Sonic Warrior (3.5e Class)/Class Features
Class Features[edit]
All of the following are class features of the sonic warrior.
Weapon and Armor Proficiency: Sonic warriors are proficient with all simple weapons and all martial weapons, with light and medium armor, and with shields (excluding tower shields).
Echo (Ex): Sonic warriors tend to live their lives noticing how every individual sound is unique and, although these sounds may not truly be repeated, they can be imitated. It is this realization that leads a sonic warrior to gain influence over his powers as he begins to try and imitate sounds to the best of his limited abilty. Eventually, a sonic warrior is able to repeat sounds with such accuracy that, to others, it seems as if they are sounding the real thing. A sonic warrior may, a number times per day equal to their Charisma modifier, attempt a DC 15 listen check to listen to every feasable and real sound around them. Then, for 24 hours after they made this check, they can repeat these sounds to exact detail. A sonic warrior may imitate any sound to exact timber and pitch, from the ring of a bell to the crack of lightning, using echo. They cannot imitate sounds that are so loud that it may harm something or that is otherwise outside the decibel range a human voice can create, though it can still recreate the sound at a lesser volume with minimal disortion. If a sound may create abnormal conditions, the sonic warrior may not create those abnormal conditions, though they may create the sound. For example, a sonic warrior may create the sound for a bard's bardic music or a gibbering mouthers gibbering special ability, though they cannot create the conditions associated with each.
Bellow (Su): As a sonic warrior begins to master the control over sound he posesses, he quickly discovers he can unhinge the limitations his body places upon him for an instant, just enough of an instant to release a scream or roar of overwhelming porportions. At first level, a sonic warrior gains a breath attack that takes the shape of either a 60 ft. line or a 30 ft. cone (selected at first level) and deals 1d6+1 sonic damage per sonic warrior level (so a 10th level sonic warriors bellow attack would deal 10d6+10 points of sonic damage). A creature caught in this attack may attempt a Fortitude save for half damage (DC 10 + ½ sonic warriors HD + sonic warriors Con modifier). Additionally, objects caught in the attack that are fragile or crystaline take double damage unless their are being held by a creature who succeeds on a Reflex save to negate the damage to them (DC 10 + ½ sonic warriors HD + sonic warriors Con modifier). Bellow can only be used once every 2d4 rounds.
Sonic Resistance (Ex): A sonic warrior will always have at least some control over the sound around him, and will have it within his power to bend sounds around his body, seeming to simply shrug off damaging sounds. At third level a sonic warrior gains sonic resistance, allowing him to ignore the first 5 points of damage he takes from any attack that deals sonic damage. This sonic resistance improves by 5 every three sonic warrior levels thereafter (6th, 9th, 12th, 15th, 18th, etc.). A sonic warriors sonic resistance can reduce damage to 0 but not below 0.
White Noise (Su): A sonic warrior eventually masters his control over sound to the point that he can create the semblance of sound without doing anything to create it. Once the sonic warrior master his powers to this degree he gains the ability to cloud himself in background noise. This noise is a nearly inaudible hum that seems to be coming from all directions at once to anyone standing near the sonic warrior. At fourth level a sonic warrior and everything occupying a square he currently occupies cannot be seen properly through the use of tremorsense, blindsight, or blindsense and is effectively invisible against opponents who rely solely on those abilities. Creatures who depend solely on these abilities are still aware that something is there, they simply can't make out what it is. If any opponents use both ordinary sight and one or more of these abilities, and can see the sonic warrior with their normal form of sight, then they are not affected by this ability. A creature is not affected by this ability if, in that creatures description, it specifies that the creatures has access to one of these abilities through the ability to pinpoint location through smell or some other ability that would not be affected though vibrations or sound.
Voice: Sonic warriors eventually become so adept at manipulating sound that he can change the very sounds that leave his lips, distorting them and manipulating pitch in exotic ways. At fifth level and every five levels thereafter (10th, 15th, 20th, etc.), the sonic warrior gains one of the following special abilities that are otherwise known as voices.
Banshee Wail (Ex): The sonic warrior breathes in deeply, focusing his mind upon his vocal chords, tensing them to an incredible degree before unleashing a scream that would rip the bark off a tree. A sonic warrior who selects this voice gains the ability to take a standard action and scream, forcing all within 30 feet of him who can hear him to make a Will save (DC 10 + ½ sonic warriors HD + sonic warriors Cha modifier) or become panicked for a number of rounds equal to the sonic warriors Charisma modifier. This is a sonic fear effect. The sonic warrior may use this voice once every 2d6 rounds.
Friendly (Ex): The sonic warrior twists the sound of his voice very slightly, giving his words a caress that triggers certain portions of anothers mind and makes it much easier for them to get along with the sonic warrior. Upon activation, this voice grants the sonic warrior a +5 competence bonus to all Bluff, Diplomacy, and Sense Motive checks the sonic warrior attempts within a number of minutes equal to the sonic warriors Charisma modifier after the activation of this voice. The activation of this voice is a free action. This voice can be used a number of times per day equal to the sonic warriors Charisma modifier.
Gibber (Ex): The sonic warrior blinks once, opens his mouth, and suddenly a thousand voices fill the air, each carrying it's own brand of madness upon it. A sonic warrior who selects this voice gains the ability to release a flurry of maddening gibbering as a free action. Upon activation, all within 30 feet of him who can hear him must succeed on a Will save (DC 10 + ½ sonic warriors HD + sonic warriors Cha modifier) or becomed confused for a number of rounds equal to the sonic warriors Charisma modifier. This is a sonic mind-affecting compulsion effect. The sonic warrior may use this voice once every 2d6 rounds.
Hypersonic (Ex): The sonic warrior closes his eyes for a second, moving his hand to his throat, before he opens his mouth wide, his throat obviously straining, yet no sound coming out, but then the room starts to sway. A sonic warrior who selects this voice gains the ability to take a standard action and unleash a sound that is too high pithed for any known creature to hear, making inner ears spin and loose track of what up actual is. This voice forces all within 20 feet of him who can hear him to make a Fortitude save (DC 10 + ½ sonic warriors HD + sonic warriors Cha modifier) or become nauseated for a number of rounds equal to the sonic warriors Charisma modifier. This is a sonic effect. The sonic warrior may use this voice once every 2d6 rounds.
Siren (Ex): The sonic warrior takes a moment and rids his mind of the restraint of thoughts, save one, a single thought focused entirely upon his own vocal chords. Once he has focused his mind to this degree, he unleashes a beautiful cry that bursts out, across the battlefield, focused and magnified by the forces that encompassed his voice box for a moment. A sonic warrior who selects this voice gains the ability to take a standard action and unleash a single, perfectly clear, unbearable beautiful note, making creatures take a step back in amazement, forcing all within 30 feet of him who can hear him to make a Will save (DC 10 + ½ sonic warriors HD + sonic warriors Cha modifier) or become stunned for a number of rounds equal to the sonic warriors Charisma modifier. This is a sonic mind-affecting effect. The sonic warrior may use this voice once every 2d6 rounds.
Soundless (Ex): The sonic warrior takes a moment to center his willpower upon the subjugation of all the sounds around him, dominating them and bending their passage to his every whim. While tyrannizing sounds in this manner the sonic warrior may make a paticular creature not hear a sound that they would otherwise have heard, or make a certain sound reach farther than it should. A sonic warrior who selects this voice gains the ability to take an immediate action and gain an unusual ammount of control over the next sound he makes. The ways a sonic warrior may utilize this control includes, but is not limited to, the following:
- The sonic warrior may gain a +5 circumstance bonus to a single Move Silently check.
- The sonic warrior may whisper a message to a single person up to 50 feet away from him.
- The sonic warrior may make the next area of effect attack that he uses, and that is granted to him by the sonic warrior class, shapable.
- The sonic warrior may extend his white noise class ability to cover a single additional square adjacent to a square he occupies.
- The sonic warrior may duplicate the effects of a ventriloquism spell.
The sonic warrior may use this voice a number of times per day equal to his sonic warrior level × his Charisma modifier.
Subsonic (Ex): The sonic warrior tilts his head back, closing his eyes and tensing his jaw for a moment before his mouth springs open. For a moment, nothing seems to be happening, but then it can be felt, a deep rumble that makes the world shake, and creatures ears pop. A sonic warrior who selects this voice gains the ability to unleash a blast of sound that is too low pithed for any known creature to hear, yet can clearly be felt as it resonates through the world and changes the air pressure. A sonic warrior who selects this voice gains the ability to take a standard action and force all within 50 feet of him who can hear him to make a Fortitude save (DC 10 + ½ sonic warriors HD + sonic warriors Cha modifier) or become deafened for a number of rounds equal to the sonic warriors Charisma modifier. This is a sonic effect. The sonic warrior may use this voice once every 2d6 rounds.
Flight (Su): A sonic warrior eventually manages to manipulate sound to such a degree that he can release certain vibrations through the air around him and allow himself to levitate, even to the point that he gains the ability to fly. At seventh level a sonic warrior gains a fly speed equal to his Charisma modifier × 10 feet with Good maneuverability. The sonic warrior may not hustle when traveling overland with this flight ability, nor may he run when traveling localy. If the sonic warriors Charisma modifier ever drops to +0 or below for whatever reason, then he looses the ability to fly, falling immediately to the ground if he was aloft when his Charisma modifier dropped to +0
Evasion (Ex): At eighth level a sonic warrior can avoid even magical and unusual attacks with deft precision and agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the sonic warrior is wearing medium, light, or no armor. A helpless sonic warrior does not gain the benefit of evasion.
Sonic Boom (Su): A sonic warrior eventually achives such an incredible degree of control over sound that he can shed nearly all limitations his body places upon him. At fourteenth level a sonic warrior gain the ability to accelerate beyond what most things can perceive. Whenever a sonic warrior using his flight class ability takes a full-round action to run at ×4 his flight speed, then he gains the ability to, next round, take a full-round action to run at ×6 his flight speed as long as he does not take any more than a sinle 90º turn in that round. The sonic warrior may continue to take full-round move actions in this way, increasing the multiplier of the distance he travels by ×2 each round (to ×8 the third round, ×10 the fouth, etc.), while accelerating in this manner the sonic warrior may not take any more than a sinle 90º turn during a single round. Once the sonic warrior reaches the point that he is moving equal to or over 1100 feet in a single round, he must take 1 point of nonlethal damage each round in order to continue accelerating. The sonic warrior still takes nonlethal damage for holding at a steady speed, though not for deccelerating. Additionally, after the sonic warrior reaches the point that he is moving equal to or over 1100 feet in a single round, he gains a +1 dodge bonus to his AC for every 50 feet more than 1100 feet that he moved in a single round, this dodge bonus remains in place until the end of his next turn, at which point it is recalculated again. Once the sonic warrior reaches the point that he is moving equal to or over 6600 feet in a single round, he must take 2d6 points of nonlethal damage each round in order to continue accelerating. The sonic warrior still takes nonlethal damage for holding at a steady speed, though not for deccelerating. Additionally, after the sonic warrior reaches the point that he is moving equal to or over 6600 feet in a single round, he breaks the sound barrier, releasing a sonic explosion as he does so, dealing 15d10 sonic damage to everything within 150 feet of his position at the end of the round that he moved over 6600 feet in. Additionally, any square that he moves through while moving equal to or over 6600 feet in a single round is considered impassable terrain until the sonic warriors next turn. The sonic warrior may deccelerate from these speeds by decreasing the multiplier of the distance he travels by ×4 each round. Deccelerating any faster than this forces the sonic warrior to make a Fortitude save (DC 20) or take 2d6 points of nonlethal damage. A sonic warrior may not deccelerate faster than he may by decreasing the multiplier of the distance he travels by ×10 each round. If the sonic warrior falls unconcious while using sonic boom, then he deccelerates at the maximum rate (removing a ×10 multiplier each round) while still moving forward in a straight line. While moving at a steady speed, the sonic warrior may not take any more than a single 90º turn in a single round without deccelerating, and while deccelerating, he may only take up to a total of 180º of turns in a single round. If the sonic warrior is suddenly stopped while using sonic boom (whether by colliding with a wall or through the use of magic), then he takes 1d4 lethal damage for each ×2 multiplier faster than ×4 he was moving at.
Improved Evasion (Ex): A sonic warrior can eventually avoid even magical and unusual attacks with a measure of deft precision and agility that is rarely ever seen. This ability, gained at sixteenth level, works like evasion, except that while the sonic warrior still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless sonic warrior does not gain the benefit of improved evasion.