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    Default Re: [3.5, Base] With the Blood of Dragons!!!

    Dragon Shouts


    Animal Allegiance:
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    Whisper (Raan, “Animal”): As a standard action, a Dovahkiin may call to all non-hostile animals within 30 feet and request their aid. Animals must make a DC 10 Will save or be compelled to come to the Dovahkiin's aid, performing any non-self-destructive action. The Dovahkiin can only control twice his Hit Dice worth of creatures with this ability. This ability lasts for 5 rounds.

    Intonation (Mir, “Allegiance”): As above, but the DC is increased to 20 and now affects non-hostile Magical Beasts and all animals (even hostile ones). The Dovahkiin can force the creatures to make self-destructive actions with a second Will save. The ability lasts for 10 rounds.

    True Thu’um (Tah, “Pack”): As above, but the DC is increased to 30 and now affects non-hostile Monstrous Humanoids and all Magical Beasts and animals (even hostile ones). The Dovahkiin can now control up to three times his Hit Dice worth of creatures with this ability. This ability lasts for 15 rounds.


    Aura Whisper:
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    Whisper (Laas, “Life”): By spending a swift action each round, the Dovahkiin gains Darkvision and Blindsight out to 5 feet/level, as well as the Scent ability. This ability can be maintained for a maximum of 10 rounds.

    Intonation (Yah, “Seek”): By spending a swift action each round, the Dovahkiin gains Blindsense, Tremorsense, and Darkvision out to 5 feet/level, as well as the Scent ability. This ability can be maintained for a maximum of 20 rounds.

    True Thu’um (Nir, “Hunt”): By spending a swift action each round, the Dovahkiin gains Mindsight, Touchsight, Blindsense, Tremorsense, and Darkvision out to 5 feet/level, as well as the Scent ability. This ability can be maintained for a maximum of 50 rounds.


    Become Ethereal:
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    Whisper (Feim, “Fade”): As an immediate action, a Dovahkiin may turn himself Ethereal for one round. If the Dovahkiin wishes, he may also render one willing creature he is touching Ethereal at this time as well.

    Intonation (Zii, “Spirit”): As an immediate action, a Dovahkiin may turn himself Ethereal for 1 round/5 levels. During this time, he gains Fast Healing equal to 1/2 his class level. If the Dovahkiin wishes, he may also render up to two willing creatures he is touching Ethereal at this time as well.

    True Thu’um (Gron, “Bind”): As either an immediate action or a full-round action, the Dovahkiin may turn himself Ethereal. If he chooses to do so as an immediate action, this ability functions as above, though it is extended to 1 round/3 levels (rounded down) and he gains Fast Healing equal to his full class level. If, however, he chooses to do so as a full-round action, this ability lasts for 1 round/5 levels. However, during this time he may selectively count as being physical if it would be beneficial to him to do so (for purposes of spell casting, making attacks, etc.) If the Dovahkiin wishes, he may also render up to two willing creatures he is touching Ethereal at this time as well, though they are unable to manifest on the material plane during this time, regardless of which version the Dovahkiin uses.


    Call Dragon:
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    Whisper (Od, “Snow”): As a full-round action, the Dovahkiin may summon a Wyrmling dragon to fight at his side for 1 round/level. If the Dovahkiin is evil, he may summon either a Wyrmling Red, Black, Green, White, or Blue dragon. If the Dovahkiin is good, he may summon either a Wyrmling Gold, Silver, Bronze, Copper, or Brass dragon. If the Dovahkiin is Neutral, he may summon either a Wyrmling Crystal, Sapphire, Emerald, or Topaz dragon. The dragon is of a Friendly disposition.

    Intonation (Ah, “Hunter”): As a full-round action, the Dovahkiin may summon a Juvenile dragon to fight at his side for 1 rounds/level. If the Dovahkiin is evil, he may summon either a Juvenile Red, Black, Green, White, or Blue dragon. If the Dovahkiin is good, he may summon either a Juvenile Gold, Silver, Bronze, Copper, or Brass dragon. If the Dovahkiin is Neutral, he may summon either a Juvenile Crystal, Sapphire, Emerald, or Topaz dragon. The dragon is of a Helpful disposition.

    True Thu’um (Viing, “Wing”): As a full-round action, the Dovahkiin may summon an Adult dragon to fight at his side for 1 round/level. If the Dovahkiin is evil, he may summon either an Adult Red, Black, Green, White, or Blue dragon. If the Dovahkiin is good, he may summon either an Adult Gold, Silver, Bronze, Copper, or Brass dragon. If the Dovahkiin is Neutral, he may summon either an Adult Crystal, Sapphire, Emerald, or Topaz dragon. The dragon is of a Fanatic disposition.


    Call of Valor:
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    Whisper (Hun, “Hero”): By issuing a call to arms as a standard, the Dovahkiin may grant his allies a +1/4 levels morale bonus to attack and damage rolls for 5 rounds. This bonus, unlike most morale bonuses, stacks.

    Intonation (Kal, “Champion”): As a standard action, the Dovahkiin issues a mighty bellow, granting his allies the above bonus, and further granting them a +1/4 levels morale bonus to saving throws and armor class. This effect lasts for 1 round/level and unlike most morale bonuses, stacks.

    True Thu’um (Zoor, “Legend”): As a standard action, the Dovahkiin empowers his allies to beyond their normal limits, granting them the above bonuses, and also rendering them immune to the confusion, fascination, fear, fatigue, daze, and nausea for the duration of this effect (and removing those effects if they are currently in place). This effect lasts for 1 round/level and unlike most morale bonuses, stacks.


    Clear Skies:
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    Whisper (Lok, “Sky”): As a standard action, the Dovahkiin may call to the world itself and request consideration. As a result, all weather related spells and effects end and the environment becomes Temperate and Sunny. If this is used anywhere other than outside, it merely ends all temperature effects and sets it to Temperate (+/- 30 degrees Farenheit at the Dovahkiin's choosing). This effect lasts for 1 minute.

    Intonation (Vah, “Spring”): As a standard action, the Dovahkiin may now actively oppose weather and spell effects related to the environment and may choose to gain control of the effect and use it to the extent that the ability, spell, power, etc. would normally allow. Further, the Dovahkiin may choose who is effected and who is not should others be present. This effect lasts for 2 minutes or the duration of the opposed effect, whichever is shorter.

    True Thu’um (Koor, “Summer”): As a standard action, the Dovahkiin may exert full control on his environment. He and all allies within 30 feet automatically gain freedom of movement for the duration of this effect. Furthermore, in addition to the abilities provided above, the Dovahkiin may replace any environmental effect with its opposite (such that he might alter a desert to be under the effects of a blizzard spell). This effect lasts for 3 minutes or the duration of the effect replaced, whichever is shorter.


    Disarm:
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    Whisper (Zun, “Weapon”): As an immediate action, the Dovahkiin may cause an opponents weapon to become immobile and immovable, rendering its user unable to attack with it for 1 round. They also cannot move unless they let go of the weapon in question.

    Intonation (Haal, “Hand”): In addition to the ability granted above (which now lasts for 2 rounds), the Dovahkiin may cause the effect to target two weapons instead, and they do not need to be in use by the same creature. Further, the opponents must make a Fortitude save DC (10+1/2 levels+Dovahkiin's Strength modifier) or be the subject of their own attack (if they had initiated one at the time the ability was activated).

    True Thu’um (Vik, “Defeat”): In addition to the abilities granted above (which may now affect three weapons), the Dovahkiin may instead to elect to use a full round action to have his Disarm Shout affect all enemies within 30 feet.


    Dismay:
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    Whisper (Faas, “Fear”): By issuing a string of draconic curses at a creature within 30 feet (to whom the Dovahkiin must have line of effect), he may cause that creature to make a Will save DC (10+Dovahkiin's level+Dovahkiin's Charisma modifier) or be shaken for 1 round/4 levels.

    Intonation (Ru, “Run”): By issuing a string of draconic curses at up to three creatures within 30 feet (to whom the Dovahkiin must have line of effect), he may cause those creatures to make a Will Save as above or be frightened for 1 round/4 levels. A successful save leaves the creatures shaken.

    True Thu’um (Maar, “Terror”): By issuing a string of draconic curses at all creatures within 45 feet (to whom the Dovahkiin must have line of effect), he may cause those creatures to make a Will Save as above or be panicked for 1 round/3 levels. A successful save leaves the creatures frightened. The Dovahkiin may designate creatures he does not desire to feel the effects of this Shout.


    Dragonrend:
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    Whisper (Joor, “Mortal”): As a standard action, the Dovahkiin may speak draconic in reverse, imbuing it with a cacophonous cadence, causing agony to any creatures with draconic heritage (with the exception of the Dovahkiin himself). All such creatures, except for those designated as exempt by the Dovahkiin, within a 30 foot cone are dealt 5d8 sonic damage (Reflex halves) and must make a Will Save DC (10+1/2 level+Dovahkiin's Strength, Dexterity, or or Charisma modifier, whichever is higher) or be rendered confused as by the confusion spell.

    Intonation (Zah, “Finite”): As a standard action, the Dovahkiin may speak draconic in reverse, imbuing it with a cacophonous cadence, causing agony to any creatures with draconic heritage (with the exception of the Dovahkiin himself). All such creatures, except for those designated as exempt by the Dovahkiin within 30 feet are dealt 10d8 sonic damage (reflex halves) and must make a Will Save DC (10+1/2 class level+Dovahkiin's Strength, Dexterity, or Charisma modifier, whichever is higher) or be rendered insane as by the insanity spell.

    True Thu’um (Frul, “Temporary”): As a full-round action, the Dovahkiin may speak draconic in reverse, imbuing it with even more power than previously thought possible, the very sounds anathema to dragonkind. All creatures of draconic heritage within 60 feet (excluding the Dovahkiin himself) with the exception of True Dragons are dealt 20d8 sonic damage (reflex halves) and must make a DC (10+class level+Dovahkiin's Strength, Dexterity, or Charisma modifier, whichever is higher) or be rendered helpless for 5 rounds. A successful save halves this time. Should the target be a True Dragon however, they must make a Fortitude save DC (10+class level+Dovahkiin's Strength, Dexterity, or Charisma modifier, whichever is higher) or find themselves reduced by two age categories. A successful save results in the loss of only a single age category. This effect is permanent, but may not affect the same True Dragon more than once.


    Elemental Fury:
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    Whisper (Su, “Air”): By calling out to the spirits of the air as a swift action, the Dovahkiin may imbue himself with some of the wind's incredible speed and grace. The Dovahkiin gains the effects of the haste spell using his level -2 as the caster level.

    Intonation (Grah, “Battle”): By calling out to the spirits of the air as a swift action, the Dovahkiin may now harness a greater portion of their power. He gains the effects of the haste spell as above, but now gains a single extra attack in addition to those granted by haste and his BAB, and his base land speed doubles for the duration of this effect.

    True Thu’um (Dun, “Grace”): Now truly at one with the air spirits, the Dovahkiin may, as an immediate action, gain the effects of the celerity spell, though he is not dazed afterward. However, because of the stress to his body, after two minutes have passed, the Dovahkiin becomes fatigued until such time as he rests for one hour. If he so wishes, the Dovahkiin may use this ability as a swift action instead, as above, but instead gains two extra attacks and his base land speed is tripled.


    Fire Breath:
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    Whisper (Yol, “Fire”): As a standard action, the Dovahkiin may call upon his draconic heritage to unleash a gout of flame in a 30 foot cone, dealing 3d10 fire damage to all creatures within it. Creatures must make a Reflex Save DC (10+1/2 class levels+Dovahkiin's Strength, Dexerity, or Charisma modifier, whichever is higher). A successful save halves the damage. A failed save results in full damage, and the creature takes an additional 2 points of fire damage each round for 1 round/2 levels.

    Intonation (Toor, “Inferno”): As a standard action, the Dovahkiin may call upon his draconic heritage to unleash a massive burst of flame in a 45 foot cone, dealing 6d10 fire damage to all creatures within it, half of which is radiant damage. Creatures must make a Reflex Save DC (10+1/2 class levels+Dovahkiin's Strength, Dexerity, or Charisma modifier, whichever is higher). A successful save halves the damage, and the creature takes an additional 2 points of fire damage for 1 round/4 levels. A failed save results in full damage, and the creature takes an additional 5 points of fire damage each round for 1 round/2 levels. Furthermore, the creature takes a -2 penalty to attack rolls and AC, and may only make one attack of opportunity each round, even if would otherwise be able to make more (as from Combat Reflexes, etc.).

    True Thu’um (Shul, “Sun”): As a standard action, the Dovahkiin may call upon his draconic heritage to unleash a truly devasting blast of hellfire in a 60 foot cone, dealing 12d10 fire damage to all creatures within it, half of which is radiant damage. Creatures must make a Reflex Save DC (10+1/2 class levels+Dovahkiin's Strength, Dexerity, or Charisma modifier, whichever is higher). A failed save results in full damage, and the creature takes an additional 5 points of fire damage each round for 1 round/2 levels. Furthermore, the creature takes a -5 penalty to attack rolls and AC, and may not make attacks of opportunity.


    Frost Breath:
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    Whisper (Fo, “Frost”): As a standard action, the Dovahkiin may call upon his draconic heritage to spray forth a torrent of icy malice in a 30 foot cone, dealing 3d8 cold damage to all creatures within it. Creatures must make a DC (10+1/2 class levels+Dovahkiin's Strength, Dexerity, or Charisma modifier, whichever is higher). A successful save halves the damage. A failed save results in full damage, and the creature becomes fatigued for 5 rounds. If you have Frostburn, you may use the frostbitten condition instead.

    Intonation (Krah, “Cold”): As a standard action, the Dovahkiin may call upon his draconic heritage to unleash upon his foes a frozen burst of deadly ice shards in a 45 foot cone, dealing 6d8 half-cold, half-negative energy damage to all creatures within it. Creatures must make a DC (10+1/2 class levels+Dovahkiin's Strength, Dexerity, or Charisma modifier, whichever is higher). A successful save halves the damage, renders it solely cold, and the creature's movement speed is reduced by 1/4. A failed save results in full damage, and the creature becomes fatigued for 1 round/level and has it's movement speed halved. If you have Frostburn, you may use the frostbitten condition instead.

    True Thu’um (Diin, “Freeze”): As a standard action, the Dovahkiin may call upon his draconic heritage to unleash upon his foes a veritable blizzard in a 60 foot cone, dealing 10d8 half-cold, half-negative energy damage to all creatures within it. Creatures must make a DC (10+1/2 class levels+Dovahkiin's Strength, Dexerity, or Charisma modifier, whichever is higher). A successful save halves the damage, renders it solely cold, and the creature's movement speed is halved. A failed save results in full damage, and the creature becomes exhausted for 1 round/2 levels and has it's movement speed reduced by 3/4ths. If you have Frostburn, you may use the frostbitten condition instead. Furthermore, if it has a fly speed, that speed is reduced to zero, and the creature falls to the ground, unable to fly because of its frozen wings for 5 rounds.


    Ice Form:
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    Whisper (Iis, “Ice”): As a standard action, the Dovahkiin may initiate an attack against a chosen creature with a +2 circumstance bonus. If the attack hits, the target receives any damage as normal, and there is a 25% chance that the targeted creature will be paralyzed for a number of rounds equal to 1/2 the Dovahkiin's Strength or Dexterity modifier (whichever is higher). After the first round of paralysis, if it is applied, the target gets a DC (10+1/2 class levels+the Dovahkiin's Strength or Dexterity modifier, whichever is higher) to negate the remaining duration. Despite it's name, this is ability is not ignored by creatures with the [Cold] subtype.

    Intonation (Slen, “Flesh”): As a standard action, the Dovahkiin may initiate an attack against a chosen creature with a +4 circumstance bonus. If the attack hits, the target receives an additional 3d6 damage in addition to any normal damage, and there is a 50% chance that the targeted creature will be paralyzed and rendered helpless for a number of rounds equal to 1/2 the Dovahkiin's Strength or Dexterity modifier (whichever is higher). After the first round of this effect, if it is applied, the target gets a DC (10+1/2 class levels+the Dovahkiin's Strength or Dexterity modifier, whichever is higher) to halve the remaining duration and negate their helpless state. Despite it's name, this is ability is not ignored by creatures with the [Cold] subtype.

    True Thu’um (Nus, “Statue”): As a standard action, the Dovahkiin may initiate an attack against a chosen creature with a +6 circumstance bonus. If the attack hits, the target receives an additional 7d6 damage in addition to any normal damage, and there is a 70% chance that the targeted creature will be paralyzed and rendered helpless for a number of rounds equal to 3/4 the Dovahkiin's Strength or Dexterity modifier (whichever is higher). After the second round of this effect, if it is applied, the target gets a DC (10+1/2 class levels+the Dovahkiin's Strength or Dexterity modifier, whichever is higher) to halve the remaining duration and negate their helpless state. Despite it's name, this is ability is not ignored by creatures with the [Cold] subtype.


    Kyne’s Peace:
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    Whisper (Kaan, “Kyne”): As a standard action, the Dovahkiin may speak a word of such startling purity that all creatures within 30 feet who hear it must make a DC (10+1/2 class levels+Dovahkiin's Charisma modifier) Will Save or be unable to initiate any hostile or violent action of any sort for a number of rounds equal to 1/2 the Dovahkiin's Charisma modifier. Creatures who cannot hear are unaffected by this [mind-affecting] ability. If the Dovahkiin or his allies attempts violence or harm, this effect immediately ends.

    Intonation (Dream, “Peace”): As a standard action, the Dovahkiin may unleash a word of such startling purity that all creatures within 60 feet who hear it must make a DC (10+1/2 class levels+Dovahkiin's Charisma modifier) Will Save or be unable to initiate any hostile or violent action of any sort for a number of rounds equal to twice the Dovahkiin's Charisma modifier. Furthermore, those affected become one step closer to Friendly to the Dovahkiin. Creatures who cannot hear are unaffected by this ability. If the Dovahkiin or his allies attempts violence or harm, this effect immediately ends.

    True Thu’um (Ov, “Trust”): As a standard action, the Dovahkiin may proclaim a word of such startling purity that all creatures within 60 feet who hear it must make a DC (10+1/2 class levels+Dovahkiin's Charisma modifier) Will Save or be unable to initiate any hostile or violent action of any sort for a number of minutes equal to half the Dovahkiin's Charisma modifier. Furthermore, those affected become one step closer to Helpful to the Dovahkiin. On a failed save, creatures are unable to initiate any hostile or violent action for 5 rounds. Creatures who cannot hear are unaffected by this ability. Each time the Dovahkiin or his allies attempt violence or harm to the affected creatures, this effect is shortened by 1/3 until such time as the effect would last for 4 or lower rounds, at which point the effect ends.


    Marked for Death:
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    Whisper (Krii, “Kill”): By speaking fell words in the draconic tongue, the Dovahkiin may initiate a ranged touch attack as a standard action against a target within 20 feet. If the target fails a Fortitude Save (DC 10+1/2 class levels+the Dovahkiin's Dexterity modifier), they take a -4 profane penalty to their AC, and a -2 profane penalty to all saves for 3 rounds. Furthermore, all successful melee or ranged attacks made against them have a 20% of inflicting bleeding damage, causing an extra 2 points of ongoing damage to them each round for 3 rounds. A second successful attack that inflicts bleeding damage resets the duration rather than stacking atop it. Any damage inflicting by bleeding heals the Dovahkiin an equal amount, though he may not be healed to beyond his normal maximum hit points.

    Intonation (Lun, “Leech”): By speaking vile words in the draconic tongue, the Dovahkiin may further weaken their foes. The Dovahkiin may now initiate this shout as a swift action, applying it to their next attack (or ranged touch attack, as above, though doing so requires a standard action). If the attack hits, the target must make a Fortitude Save (DC 10+1/2 class levels+the Dovahkiin's Dexterity modifier) or take a -7 profane penalty to their AC, and a -4 penalty to all saves for 5 rounds. Furthermore, all successful melee or ranged attacks made against them have a 40% of inflicting bleeding damage, causing an extra 5 points of ongoing damage to them each round for 5 rounds. A second successful attack that inflicts bleeding damage resets the duration rather than stacking atop it. If they succeed on their save, they take a -4 profane penalty to AC, and a -2 penalty to all saves for 3 rounds. Any damage inflicting by bleeding heals the Dovahkiin an equal amount, though he may not be healed beyond his normal maximum hit points.

    True Thu’um (Aus, “Suffer”): By speaking depraved words in the draconic tongue, the Dovahkiin may render their foes nearly helpless. The Dovahkiin may now initiate this shout as a swift action, applying it to their next attack (or ranged touch attack, as above, though doing so requires a standard action). If the attack hits, the target must make a Fortitude Save (DC 10+1/2 class levels+the Dovahkiin's Dexterity modifier) or take a -10 profane penalty to their AC, and a -6 penalty to all saves for 7 rounds. Furthermore, all successful melee or ranged attacks made against them have a 60% of inflicting bleeding damage, causing an extra 7 points of ongoing damage to them each round for 7 rounds. A second successful attack that inflicts bleeding damage resets the duration rather than stacking atop it. Finally, the attack does an additional 4d8 negative energy damage, and the creature's maximum hit points are reduced by 10% for 5 rounds. If they succeed on their save, the attack does an extra 2d8 negative energy damage and they take a -5 profane penalty to AC, and a -3 penalty to all saves for 5 rounds. Any damage inflicting by bleeding heals the Dovahkiin an amount of hit points equal to twice the damage inflicted, though he may not be healed beyond his normal maximum hit points.


    Slow Time:
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    Whisper (Tiid, “Time”): As either a standard or a full-round action, the Dovahkiin may attempt to manipulate time around him to either benefit his allies or hinder his enemies. If the Dovahkiin uses this Shout for the benefit of his allies, he selects one creature, granting it the benefit of the haste spell for 3 rounds. If the Dovahkiin attempts to use this Shout against his foe, he selects one creature, forcing it to make a DC (10+1/2 class level+the Dovahkiin's Strength, Dexterity, or Charisma modifier, whichever is higher) or be slowed as the spell, for 3 rounds. A successful save negates this affect. If the Dovahkiin chooses to use the full-round action version of this ability, he may select three creatures to be affected (if he chooses his foes, each creature makes a save separately).

    Intonation (Klo, “Sand”): By manipulating the time stream with greater skill, the Dovahkiin gains new power. He may use the ability, as above, only the duration of either haste or slow becomes 1 round/3 levels. Furthermore, if this ability is used for the benefit of the Dovahkiin's allies, they all gain an additional 30 foot bonus to their movement speed, and gain freedom of movement for the duration of this ability. Likewise, when applied to enemies, their movement speed is halved, and they must treat all terrain as difficult. On a successful save, they are still slowed for 2 rounds.

    True Thu’um (Ul, “Eternity”): Using only his voice, the Dovahkiin may bend the will of Time itself. The Dovahkiin has two choices. First, he may use the ability as above as a full-round action, only it affects both his allies (who now gain an additional attack in addition to the one normally granted by haste) and his enemies simultaneously (benefitting his allies and hindering his foes), or he may exert his temporal mastery in another fashion. As a standard action, the Dovahkiin may initiate a period of frozen time, as the spell time stop. He may choose to apply this only to himself, or he may apply it to himself and a single foe of his choosing who he has successfully damaged with an attack during the encounter. If he applies the Time Stop to himself, he treats it exactly as the spell, using his level as his caster level. If he applies it to both himself and a foe, the effect lasts for 3 rounds, during which neither may effect any creature outside the Time Stop, but may do battle with one another at their choosing.


    Storm Call:
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    Whisper (Strun, “Storm”): As a standard action, the Dovahkiin may speak to the heavens themselves, directing their fury towards those who would oppose him. This ability causes the skies to cloud, at which point the Dovahkiin must designate an area of no more than 10 cubic feet. All creatures in the designated area immediately subject to the effects of a Great Thunderclap spell. Regardless of successful saves, they are also dealt 3d6 points of electricity damage.

    Intonation (Bah, “Wrath”): As a standard action, the Dovahkiin may howl that the skies might smite his enemies with all their magnificent force. All creatures within 20 feet of the Dovahkiin are subject to the effects of a Great Thunderclap spell. Further, they must make a Fortitude Save DC (10+1/2 class levels+the Dovahkiin's Strength, Dexterity, or Charisma modifier, whichever is higher) or be dealt 10d6 points of electricity damage, which ignores energy resistance. A successful save halves the damage, though it may still bypass 20 points of energy resistance.

    True Thu’um (Qo, “Lightning”): With a roar of unimaginable fury, the Dovahkiin may, as a standard action, cause the heavens to roil, as the elemental power of lightning courses through the skies, thirsting for vengeance. With a flash, the lighting strikes the Dovahkiin himself, embodying it in all it's power. This ability works as above, with the following addition. For a number of rounds equal to 1/4 levels, the Dovahkiin becomes a living avatar of destruction. He gains immunity to [Electricity] and all his attacks deal +2d8 damage which bypasses up to 15 points of energy resistance, half of which is sonic damage. All of his attacks also have a 20% chance to cause the affected creature to drop anything they may be holding and fall to the ground, immobile, as the electricity courses through their body. There is no save, but each round after the first, they are entitled to a Fortitude Save (10+1/2 class levels+the Dovahkiin's Strength, Dexterity, or Charisma modifier, whichever is higher) to end this effect. This part of the effect lasts for 1 round/6 levels (rounded down), and is not affected by [Electricity] immunity.


    Throw Voice:
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    Whisper (Ful, “Fool”): As a swift action, the Dovahkiin may manipulate all sound within 50 feet as desired. This ability allows him to render the area as if under a silence effect, magnify even a whisper to become as a roar, or even to cause sounds to appear where there was none before (as ghost sound). He may even throw his own voice or the voice of others to make it appear that the sounds originated in another location. Finally, this ability allows the Dovahkiin to apply the Silent Spell metamagic feat if he so desires to all verbal spells cast within range with no level adjustment, either for himself or those involved. To do so however, forces the Dovahkiin to use a full-round action action. The swift action application of this ability may be used for up to 1 round/2 levels as long as the Dovahkiin continues to devote a swift action to it. The full-round application lasts only for 1 round/6 levels (rounded down).

    Intonation (Mey, “Voice”): Having gained greater ability with his powers, the Dovahkiin may now actively steal control of one spell with verbal components cast within 30 feet of him through the use of an immediate action. He makes a caster level check using his Dovahkiin level with an additional plus 2 competence bonus as his caster level against his opponent to determine whether the attempt succeeds. If it does, the Dovahkiin gains control of the spell as if he had cast it himself, and may make any decisions the caster normally would. If he so chooses, the Dovahkiin may instead use this Shout as its Whisper form, with the duration extended by two additional rounds.

    True Thu’um (Gut, “Far”): Having at last reached the pinnacle of his abilities, the Dovahkiin may now use the ability as above, though he may now steal up to three spells cast within one round of his immediate action, and his caster level check gains a +4, rather than a +2, competence bonus. Any spell caster from whom he successfully wrests control of a spell is affected as by the silence spell for 1 round/5 Dovahkiin levels. If he so chooses, the Dovahkiin may instead use this Shout as its Whisper form, with the duration extended by four additional rounds (this does not stack with the Intonation bonus, it overrides it.


    Unrelenting Force:
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    Whisper (Fus, “Force”): By using a standard action, the Dovahkiin may make a ranged Bull Rush attempt against any creature within 20 feet with a +2 insight bonus to the Strength check, provoking an attack of opportunity from that creature as normal. Furthermore, whether or not the attempt is successful, the creature takes 1d8 damage. All other aspects of this Bull Rush attempt are as normal.

    Intonation (Ro, “Balance”): With a standard action, the Dovahkiin may make a ranged Bull Rush attempt against all creatures within a 30 foot line, without provoking attacks of opportunity. The Dovahkiin makes the attempt with a +4 insight bonus against the lead creature. If it succeeds, all creatures behind the front creature are affected as well and each creature takes 3d8 damage as it is pushed backward by those in front. Furthermore, all affected creatures must make a Fortitude Save DC (10+1/2 class levels+the Dovahkiin’s Strength modifier) or be Staggered for 1d6 rounds.

    True Thu’um (Dah, “Push”): With a standard action, the Dovahkiin may launch himself forward, performing a ranged Bull Rush attempt against all creatures within a 45 foot cone. The Dovahkiin makes the attempt with a +6 insight bonus. Each creature with nothing between itself and the Dovahkiin makes this check separately, but those behind are affected based on the success or failure of the creature or creatures in front of itself. If it succeeds, all creatures behind the front creature are affected as well and each creature takes 7d8 damage as it is pushed backward by those in front. Furthermore, all affected creatures must make a Fortitude Save DC (10+2/3 class levels+the Dovahkiin’s Strength modifier) or be Stunned for 1d6 rounds.


    Whirlwind Sprint:
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    Whisper (Wuld, “Whirlwind”): As a move action, the Dovahkiin may propel himself forward a distance equal to 2x his land speed. This movement is performed so quickly, others are unable to react. Thus, the Dovahkiin incurs no attacks of opportunity. He must move in a straight line and requires line of effect. At the end of his movement, all creatures passed during his movement take 2d6 sonic damage as a result of the shockwave.

    Intonation (Nah, “Fury”): As a move action, the Dovahkiin may propel himself forward a distance equal to 4x his land speed. This movement is performed so quickly, others are unable to react. Thus, the Dovahkiin incurs no attacks of opportunity. He must move in a straight line and requires line of effect. At the end of his movement, all creatures passed during his movement take 5d6 sonic damage as a result of the shockwave and must make a Reflex Save DC (10+1/2 class levels+Dovahkiin's Strength, Dexterity, or Charisma modifier, whichever is higher) or be deafened and checked for 1 round/2 levels. A successful save leaves the creature deafened for a period of 1 round/4 levels.

    True Thu’um (Kest, “Tempest”): As a move action, the Dovahkiin may propel himself forward a distance equal to 6x his land speed. This movement is performed so quickly, others are unable to react. Thus, the Dovahkiin incurs no attacks of opportunity. He must move in a straight line but does not require line of effect, as there is so much force behind him that he may break through 50 hit points worth of objects during this movement. At the end of his movement, all creatures passed during his movement take 10d6 sonic damage as a result of the shockwave and must make a Reflex Save DC (10+1/2 class levels+Dovahkiin's Strength, Dexterity, or Charisma modifier, whichever is higher) or be deafened for 1 round/2 levels and knocked down. A successful save leaves the creature deafened and checked for 1 round/4 levels.



    Forbidden Shouts

    Meteor Swarm:
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    Whisper (Saqhon, “Crimson”):

    Intonation (Vokun, “Shadow”):

    True Thu’um (Mah, “Fall”):


    Return to Nirn:
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    Whisper (Nahl, “Living”):

    Intonation (Daal, “Return”):

    True Thu’um (Vus, “Nirn”):


    Resurrect Dead:
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    Whisper (Slen, “Flesh”):

    Intonation (Tiid, “Time”):

    True Thu’um (Vo, “Undo”):


    Summon Fog:
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    Whisper (Ven, “Wind”):

    Intonation (Mul, “Strong”):

    True Thu’um (Riik, “Gale”):


    Summon Spectral Clone:
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    Whisper (Fiik, “Mirror”):

    Intonation (Lo, “Deceive”):

    True Thu’um (Sah, “Phantom”):


    Designer's Note: These Shouts are based on those not available to the Player Character.
    Last edited by TravelLog; 2012-01-13 at 05:22 PM.
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