Kuma Kode
2010-10-06, 05:04 PM
Please note this is a work in progress. It has not gone through balancing or playtesting yet so suggestions on that would be much appreciated. Additionally, many of its spells need to be expanded. However, I think there's enough here to get an assessment, and I needed a place to store my work. So it's time to get out your CHAOTIC EVIL RED PENS :belkar:.
If you are not using the Winds of Aether campaign setting, substitute use negative energy or eldritch damage type for instead of the quintessent (http://www.giantitp.com/forums/showpost.php?p=8933647&postcount=29) damage type.
O-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-O
http://i88.photobucket.com/albums/k185/kuma_klaw/necromancer1.jpg
WHISPER
Everything is emptiness. Everything sums to zero. Fire and water, light and dark, up and down, east and west, everything has its equal and opposite counterpart. When you consider existence, and all it holds, what is it really? Nothing. Empty. Everything balances. Everything sums to zero. "Everything" is really nothing. And nothing.... "nothing" is everything.
There are places beyond places, and things mortals should not know. What was here before life began? What will be here when the last life ends? The whisper knows, and the truth is as frightening as it is inescapable. Whispers believe that even the gods have a mortality, as well as a beginning and an end. To them, the ultimate power is their precursor and predecessor... the void. Instead of seeking favor with divine powers, hoping for a desirable place in the Celestial or Fiendish realms, they seek to extinguish their consciousness and merge with emptiness in a state of non-being. This, they say, is to be perfect.
Adventures: Whispers seek experiences above all else. To extinguish their consciousness, they must first thoroughly explore it. They must know every aspect of themselves to balance and nullify them. Whispers are not motivated by material gain nor station.
Characteristics: Whispers wield alien powers that are anathema to the native cosmology. Many of these powers are accessible to them at all times, while a few are more strenuous and can only be used a handful of times per day. Additionally, they possess a unique item called a murti, which can serve as a scout or even a weapon.
Alignment: Whispers may come from all walks of life, but they must eventually abandon their preconceptions to merge with the void. They invariably become true neutral.
Religion: Because the void makes even the lifespan of the gods seem short and fragile, whispers do not worship them. In fact, atheism is a prerequisite for the whisper's path.
Background: The dedication of the whisper's path requires intention and strength. Whispers are not born like sorcerers, they are created through training and study like a wizard. Some whispers congregate in small sanctuaries and seek their spiritual perfection, while others pursue the path themselves through a struggle of trial, error, and a calling that runs deeper than their soul. Some whispers have actually experienced the void firsthand, and became disciples of it soon afterward.
Races: The vast majority of whispers are Hollow (http://www.giantitp.com/forums/showpost.php?p=9456839&postcount=61). In fact, they are the ones who discovered this path, having been separated from the light of the gods and forced into a divine chasm. Humans are also likely to experiment with the eldritch forces that power the whisper. Strangely, kobolds have also taken a liking to this class.
Other Classes: Divine characters consider the whisper blasphemous, and nature-based characters find the otherworldly air of a whisper to be disturbing. Even arcane casters find it difficult to overcome their differences and work with a whisper. Rogues, bards, fighters, and warlocks can usually find a way to accept a whisper, whether because they share a kindred spirit or because one chooses to ignore the specifics of the other's profession.
Role: Whispers have a wide array of defensive and manipulative abilities, as well as a vast capacity for anti-magic. They make an excellent fifth character but may be able to step in for the cleric or druid as the party's buffer or healer, if only for a short time. They lack powerful offensive capabilities and area-effects.
{table="width=95%;head"]
Level |
Base Attack
Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
Susurrations
Known |
Truths
Known
1st|
+0|
+0|
+0|
+2|Void of Ritual, Netherblast 1d6|
1|
1
2nd|
+1|
+0|
+0|
+3|-|
1|
1
3rd|
+1|
+1|
+1|
+3|Netherblast 2d6|
2|
2
4th|
+2|
+1|
+1|
+4|Void of Doubt|
2|
3
5th|
+2|
+1|
+1|
+4|Murti Mastery|
2|
3
6th|
+3|
+2|
+2|
+5|Netherblast 3d6|
3|
4
7th|
+3|
+2|
+2|
+5|Vacuous Vengeance|
3|
5
8th|
+4|
+2|
+2|
+6|Void of Conviction, Netherblast 4d6|
4|
5
9th|
+4|
+3|
+3|
+6|-|
4|
6
10th|
+5|
+3|
+3|
+7|Murti Mastery|
4|
7
11th|
+5|
+3|
+3|
+7|Netherblast 5d6|
5|
7
12th|
+6/+1|
+4|
+4|
+8|Void of Desire|
6|
8
13th|
+6/+1|
+4|
+4|
+8|Netherblast 6d6|
6|
9
14th|
+7/+2|
+4|
+4|
+9|-|
6|
9
15th|
+7/+2|
+5|
+5|
+9|Murti Mastery|
7|
10
16th|
+8/+3|
+5|
+5|
+10|Void of Mind, Netherblast 7d6|
8|
11
17th|
+8/+3|
+5|
+5|
+10|-|
8|
11
18th|
+9/+4|
+6|
+6|
+11|Netherblast 8d6|
8|
12
19th|
+9/+4|
+6|
+6|
+11|-|
9|
13
20th|
+10/+5|
+6|
+6|
+12|Void of Self, Netherblast 9d6, Murti Mastery|
9|
14
[/table]
GAME RULE INFORMATION
Whispers have the following game rule statistics.
Abilities: Staring into the void requires a strong sense of self and a calm rationale. Whispers benefit from both a high Intelligence and a high Charisma. Because they rarely use armor, and because many of their attacks will be ranged touch attacks, they benefit greatly from a high dexterity.
Alignment: Any.
Hit Die: d4.
CLASS SKILLS
The whisper's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Profession (Wis), Stealth (Dex), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int Modifier) × 4.
Skill Points at Each Additional Level: 2 + Int Modifier.
CLASS FEATURES
All of the following are class features of the whisper.
Weapon and Armor Proficiency: Whispers are proficient with one simple weapon, chosen by the whisper upon character creation, and with his or her murti. They are not proficient with armor or shields, and indeed, armor can cause their susurrations and truths to fail.
Susurrations: The power that whispers command is fundamentally different from that of most other spellcasters. It arises from the endless void that underlies reality. Whispers may cast Susurrations which function like spell-like abilities in many ways, except as noted.
⊕ They have somatic components and are subject to arcane spell failure.
⊕ They have no no verbal or material components.
⊕ All Susurrations require a murti as a focus.
⊕ They can be disrupted just like a spell, and can be used defensively like a spell.
⊕ Susurrations have a save DC equal to 10 + the Susurration's save modifier + the whisper's Charisma modifier.
⊕ They are subject to spell resistance.
⊕ They cannot benefit from metamagic feats, but they can benefit from feats that emulate metamagic for spell-like abilities.
A whisper's level of vacuity determines what susurrations he may learn and cast.
Whenever he gains a new level, a whisper may swap out a susurration he knows for another one of the same rank. This is in addition to any new susurrations he may gain as a result of the level advancement.
Truths: Whispers possess a secondary, more strenuous power, allowing them to reshape and warp reality by altering the emptiness on which it builds. These abilities are called Truths. You know one Truth at first level, and gain an additional Truths every even level of whisper as shown on the above table. Truths come in different ranks, and you cannot learn a new rank of Truth if you have not achieved the requisite level of Vacuity. When you learn a new Truth, it may be of any rank you have access to. For instance, upon achieving 11th level, a whisper may learn a Truth requiring Void of Ritual or a Truth requiring Void of Doubt.
Truths are arranged in families called paths, and each path has a specific order in which the Truths must be learned. You cannot jump ahead in the path. To learn a Truth, you must know at least two Truths of the previous level, and you cannot learn a Truth within a path until you know all previous Truths within that path. You may always learn the introductory Truth in a path you have access to, even if you have no completed paths in the previous levels of Vacuity. For instance, you may learn a 4th level Truth from the Void of Desire category, even if you have no 3rd level Truths from the Void of Doubt category (such as would be the case if you chose breadth of Truths over depth).
As you gain power, your Truths become more ingrained in your being, and become easier to use. Initially, the are treated like arcane spells, and suffer arcane spell failure. They later become spell-like abilities, like the susurrations, and finally, they become supernatural abilities.
In order to use a Truth, the whisper must have an Intelligence score of 10 + the Truth's level. The save DC of a Truth is 10 + the Truth's level + the whisper's Charisma modifier.
Truths can be used once per day if they are cast as arcane spells, twice per day if they are spell-like abilities, and three times per day if they are supernatural abilities. A Truth may be learned multiple times, each time grants an additional set of uses.
Murti: In order to begin their path to emptiness, a whisper must create a spiritual device known as a murti. This murti is create from a skull of one of the whisper's own species and etched with mystical runes and blasphemous secrets. Finally, a chunk of solidified void called an empty fragment is placed within the skull. While whispers may begin play with a murti, replacing a broken one requires 24 hours and 100 GP worth of resources.
The murti acts as a focus, allowing the whisper to shift his consciousness into the murti, leaving himself empty and void temporarily and giving him greater control over his powers. Without the murti, using a Truth or Sussuration requires a Concentration check (DC 20 + the Truth or Sussuration's effective level).
Because of the empty fragment within and its spiritual powers, a murti can levitate several inches from its master's hand as if grasped magnetically. In times of strife, a murti can be flung with this same telekinetic power. The murti is treated much like a whip; it is a ranged weapon with a maximum range of 10 ft. It cannot be used to make attacks of opportunity, and deals 1d6 points of bludgeoning damage with no strength modifier. The murti returns to the master's hand immediately and can be used to make multiple attacks in a round if the master has that capability.
The murti can be enchanted as if it were a weapon, though creating a magic one requires the Craft Wondrous Item feat, not Craft Magic Arms and Armor. It is first and foremost a focus. The murti has a hardness of 8 and 10 hit points.
Void of Ritual: The whisper has touched the foundation of reality, and they sense what remains even when the gods have died. They rid themselves of compulsions and rules and cease reliance upon rituals to save their soul. This is the first level of Vacuity, and has several effects.
First, the whisper becomes ethically neutral. If they were lawful or chaotic, they become neutral. They retain their moral outlook, such as good or evil.
Secondly, they cease prayer and supplication, severing their ties to the divine. Whispers lose access to divine magic.
Lastly, they gain a +4 bonus on saves against charms and compulsions.
Void of Ritual Truths are always supernatural abilities.
Netherblast (Sp): The primary defense of a whisper is the void itself. A whisper may create a small pocket of emptiness, sucking away the life essence of an enemy into the endless void. A netherblast affects a point in space within 60 feet, requiring a ranged touch attack to aim and allows no saving throw. Initially it deals 1d6 points of quintessent damage, but increases in power as the whisper gains levels. It is the equivalent of a 1st level spell, and can be modified by certain susurrations, carrying with it different effects.
Netherblast deals no damage to objects, and is vulnerable to spell resistance.
Enhancement bonuses carried by the whisper's murti apply to the attack and damage rolls of a netherblast, as well as bonuses granted by feats, such as Weapon Focus (Murti).
Void of Doubt: As they meditate further upon the void, the whisper loses all doubt and uncertainty about the nature of the void, and its place as the very basis of all that exists. This comprehension of the universe makes even the gods seem fragile. At 4th level, the whisper gains Spell Resistance 10 + his whisper level against divine magic. This is the second level of Vacuity.
Murti Mastery: The murti that a whisper wields slowly grows in power as it is brought closer to nonexistence. At 5th level, and every 5 levels afterward, a whisper may select a new ability to apply to their murti. The abilities must be selected from the following list.
Empty Eyes: By entering a trance as a full-round action, the whisper may transfer his consciousness to the murti, allowing him to control it. The whisper sees through the murti's eye sockets and may speak through its mouth. While in this state, the whisper's body is limp and helpless, though he may return to it by touching the murti to his now-empty hand.
The murti has a fly speed of 50 feet, with good maneuverability. It is Diminutive. If it is destroyed, the consciousness of the whisper attempts to return to his body; if the murti is within 200 feet per level of Vacuity, he awakens in his own flesh. If he ventured farther, the consciousness cannot make the jump and he perishes.
Regardless, the murti is still destroyed, and must be remade. This ability has no maximum distance nor maximum duration; the whisper may remain disembodied as long as he dares.
Empty Spirit: A murti with the empty spirit trait is a blank slate that begins to exhibit personality quirks the whisper has imprinted within it. This creates a psychological feedback loop, amplifying the personality facet shared by the whisper and murti. You may select a psicrystal personality and apply it to your murti. You gain the bonus whenever the murti is within arm's reach.
Empty Thoughts: A murti with the empty thoughts trait may move of its own accord, taking attacks of opportunity within 10 ft. It knows not to attack allies, but will immediately attack any enemy who provokes it. The murti has an attack bonus dependent upon the whisper's level of Vacuity: +2 at Void of Conviction Void of Doubt, +4 at Void of Conviction, +4 +6 at Void of Desire, +6 +8 at Void of Mind, and +12 at Void of Self.
Empty Body: The murti becomes transparent and indistinct, like a shadow. Empty Body allows a murti to become incorporeal, but only within 10 ft. of the whisper. If forced beyond this range, such as through Empty Eyes, the murti becomes corporeal. An incorporeal murti deals quintessent damage, not bludgeoning damage, and its attacks are touch attacks.
Empty Soul: The gaping mouth of a murti with the empty soul mastery is a gate that magic enters only to be snuffed out in the winds of the void. Invisible and intangible, a vortex of magic constantly surrounds the murti, draining energy away and making spellcasting difficult.
Anyone casting a spell or using a spell-like ability within 10 ft. of the murti, except the whisper, must make a Concentration check (DC 10 + Spell's level + the Whisper's base attack bonus 1/2 the whisper's class level). Failure indicates the spell does not function, as the component energies are sucked into the void.
Vacuous Vengeance (Sp): A 7th level whisper may generate a field of meditative energy that is sensitive to spiritual changes. Whenever the warded character is dealt hit point damage through any means, the attacker also takes damage equal to 1/4 the damage dealt. Such damage is not of any type, it results from karmic retribution and cannot be blocked. Debilitating effects that do not deal damage ignore this protection. This power does not reflect damage back to inanimate objects.
Vacuous Vengeance cannot deal more damage in a single strike than the whisper's Charisma score. A whisper may only have one vacuous vengeance active at any time; Creating another one dispels the older one. It lasts for 1 minute.
Void of Conviction: Upon attaining 8th level, the whisper frees himself of allegiances and philosophies. This is the third level of Vacuity. The whisper loses his moral alignment, becoming true neutral. He becomes immune to charms and compulsions, as well as any effect that forcibly changes his or her alignment. Furthermore, he cannot change his alignment through any means.
Void of Desire: At 12th level, the whisper achieves the fourth level of Vacuity. He frees himself from material and metaphysical desires, losing the need to eat, sleep, drink, or breathe. He can no longer benefit from potions or other magic items that need to be ingested.
Void of Doubt Truths become spell-like abilities.
Void of Mind: The whisper trains himself to be free of all things, including thoughts, perceptions, and preconceptions. Upon attaining 16th level, the whisper becomes immune to mind-affecting attacks and fear. He automatically succeeds on saving throws against illusions. Additionally, a whisper who has achieved this level of Vacuity cannot feel emotions, rendering him immune to morale penalties and unable to benefit from morale bonuses. This is the fifth level of Vacuity.
Void of Self: Emptiness awaits a whisper who reaches 20th level. A whisper who has achieved the sixth and final level of Vacuity ceases to exist in any traditional sense, becoming one with the infinite void known as the Far Realm. The whisper becomes a native Outsider, and gains the Psuedonatural template. Divinations automatically fail to discover information about the whisper, as if it had never existed. Alignment is meaningless to one who has achieved emptiness, and the whisper loses its own. The whisper is not neutral; it lacks an alignment altogether, like an inanimate object.
Void of Desire Truths become spell-like abilities, while Void of Doubt Truths become supernatural abilities.
SUSSURATIONS
Void of Ritual
Alien Vigor: Grant temporary fast healing, but cause dexterity damage in the process.
Footsteps of Emptiness: Walk on water and leave no tracks.
Form of the Void: View emptiness; see airless locations and dead magic zones.
Hole in the Bucket: Use dispel magic as an immediate action, but only for counterspelling.
Hungry Nether: Netherblast enhancement. Causes netherblast to consume beneficial spells like a targeted dispel magic.
Impermanence of Memory: You gain a +6 bonus to Hide, Move Silently, and others take a -6 penalty on Gather Information checks about you.
Rajas Sight: See the alignment of creatures nearby.
Summon Lesser Echo: Conjure a disturbing companion to fight or perform tasks for you.
Void of Conviction
Blessing of Naraka: Increase damage dealt, but increase damage taken.
Blessing of Rupaloka: Decrease damage taken, but decrease damage dealt.
Embrace of the Nether: Netherblast enhancement. Creature struck must succeed at a reflex save or be immobilized for 1 round.
Fingers of Omoroth: Conjure black tentacles that deal quintessent damage.
Footsteps of Nirvana: Gain freedom of movement and teleport 30 ft. 1/round.
Magicka Cariosa: Corrupt enemy's beneficial spells, reversing their effects.
Soul Benificiary: Consume enemy's spells to grant an ally fast healing.
Summon Echo: Conjure a disturbing companion to fight or perform tasks for you.
Vacuous Reprisal: Vacuous Vengeance reflects mind-affecting attacks in addition to damage.
Vacuous Retaliation: Vacuous Vengeance reflects negative status effects in addition to damage.
Void of Mind
Breath of Omoroth: Use mind fog, but centered on you.
Summon Greater Echo: Conjure a disturbing companion to fight or perform tasks for you.
Vacuous Retribution: Vacuous Vengeance reflects ability damage and death effects in addition to damage.
Vestibule of Void: Use greater teleport at will, but pick up visitors along the way.
Winds of Disenchantment: Use greater dispel magic as an emanation.
TRUTHS
Void of Ritual
0 - Void of Eyes: Use darkness as the spell, but 1 round/level.
0 - Glimpse: Daze enemy with a flash of the Beyond.
Void of Doubt
Distortion of Nature
1 - Alien Flora: Grant local plant life alien energy, animating them as the entangle spell.
2 - Corruption of Colour: Affected plants become impossible colors, entangle and deal 2d6 quintessent damage.
3 - Alien Aspect: Animals gain psuedonatural template and follow your commands for 1 round/level.
Prana Manipulation
1 - Fruit of Karma : Heal target for 1d6, and grant fast healing; heal more if they're good, less if they're evil.
2 - Matter over Mind: Increase physical ability score, but decrease Intelligence and Charisma by the same amount.
3 - Black Sacrifice: Deal additional dice of damage, but sacrifice 10 5 HP per die.
Eternity's Maw
1 Sin Eater: Slay dying creatures nearby; restore hit points based on target's alignment.
2 Dimension Sink: Conjure an alien entity that draws creatures closer.
3 Touch of the Hungry Ghost: Touch deals 1d8 damage to an ability score, repeats 10 rounds later.
Void of Desire
Shadow from Beyond
4 Psyche Swap: Possess another creature, but target receives your body.
5 Premonition: Instantly learn whether a course of action will be good or bad for you.
6 Face of the Elder Thing: Become invisible, gain flight and the ability to control winds.
Shapeless Path
4 White Sacrifice: Destroy valuable items to gain a spell effect.
5 Futile Perceptions: Expand or shrink space to alter the effective distance between two points.
6 Anidian Disciple: Become incorporeal for a short time.
Void of Self
Truths go here.
If you are not using the Winds of Aether campaign setting, substitute use negative energy or eldritch damage type for instead of the quintessent (http://www.giantitp.com/forums/showpost.php?p=8933647&postcount=29) damage type.
O-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-O
http://i88.photobucket.com/albums/k185/kuma_klaw/necromancer1.jpg
WHISPER
Everything is emptiness. Everything sums to zero. Fire and water, light and dark, up and down, east and west, everything has its equal and opposite counterpart. When you consider existence, and all it holds, what is it really? Nothing. Empty. Everything balances. Everything sums to zero. "Everything" is really nothing. And nothing.... "nothing" is everything.
There are places beyond places, and things mortals should not know. What was here before life began? What will be here when the last life ends? The whisper knows, and the truth is as frightening as it is inescapable. Whispers believe that even the gods have a mortality, as well as a beginning and an end. To them, the ultimate power is their precursor and predecessor... the void. Instead of seeking favor with divine powers, hoping for a desirable place in the Celestial or Fiendish realms, they seek to extinguish their consciousness and merge with emptiness in a state of non-being. This, they say, is to be perfect.
Adventures: Whispers seek experiences above all else. To extinguish their consciousness, they must first thoroughly explore it. They must know every aspect of themselves to balance and nullify them. Whispers are not motivated by material gain nor station.
Characteristics: Whispers wield alien powers that are anathema to the native cosmology. Many of these powers are accessible to them at all times, while a few are more strenuous and can only be used a handful of times per day. Additionally, they possess a unique item called a murti, which can serve as a scout or even a weapon.
Alignment: Whispers may come from all walks of life, but they must eventually abandon their preconceptions to merge with the void. They invariably become true neutral.
Religion: Because the void makes even the lifespan of the gods seem short and fragile, whispers do not worship them. In fact, atheism is a prerequisite for the whisper's path.
Background: The dedication of the whisper's path requires intention and strength. Whispers are not born like sorcerers, they are created through training and study like a wizard. Some whispers congregate in small sanctuaries and seek their spiritual perfection, while others pursue the path themselves through a struggle of trial, error, and a calling that runs deeper than their soul. Some whispers have actually experienced the void firsthand, and became disciples of it soon afterward.
Races: The vast majority of whispers are Hollow (http://www.giantitp.com/forums/showpost.php?p=9456839&postcount=61). In fact, they are the ones who discovered this path, having been separated from the light of the gods and forced into a divine chasm. Humans are also likely to experiment with the eldritch forces that power the whisper. Strangely, kobolds have also taken a liking to this class.
Other Classes: Divine characters consider the whisper blasphemous, and nature-based characters find the otherworldly air of a whisper to be disturbing. Even arcane casters find it difficult to overcome their differences and work with a whisper. Rogues, bards, fighters, and warlocks can usually find a way to accept a whisper, whether because they share a kindred spirit or because one chooses to ignore the specifics of the other's profession.
Role: Whispers have a wide array of defensive and manipulative abilities, as well as a vast capacity for anti-magic. They make an excellent fifth character but may be able to step in for the cleric or druid as the party's buffer or healer, if only for a short time. They lack powerful offensive capabilities and area-effects.
{table="width=95%;head"]
Level |
Base Attack
Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
Susurrations
Known |
Truths
Known
1st|
+0|
+0|
+0|
+2|Void of Ritual, Netherblast 1d6|
1|
1
2nd|
+1|
+0|
+0|
+3|-|
1|
1
3rd|
+1|
+1|
+1|
+3|Netherblast 2d6|
2|
2
4th|
+2|
+1|
+1|
+4|Void of Doubt|
2|
3
5th|
+2|
+1|
+1|
+4|Murti Mastery|
2|
3
6th|
+3|
+2|
+2|
+5|Netherblast 3d6|
3|
4
7th|
+3|
+2|
+2|
+5|Vacuous Vengeance|
3|
5
8th|
+4|
+2|
+2|
+6|Void of Conviction, Netherblast 4d6|
4|
5
9th|
+4|
+3|
+3|
+6|-|
4|
6
10th|
+5|
+3|
+3|
+7|Murti Mastery|
4|
7
11th|
+5|
+3|
+3|
+7|Netherblast 5d6|
5|
7
12th|
+6/+1|
+4|
+4|
+8|Void of Desire|
6|
8
13th|
+6/+1|
+4|
+4|
+8|Netherblast 6d6|
6|
9
14th|
+7/+2|
+4|
+4|
+9|-|
6|
9
15th|
+7/+2|
+5|
+5|
+9|Murti Mastery|
7|
10
16th|
+8/+3|
+5|
+5|
+10|Void of Mind, Netherblast 7d6|
8|
11
17th|
+8/+3|
+5|
+5|
+10|-|
8|
11
18th|
+9/+4|
+6|
+6|
+11|Netherblast 8d6|
8|
12
19th|
+9/+4|
+6|
+6|
+11|-|
9|
13
20th|
+10/+5|
+6|
+6|
+12|Void of Self, Netherblast 9d6, Murti Mastery|
9|
14
[/table]
GAME RULE INFORMATION
Whispers have the following game rule statistics.
Abilities: Staring into the void requires a strong sense of self and a calm rationale. Whispers benefit from both a high Intelligence and a high Charisma. Because they rarely use armor, and because many of their attacks will be ranged touch attacks, they benefit greatly from a high dexterity.
Alignment: Any.
Hit Die: d4.
CLASS SKILLS
The whisper's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Profession (Wis), Stealth (Dex), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int Modifier) × 4.
Skill Points at Each Additional Level: 2 + Int Modifier.
CLASS FEATURES
All of the following are class features of the whisper.
Weapon and Armor Proficiency: Whispers are proficient with one simple weapon, chosen by the whisper upon character creation, and with his or her murti. They are not proficient with armor or shields, and indeed, armor can cause their susurrations and truths to fail.
Susurrations: The power that whispers command is fundamentally different from that of most other spellcasters. It arises from the endless void that underlies reality. Whispers may cast Susurrations which function like spell-like abilities in many ways, except as noted.
⊕ They have somatic components and are subject to arcane spell failure.
⊕ They have no no verbal or material components.
⊕ All Susurrations require a murti as a focus.
⊕ They can be disrupted just like a spell, and can be used defensively like a spell.
⊕ Susurrations have a save DC equal to 10 + the Susurration's save modifier + the whisper's Charisma modifier.
⊕ They are subject to spell resistance.
⊕ They cannot benefit from metamagic feats, but they can benefit from feats that emulate metamagic for spell-like abilities.
A whisper's level of vacuity determines what susurrations he may learn and cast.
Whenever he gains a new level, a whisper may swap out a susurration he knows for another one of the same rank. This is in addition to any new susurrations he may gain as a result of the level advancement.
Truths: Whispers possess a secondary, more strenuous power, allowing them to reshape and warp reality by altering the emptiness on which it builds. These abilities are called Truths. You know one Truth at first level, and gain an additional Truths every even level of whisper as shown on the above table. Truths come in different ranks, and you cannot learn a new rank of Truth if you have not achieved the requisite level of Vacuity. When you learn a new Truth, it may be of any rank you have access to. For instance, upon achieving 11th level, a whisper may learn a Truth requiring Void of Ritual or a Truth requiring Void of Doubt.
Truths are arranged in families called paths, and each path has a specific order in which the Truths must be learned. You cannot jump ahead in the path. To learn a Truth, you must know at least two Truths of the previous level, and you cannot learn a Truth within a path until you know all previous Truths within that path. You may always learn the introductory Truth in a path you have access to, even if you have no completed paths in the previous levels of Vacuity. For instance, you may learn a 4th level Truth from the Void of Desire category, even if you have no 3rd level Truths from the Void of Doubt category (such as would be the case if you chose breadth of Truths over depth).
As you gain power, your Truths become more ingrained in your being, and become easier to use. Initially, the are treated like arcane spells, and suffer arcane spell failure. They later become spell-like abilities, like the susurrations, and finally, they become supernatural abilities.
In order to use a Truth, the whisper must have an Intelligence score of 10 + the Truth's level. The save DC of a Truth is 10 + the Truth's level + the whisper's Charisma modifier.
Truths can be used once per day if they are cast as arcane spells, twice per day if they are spell-like abilities, and three times per day if they are supernatural abilities. A Truth may be learned multiple times, each time grants an additional set of uses.
Murti: In order to begin their path to emptiness, a whisper must create a spiritual device known as a murti. This murti is create from a skull of one of the whisper's own species and etched with mystical runes and blasphemous secrets. Finally, a chunk of solidified void called an empty fragment is placed within the skull. While whispers may begin play with a murti, replacing a broken one requires 24 hours and 100 GP worth of resources.
The murti acts as a focus, allowing the whisper to shift his consciousness into the murti, leaving himself empty and void temporarily and giving him greater control over his powers. Without the murti, using a Truth or Sussuration requires a Concentration check (DC 20 + the Truth or Sussuration's effective level).
Because of the empty fragment within and its spiritual powers, a murti can levitate several inches from its master's hand as if grasped magnetically. In times of strife, a murti can be flung with this same telekinetic power. The murti is treated much like a whip; it is a ranged weapon with a maximum range of 10 ft. It cannot be used to make attacks of opportunity, and deals 1d6 points of bludgeoning damage with no strength modifier. The murti returns to the master's hand immediately and can be used to make multiple attacks in a round if the master has that capability.
The murti can be enchanted as if it were a weapon, though creating a magic one requires the Craft Wondrous Item feat, not Craft Magic Arms and Armor. It is first and foremost a focus. The murti has a hardness of 8 and 10 hit points.
Void of Ritual: The whisper has touched the foundation of reality, and they sense what remains even when the gods have died. They rid themselves of compulsions and rules and cease reliance upon rituals to save their soul. This is the first level of Vacuity, and has several effects.
First, the whisper becomes ethically neutral. If they were lawful or chaotic, they become neutral. They retain their moral outlook, such as good or evil.
Secondly, they cease prayer and supplication, severing their ties to the divine. Whispers lose access to divine magic.
Lastly, they gain a +4 bonus on saves against charms and compulsions.
Void of Ritual Truths are always supernatural abilities.
Netherblast (Sp): The primary defense of a whisper is the void itself. A whisper may create a small pocket of emptiness, sucking away the life essence of an enemy into the endless void. A netherblast affects a point in space within 60 feet, requiring a ranged touch attack to aim and allows no saving throw. Initially it deals 1d6 points of quintessent damage, but increases in power as the whisper gains levels. It is the equivalent of a 1st level spell, and can be modified by certain susurrations, carrying with it different effects.
Netherblast deals no damage to objects, and is vulnerable to spell resistance.
Enhancement bonuses carried by the whisper's murti apply to the attack and damage rolls of a netherblast, as well as bonuses granted by feats, such as Weapon Focus (Murti).
Void of Doubt: As they meditate further upon the void, the whisper loses all doubt and uncertainty about the nature of the void, and its place as the very basis of all that exists. This comprehension of the universe makes even the gods seem fragile. At 4th level, the whisper gains Spell Resistance 10 + his whisper level against divine magic. This is the second level of Vacuity.
Murti Mastery: The murti that a whisper wields slowly grows in power as it is brought closer to nonexistence. At 5th level, and every 5 levels afterward, a whisper may select a new ability to apply to their murti. The abilities must be selected from the following list.
Empty Eyes: By entering a trance as a full-round action, the whisper may transfer his consciousness to the murti, allowing him to control it. The whisper sees through the murti's eye sockets and may speak through its mouth. While in this state, the whisper's body is limp and helpless, though he may return to it by touching the murti to his now-empty hand.
The murti has a fly speed of 50 feet, with good maneuverability. It is Diminutive. If it is destroyed, the consciousness of the whisper attempts to return to his body; if the murti is within 200 feet per level of Vacuity, he awakens in his own flesh. If he ventured farther, the consciousness cannot make the jump and he perishes.
Regardless, the murti is still destroyed, and must be remade. This ability has no maximum distance nor maximum duration; the whisper may remain disembodied as long as he dares.
Empty Spirit: A murti with the empty spirit trait is a blank slate that begins to exhibit personality quirks the whisper has imprinted within it. This creates a psychological feedback loop, amplifying the personality facet shared by the whisper and murti. You may select a psicrystal personality and apply it to your murti. You gain the bonus whenever the murti is within arm's reach.
Empty Thoughts: A murti with the empty thoughts trait may move of its own accord, taking attacks of opportunity within 10 ft. It knows not to attack allies, but will immediately attack any enemy who provokes it. The murti has an attack bonus dependent upon the whisper's level of Vacuity: +2 at Void of Conviction Void of Doubt, +4 at Void of Conviction, +4 +6 at Void of Desire, +6 +8 at Void of Mind, and +12 at Void of Self.
Empty Body: The murti becomes transparent and indistinct, like a shadow. Empty Body allows a murti to become incorporeal, but only within 10 ft. of the whisper. If forced beyond this range, such as through Empty Eyes, the murti becomes corporeal. An incorporeal murti deals quintessent damage, not bludgeoning damage, and its attacks are touch attacks.
Empty Soul: The gaping mouth of a murti with the empty soul mastery is a gate that magic enters only to be snuffed out in the winds of the void. Invisible and intangible, a vortex of magic constantly surrounds the murti, draining energy away and making spellcasting difficult.
Anyone casting a spell or using a spell-like ability within 10 ft. of the murti, except the whisper, must make a Concentration check (DC 10 + Spell's level + the Whisper's base attack bonus 1/2 the whisper's class level). Failure indicates the spell does not function, as the component energies are sucked into the void.
Vacuous Vengeance (Sp): A 7th level whisper may generate a field of meditative energy that is sensitive to spiritual changes. Whenever the warded character is dealt hit point damage through any means, the attacker also takes damage equal to 1/4 the damage dealt. Such damage is not of any type, it results from karmic retribution and cannot be blocked. Debilitating effects that do not deal damage ignore this protection. This power does not reflect damage back to inanimate objects.
Vacuous Vengeance cannot deal more damage in a single strike than the whisper's Charisma score. A whisper may only have one vacuous vengeance active at any time; Creating another one dispels the older one. It lasts for 1 minute.
Void of Conviction: Upon attaining 8th level, the whisper frees himself of allegiances and philosophies. This is the third level of Vacuity. The whisper loses his moral alignment, becoming true neutral. He becomes immune to charms and compulsions, as well as any effect that forcibly changes his or her alignment. Furthermore, he cannot change his alignment through any means.
Void of Desire: At 12th level, the whisper achieves the fourth level of Vacuity. He frees himself from material and metaphysical desires, losing the need to eat, sleep, drink, or breathe. He can no longer benefit from potions or other magic items that need to be ingested.
Void of Doubt Truths become spell-like abilities.
Void of Mind: The whisper trains himself to be free of all things, including thoughts, perceptions, and preconceptions. Upon attaining 16th level, the whisper becomes immune to mind-affecting attacks and fear. He automatically succeeds on saving throws against illusions. Additionally, a whisper who has achieved this level of Vacuity cannot feel emotions, rendering him immune to morale penalties and unable to benefit from morale bonuses. This is the fifth level of Vacuity.
Void of Self: Emptiness awaits a whisper who reaches 20th level. A whisper who has achieved the sixth and final level of Vacuity ceases to exist in any traditional sense, becoming one with the infinite void known as the Far Realm. The whisper becomes a native Outsider, and gains the Psuedonatural template. Divinations automatically fail to discover information about the whisper, as if it had never existed. Alignment is meaningless to one who has achieved emptiness, and the whisper loses its own. The whisper is not neutral; it lacks an alignment altogether, like an inanimate object.
Void of Desire Truths become spell-like abilities, while Void of Doubt Truths become supernatural abilities.
SUSSURATIONS
Void of Ritual
Alien Vigor: Grant temporary fast healing, but cause dexterity damage in the process.
Footsteps of Emptiness: Walk on water and leave no tracks.
Form of the Void: View emptiness; see airless locations and dead magic zones.
Hole in the Bucket: Use dispel magic as an immediate action, but only for counterspelling.
Hungry Nether: Netherblast enhancement. Causes netherblast to consume beneficial spells like a targeted dispel magic.
Impermanence of Memory: You gain a +6 bonus to Hide, Move Silently, and others take a -6 penalty on Gather Information checks about you.
Rajas Sight: See the alignment of creatures nearby.
Summon Lesser Echo: Conjure a disturbing companion to fight or perform tasks for you.
Void of Conviction
Blessing of Naraka: Increase damage dealt, but increase damage taken.
Blessing of Rupaloka: Decrease damage taken, but decrease damage dealt.
Embrace of the Nether: Netherblast enhancement. Creature struck must succeed at a reflex save or be immobilized for 1 round.
Fingers of Omoroth: Conjure black tentacles that deal quintessent damage.
Footsteps of Nirvana: Gain freedom of movement and teleport 30 ft. 1/round.
Magicka Cariosa: Corrupt enemy's beneficial spells, reversing their effects.
Soul Benificiary: Consume enemy's spells to grant an ally fast healing.
Summon Echo: Conjure a disturbing companion to fight or perform tasks for you.
Vacuous Reprisal: Vacuous Vengeance reflects mind-affecting attacks in addition to damage.
Vacuous Retaliation: Vacuous Vengeance reflects negative status effects in addition to damage.
Void of Mind
Breath of Omoroth: Use mind fog, but centered on you.
Summon Greater Echo: Conjure a disturbing companion to fight or perform tasks for you.
Vacuous Retribution: Vacuous Vengeance reflects ability damage and death effects in addition to damage.
Vestibule of Void: Use greater teleport at will, but pick up visitors along the way.
Winds of Disenchantment: Use greater dispel magic as an emanation.
TRUTHS
Void of Ritual
0 - Void of Eyes: Use darkness as the spell, but 1 round/level.
0 - Glimpse: Daze enemy with a flash of the Beyond.
Void of Doubt
Distortion of Nature
1 - Alien Flora: Grant local plant life alien energy, animating them as the entangle spell.
2 - Corruption of Colour: Affected plants become impossible colors, entangle and deal 2d6 quintessent damage.
3 - Alien Aspect: Animals gain psuedonatural template and follow your commands for 1 round/level.
Prana Manipulation
1 - Fruit of Karma : Heal target for 1d6, and grant fast healing; heal more if they're good, less if they're evil.
2 - Matter over Mind: Increase physical ability score, but decrease Intelligence and Charisma by the same amount.
3 - Black Sacrifice: Deal additional dice of damage, but sacrifice 10 5 HP per die.
Eternity's Maw
1 Sin Eater: Slay dying creatures nearby; restore hit points based on target's alignment.
2 Dimension Sink: Conjure an alien entity that draws creatures closer.
3 Touch of the Hungry Ghost: Touch deals 1d8 damage to an ability score, repeats 10 rounds later.
Void of Desire
Shadow from Beyond
4 Psyche Swap: Possess another creature, but target receives your body.
5 Premonition: Instantly learn whether a course of action will be good or bad for you.
6 Face of the Elder Thing: Become invisible, gain flight and the ability to control winds.
Shapeless Path
4 White Sacrifice: Destroy valuable items to gain a spell effect.
5 Futile Perceptions: Expand or shrink space to alter the effective distance between two points.
6 Anidian Disciple: Become incorporeal for a short time.
Void of Self
Truths go here.