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The Demented One
2006-09-26, 10:46 PM
Glossolalist

Glossolalists take advantage of the phenomena known as speaking in tongues. While most believe it to be simple babble, the Glossolalists know the truth. Tongues, or glossolalia, are actually the language of the subconscious, a primal truespeach imprinted deep within the minds of all living things. By opening himself up to his subconscious, a Glossolalist can channel this primal speech, expanding his vocabulary by a thousand fold for as long as he remains in his altered state. Though believed, not wholly untruthfully, to be half-mad gibberers by most practicioners of truespeach, the primordial power of the Glossolalists is undeniable.

d6 HD

Requirements
To qualify to become a Glossolalist, you must fulfill all the following criteria.
Alignment: Any chaotic
Skills: Truespeak 8 ranks
Utterances: Must be able to speak 3rd level utterances
Special: Must be capable of speaking at least four languages

Class Skills
The Glossolalist’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Perform (Cha), Speak Language (N/A), Truespeak (Int)
Skill Points at Each Level: 4 + Int modifier.

{table=head]Level|BAB|Fort|Ref|Will|Special|Utterances

1st|+0|+0|+0|+2|Glossolaliac Fervor|–

2nd|+1|+0|+0|+3|Euphoric Will|+1 to existing level of existing truenamer class

3rd|+2|+1|+1|+3|Tongues, Subconscious Utterance|+1 to existing level of existing truenamer class

4th|+3|+1|+1|+4|Delirious Babble|+1 to existing level of existing truenamer class

5th|+3|+1|+1|+4|Sublime Fervor|+1 to existing level of existing truenamer class

6th|+4|+2|+2|+5|Subconscious Utterance|+1 to existing level of existing truenamer class


7th|+5|+2|+2|+5|Unconscious Insight|+1 to existing level of existing truenamer class

8th|+6|+2|+2|+6|Mind-Shattering Tongues|+1 to existing level of existing truenamer class

9th|+6|+3|+3|+6|Subconscious Utterance|+1 to existing level of existing truenamer class

10th|+7|+3|+3|+7|Infocalypse, Primal Fervor|–[/table]

Glossolaliac Fervor (Su)
Once per, you may enter an altered state of mind, allowing the primal tongue to rise up in your mind. While in glossolaliac fervor, you gain a +4 morale bonus to Charisma, but take a -2 penalty to Wis, as your higher reasoning is subdued as part of entering the fervor. While in the fervor, you gain a morale bonus on Truespeak checks equal to your class level, and may speak and understand (but not read and write) all languages, as the tongues spell. The glossolaliac fervor lasts for a number of rounds equal to three plus your Charisma modifier. At the end of your fervor, you are dazed for one round. At every odd level after 1st, you gain an additional daily use of your glossolaliac fervor ability.

Euphoric Will (Ex)
Once per round, while in glossolaliac fervor, you may make a Truespeak check in place of a Will save, using the result of the check to determine if you succeed on the save.

Tongues (Su)
At 3rd level, you gain the ability to speak and understand (but not read or write) all languages, as the tongues spell, even when not in a glossolaliac fervor.

Subconscious Utterance (Ex)
At 3rd, 6th, and 9th level, you may learn one utterance of up to the second-highest level you can speak of any lexicon you have access to, adding it to your list of utterances known. These utterances are not learned through study, but drawn from your primal subconscious. Thus, each day, you may trade out these utterances for any other utterance from the same lexicon and of the same level or lower.

Delirious Babble (Su)
At 4th level, you may, as a standard action while in a glossalaliac fervor, babble in truespeach, filling the minds of your foes with madness. As part of this ability, make a Truespeak check. Each creature within 30 ft. of you which the result of the Truespeak check was high enough to affect, based on its HD, must make a Will save, DC 10 + ½ your class level + your Cha modifier, or be confused for a number of rounds equal to your speaker level. This is a mind-affecting ability. The law of resistance applies to this ability.

Sublime Fervor (Su)
At 5th level, the morale bonus to Charisma you gain from glossolaliac fervor increases to +6. In addition, the DC of any utterance you speak while in a fervor is increased by one.

Mind-Shattering Tongues (Su)
At 8th level, you may channel the primal speech to break through all a creature’s mental defenses. While in a glossalaliac fervor, whenever you target a creature that is immune to mind-affecting abilities for any reason other than due to being mindless with an utterance or ability that is mind-affecting, you may attempt a Truespeak check. If the result of the check is high enough to affect the creature, based on its HD, you ignore its immunity to mind-affecting abilities. The law of resistance applies to this ability.

Unconscious Insight (Su)
At 7th level, you may draw on the insights of your subconscious mind through glossolalia. Once during the duration of a glossalaliac fervor, you may apply a +8 morale bonus to any attack roll, saving throw, skill check, or weapon damage roll.

Infocalypse (Su)
At 10th level, you may tap into your subconscious, unleashing a logorheic torrent of the primal tongue focused at a single enemy. Once per day, while in a glossalaliac fervor, you may, as a standard action, let loose what is known as an Infocalypse. You need not make an Truespeach check to use it–the words come to your mouth unbidden, and no creature is above the infocalypse. A single creature within 30 ft. of you must make a Will save, DC 20 plus your Cha modifier, or be overwhelmed by your primal speech, falling brain dead. An affected creature loses all cerebral function, vision, hearing, and other sensory abilities, and all voluntary motor activity. The subject becomes limp and unresponsive. Without extreme measures, such as the greater restoration or some other suitable effect of 7th level or higher, the creature perishes in 1d4 days. Even if a creature succeeds on its save, it is dazed for 2d4 rounds. While your fervor spares you from the worst of the infocalypse’s effects, even you are not immune to it. You must make a Will save, at the same difficulty as normal, or be dazed for 1d4 rounds. This is a mind-affecting ability.

Primal Fervor (Su)
At 10th level, the morale bonus to Charisma you gain from glossolaliac fervor increases to +8. The DC of any utterance you speak while in a fervor is increased by two, rather than one. In addition, you are no longer dazed at the end of your fervor.

Fax Celestis
2006-09-26, 11:06 PM
Tangent: You're in a plague-mood recently, right? Here's an idea: a creature that transmits a disease that simplifies truenames, which then it submits to its truespeech.

The Demented One
2006-09-26, 11:08 PM
Tangent: You're in a plague-mood recently, right? Here's an idea: a creature that transmits a disease that simplifies truenames, which then it submits to its truespeech.
Ni-i-i-i-i-ifty.

martyboy74
2006-09-27, 06:24 PM
As the special requirement, could you change it to: You must speak 4 languages or have the tounges ability?

Fax Celestis
2006-09-27, 06:26 PM
As the special requirement, could you change it to: You must speak 4 languages or have the tounges ability?
Speaking in tongues makes you able to speak four languages, so something like Tongue of the Sun and Moon would apply.

Triaxx
2006-09-27, 08:13 PM
Infocalypse (Su)
At 10th level, you may tap into your subconscious, unleashing a logorheic torrent of the primal tongue focused at a single enemy. Once per day, while in a glossalaliac fervor, you may, as a standard action, let loose what is known as an Infocalypse. You need not make an Truespeach check to use it–the words come to your mouth unbidden, and no creature is above the infocalypse. A single creature within 30 ft. of you must make a Will save, DC 20 plus your Cha modifier, or be overwhelmed by your primal speech, falling brain dead. An affected creature loses all cerebral function, vision, hearing, and other sensory abilities, and all voluntary motor activity. The subject becomes limp and unresponsive. Without extreme measures, such as the greater restoration or some other suitable effect of 7th level or higher, the creature perishes in 1d4 days. Even if a creature succeeds on its save, it is dazed for 2d4 rounds. While your fervor spares you from the worst of the infocalypse’s effects, even you are not immune to it. You must make a Will save, at the same difficulty as normal, or be dazed for 1d4 rounds. This is a mind-affecting ability.

If that's the case, shouldn't it have a longer dazing effect? Or perhaps becoming unconscious for the same period? I mean, I'd have just dodged a nearly killer blow, and I'm only a little dazed?

Would any of these effects be neutralized by either a mass Silence, or Deafness spell?