 +6
10th +5 +3 +3 +7 Dual Stance
11th +5 +3 +3 +7
12th +6/+1 +4 +4 +8
13th +6/+1 +4 +4 +8
14th +7/+2 +4 +4 +9 Master of Stance
15th +7/+2 +5 +5 +9
16th +8/+3 +5 +5 +10
17th +8/+3 +5 +5 +10
18th +9/+4 +6 +6 +11
19th +9/+4 +6 +6 +11
20th +10/+5 +6 +6 +12 Eternal Duel

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Listen (Wis), Perform (Cha), Psicraft (Int), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the whisperer.

Weapon and Armor Proficiency: Whisperers are proficient with three simple weapons of their choice and with light armors and shields.

Murmur (Ex): The basic training of a whisperer allows them to redirect they own voice efficiently. They may replicate the spell message at will as a swift action.

Whispers (Su): The most peculiar trait of a whisperer is the ability to produce magical effects with its whispers. Whispering is an action akin to casting, though it has no other components other than verbal, and so isn't made more difficult due to armor, but otherwise works similarly. Whispering is usually a move action, which doesn't provoke attacks of opportunity unless stated. Whisperers start with the knowledge of all basic whispers, and can subsequently enhance them or learn new ones as they level up. The save DC for whispers, if needed, is 10 + 1/2 levels in whisperer class + the chosen mental attribute modifier (this choice is permanent for all whispers). Use the whisperer's levels as caster level for any purpose. Whispers can be dispelled as magic, and they don't work in areas of silence. They aren't mind-affecting effects, unless stated, but they are sonic effects.

Whispers are usable at will. The full list of whispers can be found here: Whispers.

Whispered Secrets (Ex): Whisperers have gathered an insane amount of secret lore, no matter how irrelevant. A whisperer may make a special whispered secret check with a bonus equal to his whisperer level + his chosen attribute modifier to see whether it knows some relevant information about any obscure or secret information. (If the whisperer has 5 or more ranks in the Knowledge skill relevant to the situatio, it gains a +2 bonus on this check.)

A successful whispered secrets check will not reveal the powers of a magic item but may give a hint as to its general function. A whisperer may not take 10 or take 20 on this check; this sort of knowledge is essentially random. For all intended purposes this counts as the bardic knowledge feature.

DC Type of Knowledge
10 Common, known by at least a substantial minority drinking; common legends of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge.

Rumors (Su): At second level, whisperers learn a simple trick to probe the mind of others, only superficially, as a way to help in conversation. They gain the powers granted by a Ring of Whispers, as if they were wearing it. This effect isn't enough to wake them up. The whispers never stop.

Masterwork Voice (Ex): When reaching 2nd level, whisperers have perfected the art of speaking, and gain a +2 proficiency bonus as if their voice was a masterwork item for the purpose of skill and ability checks made with it.

Voice Imitation (Ex): At 3rs level, as they become more experienced, whisperers learn how to produce sound coming from seemingly somewhere else and how to imitate any kind of noise. They may replicate the effects of the spells ghost sound and ventriloquism at will as a move action. These aren't mind-affecting effects, as the whisperer is the one actually producing the sound and needs to concentrate on it as a swift action every turn to make the effects work.

Mimicry (Ex): At 4th kevel a whisperer can perfectly mimic familiar sounds, voices, and accents. This ability does not enable the whisperer to speak languages it can't normally speak, though it may repeat words in a tongue it doesn't speak. To duplicate a specific individual's voice, a whisperer makes a Bluff or Perform check; a listener familiar with the voice being imitated must succeed on an opposed Sense Motive check to discern that the voice isn't genuine.

Far Whisper (Ex): At fifth level, whisperers may communicate over longer distances. They may replicate the spell whispering wind three times per day.

Swordplay (Ex): From level 6, when the fencer becomes able to make an additional strike when using a full-attack, it can choose to perform combat maneuvers that expend an attack from the routine using any of its attacks with its bonus, even if it would be technically after the first attack (essentially being able to move the bonuses on its attack routine as it wants. For example, at this level, it may use the +1 bonus to perform a bull-rush, and only then attack with its +6 bonus.

Combine Whispers (Ex): At 7th level and higher, a whisperer may choose to combine two whispers that it knows, by spending a standard action instead of a move (or an action one step higher than the highest action of the whispers), affecting the target(s) with one save. In some cases, special effects may occur.


Eternal Duel (Ex): By level 20, the fencer isn't limited by its duel uses anymore and it's always considered under the effect of a duel.

Additional Options[edit]

Feats[edit]