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zenanarchist
2010-07-13, 06:12 PM
Author Note:
I need some filler abilities for the later levels… Some noise related powers. If anyone can think of any let me know. Also, he’s technically a soldier, so I felt Good BAB, average fort and good reflex was justified. He’s fast…very fast at higher levels. He’s a support character, a bad ass bard… Let me know how he fills his niche. If you prefer the typical Space Noise Marine, give this guy a guitar that functions as his "breath weapon" add a curved amplifier on it, BOOM Noise Marine from 40k. :smallamused:

Noise Marine
A soldier’s power comes from his sword, his muscle. A bard’s power comes from his instrument, his music. A noise marine’s power is directly linked to his voice, his ability to amplify sound, to sing devastating battle songs and awe inspiring ballads. Their companions are often accompanied by constant verses and soft hums of beautiful songs and melodies. Noise Marines are masters of music, noise, words and subtle workings of power through voice. They are powerful diplomats, beautiful musicians and tyrannical investigators and torturers, always able to divulge the truth. At higher levels they are able to break the speed of sound, distort the world and create powerful sound storms.

Alignment: Any

Hit Die: d8


Class Skills:


Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier

The Marine’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (Music/Noise) (Int), Listen (Wis), Move Silently (Dex), Perform: Oratory (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha)

Weapon and Armour Proficiencies
The Noise Marine is proficient with all simple and martial weapons as well as medium armour. They are proficient with up to medium shields but not large or tower shields.


Noise Marine
{table="head"]Level|BAB|Fort|Ref|Will|Special

1st|+1|+1|+2|+0|Sonic Scream, Songs

2nd|+2|+1|+3|+0|Whispered Commands

3rd|+3|+2|+3|+1|Power of Persona

4th|+4|+2|+4|+1|Words of Power

5th|+5|+3|+4|+1|Vocal Verification

6th|+6/+1|+3|+5|+2|Dutiful Diplomat

7th|+7/+2|+3|+5|+2|Puppet Vocals

8th|+8/+3|+4|+6|+2|Vocal Master

9th|+9/+4|+4|+6|+3|Synchronised Singing

10th|+10/+5|+5|+7|+3|Pact, Stolen Spell Song

11th|+11/+6/+1|+5|+7|+3|Word Vigil

12th|+12/+7/+2|+6|+8|+4|Sonic Surge

13th|+13/+8/+3|+6|+8|+4|Shielding Scream

14th|+14/+9/+4|+6|+9|+4|Shatter

15th|+15/+10/+5|+7|+9|+5|Final Word

16th|+16/+11/+6/+1|+7|+10|+5|Subsonic Sounds

17th|+17/+12/+7/+2|+8|+10|+5|Sonic Sight

18th|+18/+13/+8/+3|+8|+11|+6|Wail of a god

19th|+19/+14/+9/+4|+8|+11|+6|Final Word

20th|+20/+15/+10/+5|+9|+12|+6|Sonic Storm

[/table]


Class Features


Sonic Scream (Ex)

A Noise Marine’s primary method of attack is his voice. He amplifies it so loudly and with so much power that it actually damages his foes and can shatter objects. This attack begins at 1d8+Cha Mod in a 30 ft cone and increases by +1d8 per every second level that the Noise Marine gains. Any enemies within this radius must make Fortitude check (DC10+Noise Marine levels+Cha Modifier) or be deafened for two rounds. The range for his scream increases to 40ft at fifth level, 50ft at tenth, 60ft at fifteenth and caps at 70ft at twentieth level. The Noise Marine uses his Cha modifier in place of his dexterity modifier for determing to hit modifiers. A Marine may scream while also attacking once with a weapon at his highest base attack bonus- This uses a full attack.

Finally, due to the nature of a sonic attack any time the Scream does not beat an opponents full AC, but does beat their Touch AC, they still do 1d4 damage per every three levels the Marine has.

Songs (Ex)

The Noise Marine, in a glorious display of vocal talent and melody begins singing, he may choose from a variety of effects dependant on the song he wishes to sing. Each effect gains an additional +2 or -2 as fifth, tenth, fifteenth and twentieth level are attained of the Noise Marine class. While singing the Noise Marine may not use any other voice talent. The radius for these songs starts at 15ft, then increases by 15ft at 5th, 10th, 15th and 20th level. Each song is a swift action to activate and lasts a single round unless stated otherwise.

Battle Beat

As the Marine begins to sing, his eyes glaze red, the fury of the song displayed in a physical manifestation. The Noise Marine grants himself +4 to attack, defence and damage and +2 to these attributes for his allies.

Whispered Inspiration

The Noise Marine’s barely audible songs contain notes that lift one’s competence, inspire great deeds and heroic acts. The Noise Marine grants himself +2 to any skill check not requiring oratory components and +1 to his allies. Allies may still gain the bonus even if the check requires oratory. Alternatively to this, they may grant either themselves or their ally’s one feat for as long as the Noise Marine continues singing.

Valhallan Charge

The Marine's song lifts in a crescendo as he barrels towards his enemies, instilling fear and swelling the hearts of those that charge with him. The Marine gains +3 to attack and doubles his damage on a successful charge while singing this song. Any that charge in the same turn also gain the bonus to attack, but not the double damage.

Harrowing Melody

The Noise Marine rasps out a terrible rhapsody, affecting all enemies within hearing range. The effect is still evident even after he ceases singing. All enemies within range take a -2 penalty to saves, -2 to attack and -1 to damage, they also take a penalty of -2 to their AC. This lasts for one round even after the Marine stops singing.

Rapturous Performance

The Marine sings, loudly and bluntly, but with such magnificent rhythm that his allies attention is focused on him and their surroundings instead of their enemies. While singing this song, none of the Bards allies may come under mind affecting spells, effects or abilities including things like Confusion and Fear (Phb). However, due to their attention being drawn to the Marine, they take a -2 to AC. This song can be used after an effect takes place to cancel it out.

Arcane Amplification

Whilst singing this melody, all the Marine's allies who cast spells while he is singing cast them as if they were one higher caster level than they actually are. Once per day he may also double the damage that one fourth level or lower spell causes.

Siren Song

All creatures within 30 ft must undergo a Will Save DC10+Marine level or be Dire Charmed as per the spell as if cast by an equivalent level mage.

Hastened Ballad

The Marine grants +10 movement speed to all friendly characters (including himself) within the area of effect. At fifth, tenth and fifteenth levels this increases by +10 for the Marine and +5 for his allies.

Salve of Song

The Marine may sing to heal his own wounds; he may do this a total of 5 x level + Cha bonus hit points per day. He may not use this ability on his allies.

Shielding Song

The Marine may sing to defend himself and his allies. However he must choose to affect himself or both him and his allies. Anyone affected by this song gains the bonus to defense but may not attack or cast an offensive spell. The marine gains +4 to AC and his allies gain +2.

Whispered Commands

The Marine gains the ability to allow an ally to hear his commands up to 10ft away per every second level the Marine has. He can do this as many times per day as long as he wishes. He can be heard if the creature recognises he is whispering, then succeeds on a Listen Check (DC10+Marine level+Perform: Oratory modifier).


Power of Persona (Ex)

Words are a strong ally, a noise marine utilises the power of his voice to gain his way in the world. A Noise Marine of third level and higher gains an additional bonus to all their charisma based checks equal to half their current charisma modifier rounded up.


Words of Power (Su)

The Noise Marine has gained the ability to speak powerful syllables that directly affect the world and those in it. All words are immediate actions unless stated otherwise.


Word of Spite

This word, spoken as the Marine makes a melee attack, grants him an additional +3 to attack and damage, following this, the next round the enemy takes 2d6 extra lingering damage per every 5 levels of Noise Marine that the character has.

Word of Quickness

A number of times per day equal to his Charisma modifier the Marine may grant himself or his ally an extra move action and a +10 bonus to jump checks and 10 feet to their base movement rate.

Word of Warning

Three times per day the Marine may take an immediate action to shout to his companion, imbuing the warning with powerful syllables that serve to increase his allies reaction time. This grants the targeted ally +5 on his next reflex save. This ability may be used during another characters turn.


Word of Control

The Noise Marine has learned the creatures base syllable and speaks it with such conviction that the creature feels compelled to obey. If the creature fails a Will Save (DC10+Noise Marine levels+Cha Modifier) they are under the Marines control for two rounds, the Marine may use other vocal abilities while this takes place. He may not, however, attack.


Word of Recovery

A number of times per day equal to the Marines charisma modifier he may force a companion to regain their composure after being knocked below 0hp. He may instead command them to stabilise at 0.


Word of Healing

Twice per day the Marine may use a spell of the Healing descriptor as if cast by a cleric of equivalent level. The only difference is that the Noise Marine does not need to be close by.


Word of Pain

The Noise Marine may, twice per day speak a word that harms all who hear it in a 35ft radius centred on the Marine. This causes 1d6 damage per every level the Noise Marine has.

Word of Binding

The Noise Marine speaks a powerful universal word that causes the target to immediately feel bound to the earth, their arms are heavy and their legs refuse to cooperate. They take -2 on attack and -4 on AC, additionally their movement rate is cut by half their base speed. This effect lasts for the next round only.

Word of Recall

At tenth level, the Noise Marine may speak a word that enables him to instantly recall one ally to his exact location so long as they are within 1km per every class level the Noise Marine has once per hour. To do this he must have been in the presence of said creature for at least 6 months total, gaining a complete understanding of their body, movements, actions and persona.

Word of Expansion

The Marine may utter a word that causes his physical being to grow. He may choose to either expand his reach by 10ft or enlarge himself by one size category for five rounds. There is a one hour recharge time before he can use this ability again.

Word of Machination

The Marine speaks a word that resounds with mechanics and gadgets, opening locks and disarming the most difficult of traps. He may now, in place of Open Locks or Disable Device checks, utilise his Perform: Oratory skill. Twice per day he may choose to do this up to a distance of fifty feet.

Word of Toughness

Twice per day the Marine speaks a word that bulks up his body and makes him even more hardy. He gains 30 temporary hit points that fade after 4 rounds. All damage taken first goes to these hit points and then to his actual health. At level 10 this is increased to 50 temporary hit points. At level 20 it increases to 70.

Vocal Verification (Su)

A Noise Marine, a number of times per day equal to their Charisma bonus, may quietly whisper, this emanates a 50ft zone wherein, for two rounds, a number of effects occur. No lies may be spoken, no characters may be hidden, all secret doors and hidden traps as well as invisible creatures are revealed. This is a standard action.


Dutiful Diplomat (Ex)

A Noise Marine is so adept at speaking that they can talk their way out of almost any situation. They may re-roll any failed charisma check one more time, however they must accept the new result no matter if the roll is worse than the original.

Puppet Vocals (Su)

A Noise Marine may, a number of times per day, for a number of minutes both equal to his Charisma modifier, speak through the mouth of another individual. This uses the Noise Marines charisma checks in place of all checks for this individual. This ability may also be used to activate any of the Noise Marines class features at distance. The Marine must have visual sight to the person he is speaking through to activate this ability, however any range is applicable, the target must just be seen.


Vocal Master (Su)

A Noise Marine may, without opening their lips, cause confusion amongst their friends and foes alike. They may now project their voice without opening their mouth and may cause the emanation of the voice to be up to 30 ft away from the actual Noise Marine. Additionally, the Noise Marine may imitate any voice he has heard previously, be it female or male. He may also imitate any age voice, be it childlike or older individual. This may be used to centre the effects of his voice anywhere up to 30ft away as well.


Synchronised Singing (Ex)

If the Noise Marine succeeds on a Concentration check (DC30-Class levels-Cha Modifier) he may sing two songs at once, the effects overlapping perfectly. However, if he fails this check he may not sing again for 3 rounds as he tries to regain his vocal centre. This ability may be utilised to stack bardic songs with Noise Marine songs. This uses the same action as activating one song.

Pact (Su)

The Noise Marine may, once a day, make a Pact with any individual as a standard action. This pact enables the Noise Marine to take the first three instances of damage to that individual no matter their source. Additionally whenever this individual is within 10ft of the Marine, they both gain +2 AC and +2 to saves. Finally, as a free action once per day, these two may immediately swap locations so long as they are within 100ft of each other upon the Marine uttering a powerful command word as an immediate effect.

Stolen Spell Song (Su)

The Marine, while singing, notices any subtle shifts in arcane energy and while under the effects of this song gains +10 to spellcraft checks. If he recognises a song he may choose to attempt to steal it from his opponent. The caster makes a DC5+Marine level+Cha bonus Will check and if failed, the Marine instantly gains control of that spell. He must then cast it within 2 rounds and if it is a spell that causes damage, may channel it through his weapon for extra damage.

Word Vigil (Su)

Upon the Noise Marines death he utters two powerful incantations that surround his corpse for twenty four hours after death. When any hostile creature comes within fifteen feet of his corpse the body begins to howl, dealing 1d10 damage per every round the enemy remains within fifteen feet. Secondly whenever a friendly character comes within fifteen feet they are immediately healed 1d8 points per every second level the Noise Marine has. This only affects a character once.

Sonic Surge (Su)

The Marine moves so fast that a sonic boom is left in his wake, he may now triple his base movement. He may surge this way a number of times per hour equal to his Charisma modifier as long as he is wearing medium armour or lighter and not wearing a shield. This ability, due to the sonic boom, may not be utilised while hiding. It uses a swift action to activate.

Shielding Scream (Su)

The Marine opens his mouth and lets out an ear piercing scream that is manifested in a physical cone of force. This dissipates after five feet. The cone does not damage however it will stop any object smaller than 80Ibs, including spells of force from striking the Marine. This is a free immediate action.

Shatter (Su)

The Marine may attempt to break or sunder items at a distance, utilising his scream. He may make any sunder, shatter or object damaging action at up to twenty feet. This ability is a standard action and uses the Marine’s charisma modifier in place of his strength modifier for determining success.

Dismissal (Ex)

Whenever a spell caster attempts to cast a spell with a verbal component, the caster makes a spell craft check and the Marine makes a Perform (Oratory) check. If the Marine is the higher of the two, his shout overcomes the arcane energy and dissipates it harmlessly. If the caster is the higher the spell functions as usual. This is an immediate action that is useable at will.

Subsonic Sounds (Ex)

The Marine may now choose to sing subsonically. This allows no one, even with exceptional hearing to comprehend that the Marine is singing. This class feature also allows the Marine to sing while speaking normally without the listener even realising that they are coming under the effect of one of the Marine's powers or about to be the target of an enhanced attack.

Sonic Sight (Su)

A noise marine now no longer needs to visually comprehend the world to see it. Instead he sends out a series of constant high pitched inaudible sounds that reflect off the entirety of his surroundings and echo back to allow him to piece together a visual picture of the area. Any time the Marine can not see via visual methods he may now use his Sonic Sight to see up to 90ft. This nullifies the effects of Darkness, Invisibility, Hidden characters, concealment etc.

Wail of a God (Su)

The Marine lets out a silent scream, so beyond hearing that no mortal or immortal alike can comprehend it. This scream deals 15d10 damage to all enemies of the marine and instantly destroys all non magical objects with hardness less than 20 in a forty feet radius. Similarly, all enemies are knocked prone due to the force of the blow and are deafened unless a Fortitude save (DC10+Marine levels+Cha Modifier). Finally, all glass- magical or not, is instantly shattered. This causes bleeding wounds of 1d4 per round for three rounds if the creature is within ten feet of the glass. This ability is a full round action.

Final Word

Twice per day the Marine may softly speak a word. This word rips through the existance of a creature, tearing them limb from limb, there is a 25% chance that their possessions will also be torn apart. The victim may make a DC10+Marine level Fortitude save, and if successful only take 10d8 damage and be Slowed for 2 rounds.

Sonic Storm (Su)

The Marine calls down the full force of all his power, resulting in an invisible raging storm. This Sonic rage storm deals 10d12 damage to all hostile creatures within 100ft of the Marine. This also instantly drops any flying creatures from the air unable to fly until the end of the storm. Each creature that remains in the storm is dealt an additional 4d10 per round they remain. Finally, the Marine’s damage dealing voice abilities are doubled in damage for one round of the Marines choosing. The Storm lasts for 4 rounds.