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    Bugbear in the Playground
     
    Kuma Kode's Avatar

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    Default (3.5) The Whisper [Far Realm Invocation/Shadow Magic User]

    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 .

    If you are not using the Winds of Aether campaign setting, substitute use negative energy or eldritch damage type for instead of the quintessent damage type.

    O-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-O


    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. 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.

    Last edited by Kuma Kode; 2010-12-26 at 05:49 PM.

  2. - Top - End - #2
    Bugbear in the Playground
     
    Kuma Kode's Avatar

    Join Date
    Jul 2009
    Location
    Ohio, USA
    Gender
    Male

    Default Sussurations

    Alien Vigor
    Void of Ritual, 1st Level
    You call upon eldritch powers to create flesh where there was none. For 10 rounds, plus one round per whisper level, the subject gains fast healing 1. The flesh they gain to heal their wounds is disturbing, alien, and not under their control, however; it twitches, spasms, and aches uncontrollably. When the spell expires, the subject takes 2 points of Dexterity damage, which heals normally. A creature reduced to 0 Dexterity is slain by the spell, and transforms into a psuedonatural creature. The resulting abomination is not under your control, and is, in fact, hostile to you.

    A creature that does not want the spell may make a Fortitude save to resist it.

    Blessing of Naraka
    Void of Conviction, 3rd
    The whisper may manipulate his own karma towards a cursed form. For every dice of damage you deal, you deal an additional point of damage. For instance, a whisper with the Blessing of Naraka strikes an enemy with his netherblast, dealing 4d6 points of damage. Because he deals four dice of damage, he deals an additional four points of damage, for a total of 4d6+4. While under the effect of Blessing of Naraka, the same applies for attacks directed against you. For every dice of damage dealt to you, you sustain an additional point of damage. If you are struck with a fireball that normally deals 7d6 damage, you take 7d6+7. Blessing of Naraka lasts for 24 hours or until it is dispelled. A whisper may only use it on himself.

    Blessing of Naraka dispels Blessing of Rupaloka.

    Blessing of Rupaloka
    Void of Conviction, 3rd
    The whisper may manipulate his own karma towards an enlightened form. For every dice of damage you deal, you deal one less point of damage. For instance, a whisper with the Blessing of Rupaloka strikes an enemy with his netherblast, dealing 4d6 points of damage. Because he deals four dice of damage, he deals four fewer points of damage, for a total of 4d6-4. While under the effect of Blessing of Rupaloka, the same applies for attacks directed against you. For every dice of damage dealt to you, you sustain one fewer point of damage. If you are struck with a fireball that normally deals 7d6 damage, you take 7d6-7. Blessing of Rupaloka lasts for 24 hours or until it is dispelled. A whisper may only use it on himself.

    Blessing of Rupaloka dispels Blessing of Naraka.

    Embrace of the Nether
    Void of Conviction, 3rd
    The pocket of void created by an Embracing Netherblast is two-way, allowing an otherwordly horror to reach through and grapple your victim. If the struck victim fails a Reflex save, horrid tentacles appear from no specific location and wrap around the target, holding them in place. An immobilized creature suffers no penalties to AC and can still attack and cast spells, but the tentacles prevent them from leaving their combat space. After 1 round, the tentacles disintegrate under the weight of the physics of the material world.

    Fingers of Omoroth
    Void of Conviction, 4th
    Alien tentacles spring out of walls, floors, ceilings, and even from midair, and grapple your foes exactly like the spell black tentacles. These tentacles drain life force from anyone they touch. Anyone passing through the area takes 2d6 points of quintessent damage, even if they are not grappled by the tentacles.

    Footsteps of Emptiness
    Void of Ritual, 2nd
    Your constant meditations grant you a surreal, ethereal quality that causes you to hover an inch above the ground. You may treat water and other soft terrain as if it were solid, as if you were using water walk. Additionally, because you never touch the ground, you leave no physical tracks or indentations. You still may be tracked by scent, however.

    Footsteps of Nirvana
    Void of Conviction, 4th
    You begin to fade into the Far Realm. Sometimes when mundane or magical hinderances would obstruct you, you simply aren't there. You gain the effects of the freedom of movement spell for 24 hours. Additionally, once per round as a move action, you may teleport 30 feet. You must see where you intend to appear or give explicit directions (15 feet forward, for instance). Teleporting in this way does not provoke attacks of opportunity.

    Form of the Void
    Void of Ritual, 2nd
    Through the use of this sussuration, you may heighten your sensitivity to the Far Realm and gain the power to visualize emptiness. You see it as a grayish wavering of light, like a heat mirage. You may see the outlines of voids such as cursed locations which lack air, areas devoid of magic such as anti-magic fields or dead zones, and you may notice the outlines of invisible creatures who create a void in the air around them.

    Hole in the Bucket
    Void of Ritual, 1st Level
    This sussuration empties a small area of magic for a short time. While not enough to destroy ongoing spells, it is enough to disrupt supernatural constructions in the process of formation. Hole In The Bucket may be used like Dispel Magic, but only for counter-spelling another spellcaster. Using this sussuration is an immediate action and does not require a readied action as is normal for counterspelling. However, you lose your next round of actions, as if you had already acted.

    Hungry Nether
    Void of Ritual, 2nd Level
    You may alter your netherblast to consume not only life essence, but magic as well. When you strike a creature with a Hungry Netherblast, you may make a caster level check (1d20 + your whisper level, max +10) against a beneficial spell previously cast on the target. The DC of this check is 10 + the spell's caster level. On success, the beneficial spell is destroyed and consumed by the void, as if its duration had expired. Only the most recently cast spell is affected at any one time. Older spells can be destroyed with further uses of Hungry Netherblast, peeling away the enhancements like onion skins.

    Impermanence of Memory
    Void of Ritual, 2nd Level
    You seem to fade into the background, and people find it difficult to notice or even remember you. For 24 hours, you gain a +6 circumstance bonus to Hide and Move Silently, and others take a -6 circumstance penalty to Gather Information checks made about you.

    Magicka Cariosa
    Void of Conviction, 4th
    You have the ability to manipulate the energy of ongoing beneficial spells with a duration longer than instantaneous, transforming them into a debilitating reflection. You must touch the spell to corrupt it. If the spell is carried by a creature or object, you must succeed on a touch attack. Once in contact, you must make a caster level check, opposed by the caster's check. Success causes the spell to become corrupted, and it falls under your control. The original caster cannot dismiss their spell, even if it is normally dismissable. The spell reverses in effect, imposing penalties where it granted bonuses, slowing where it quickened, and generally doing the exact opposite of what it is supposed to.

    A corrupted spell that grants a static, numerical bonus to attack rolls, armor class, saves, checks, base speed, or ability scores reverses polarity, imposing an penalty instead.

    A summoned creature turns hostile to its summoner, but is not under your direct control.

    Effects that restore hit points gradually deal damage instead.

    If the corrupted spell has a polar opposite, such as haste or slow, it becomes that opposite.

    A spell that has no numeric effects to reverse, such as mind blank, is instead dispelled.

    Rajas Sight
    Void of Ritual, 1st Level
    You have trained your mind to be attuned to the flows of karma. You may use detect evil, detect good, detect law, and detect chaos at will. You see a wash of color corresponding to the alignment you are detecting, which narrows itself gradually until only the creature's heart remains glowing, glittering like moonlight on the waves. As is normal, strong auras may mask weaker auras, and you may be fooled by a character of one alignment who carries strong magic of a different one, such as a cursed paladin.

    Soul Beneficiary
    Void of Conviction, 3rd Level
    You may "catch" enemy magic and use it to heal your allies. You must be within 60 ft. of the spellcaster or their target. You must ready an action and succeed on an opposed caster level check, as if counterspelling with dispel magic. A successful check means that the spell fails to function as if dispelled, and you now hold it within your murti. Your murti glows with an inner light like a torch while holding such energy.

    You may touch an ally and dispense captured spell levels to heal them. Your ally gains fast healing equal to the number of stolen levels for a number of rounds equal to your whisper level. For instance, an 11th level whisper who captured an enemy's fireball would grant fast healing 3 for 11 rounds. You need not dispense all stored levels at once, and can divide it up between uses as you see fit.

    There is no limit to how many levels a murti can store, but unused levels siphon off after 1 minute.

    Summon Echo
    Void of Conviction, 4th Level
    Using this sussuration conjures an Echo of Nirvana to be your companion. The creature remains until destroyed. It cannot communicate, but understands your commands and seeks to make them a reality, with an attitude of Helpful. If it is destroyed, you cannot summon another Echo for 1 hour. You may only have one Echo under your control at a time.

    Summon Greater Echo
    Void of Mind, 6th Level
    Using this sussuration conjures a Greater Echo of Nirvana to be your companion. The creature remains until destroyed. It cannot communicate, but understands your commands and seeks to make them a reality, with an attitude of Helpful. If it is destroyed, you cannot summon another Echo for 1 hour. You may only have one Echo under your control at a time.

    Summon Lesser Echo
    Void of Ritual, 2nd Level
    Using this sussuration conjures a Lesser Echo of Nirvana to be your companion. The creature remains until destroyed. It cannot communicate, but understands your commands and seeks to make them a reality, with an attitude of Helpful. If it is destroyed, you cannot summon another Echo for 1 hour. You may only have one Echo under your control at a time.

    Vacuous Reprisal
    Void of Conviction, 3rd Level
    When casting Vacuous Vengeance, you may choose to have it reflect mind-affecting attacks in addition to damage. Doing so is a non-action and part of casting Vacuous Vengeance. If you modify it with this sussuration, you cannot modify it with Vacuous Retribution or Vacuous Retaliation.

    Whenever the warded subject is targeted by a mind-affecting attack, they must make a saving throw as normal. However, the attacking caster must also make a saving throw against their own spell. If both saves succeed, or if both saves fail, the effect is nullified. If the warded character fails but the caster succeeds, the effect takes hold as normal. If the warded character succeeds but the caster fails, however, the caster becomes the victim and the target becomes the originator, such that a reversed charm person causes the original caster to become charmed by their intended victim.

    If the effect is one that does not allow a saving throw, both the caster and the victim take the effect.

    Vacuous Reprisal reflects the confused, cowered, dazed, fascinated, frightened, and shaken conditions.

    Vacuous Retaliation
    Void of Conviction, 3rd Level
    When casting Vacuous Vengeance, you may choose to have it reflect negative status effects in addition to damage. Doing so is a non-action and part of casting Vacuous Vengeance. If you modify it with this sussuration, you cannot modify it with Vacuous Retribution or Vacuous Reprisal.

    Whenever the warded subject is targeted by a negative status effect, they must make a saving throw, attack roll, or check as normal. However, the attacker must also make a roll against their own ability. If both rolls succeed, or if both rolls fail, the effect is nullified. If the warded character fails but the caster succeeds, the effect takes hold as normal. If the warded character succeeds but the caster fails, however, the caster becomes the victim and the target becomes the originator, such that a reversed stun causes the original caster to become stunned.

    If the effect is one that does not allow a saving throw, check, or other roll to resist, both the caster and the victim take the effect.

    Vacuous Retribution reflects the blinded, dazzled, deafened, exhausted, fatigued, helpless, knocked down, nauseated, paralyzed, petrified, prone, sickened, and stunned.

    Vacuous Retribution
    Void of Mind, 6th Level
    When casting Vacuous Vengeance, you may choose to have it reflect negative energy effects and ability damage in addition to hit point damage. Doing so is a non-action and part of casting Vacuous Vengeance. If you modify it with this sussuration, you cannot modify it with Vacuous Retaliation or Vacuous Reprisal.

    Whenever the warded subject is targeted by a negative energy effect or ability damage, they must make a saving throw as normal. However, the attacker must also make a save against their own ability. If both saves succeed, or if both saves fail, the effect is nullified. If the warded character fails but the caster succeeds, the effect takes hold as normal. If the warded character succeeds but the caster fails, however, the caster becomes the victim and the target becomes the originator, such that a reversed enervation causes the original caster to gain negative levels.

    If the effect is one that does not allow a saving throw, check, or other roll to resist, both the caster and the victim take the effect.

    Vacuous Retribution reflects the ability damaged, ability drained, dead, disabled, dying, and energy drained conditions, but only if they result from a failed save and not through hit point loss (it does not protect you from dying from a fireball, but it does protect against finger of death).
    Last edited by Kuma Kode; 2010-10-25 at 09:46 AM.

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    Default Truths

    Alien Aspect
    Void of Doubt, Distortion of Nature
    Level/School: 3rd/Transmutation
    Range: Close (25 ft. + 5 ft. / 2 levels)
    Targets: 1 animal per two caster levels, no two of which can be more than 30 ft. apart
    Duration: 1 round/level (D)
    Saving Throw: Will negates
    Spell Resistance: Yes

    With blasphemous words and a wave of your hand, you corrupt a natural animal with the essence of the Far Realm. The affected animals gain the psuedonatural template (See Complete Arcane). They are allied with you, but you possess no direct control over them; treat the animals as if they were under the effects of a charm animal. When the spell breaks, the animals become hostile, whether or not they were originally.

    Alien Flora
    Void of Doubt, Distortion of Nature
    Level/School: 1st/Transmutation
    Range: Long (400 ft. + 40 ft./level)
    Targets: Plants in a 40-ft.-radius spread
    Duration: 1 min./level (D)
    Saving Throw: Reflex partial; see text
    Spell Resistance: No

    The plants turn grey, lengthen, and grow eyes and other disturbing features. Commanded by unseen forces, they begin to move of their own volition, grappling and snagging creatures just like the entangle spell.

    Anidian Disciple
    Void of Desire, Shapeless Path
    Level/School: 6th/Transmutation
    Range: Personal
    Targets: You
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: No

    For a short time, you discorporate your physical form and live as a being of emptiness. You gain the incorporeal subtype, but your disconnection from the world around you makes it harder to use your powers to influence it. You are considered to be without your murti while so incorporeal.

    Black Sacrifice
    Void of Doubt, Prana Manipulation
    Level/School: 3rd/Necromancy
    Range: Personal
    Targets: You
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: No

    You draw upon your own life force to amplify your attacks. Every time you make an attack with your murti or your netherblast while under the effects of this Truth, you may choose to sacrifice 10 5 hit points to deal an additional die of damage. For instance, at 10th level, this Truth lasts 10 rounds. The whisper, attacking with his netherblast each round, could sacrifice 10 5 hit points for an additional 1d6 damage every round, for a total of 100 50 hit points sacrificed and 10d6 additional damage.

    The choice of whether or not to sacrifice hit points can be made after the attack roll, but must be made before damage is rolled.

    Corruption of Colour
    Void of Doubt, Distortion of Nature
    Level/School: 2nd/Transmutation
    Range: Long (400 ft. + 40 ft./level)
    Targets: Plants in a 40-ft.-radius spread
    Duration: 1 min./level (D)
    Saving Throw: Reflex partial; see text
    Spell Resistance: No

    You bind otherworldly powers to the local flora, who turn impossible colors and begin to move under the command of unknowable minds. They grasp creatures in their area like an entangle spell, but drain the soul from those they touch, dealing 2d6 points of quintessent damage per round they remain grappled.

    Dimension Sink
    Void of Doubt, Eternity's Maw
    Level/School: 2nd/Conjuration
    Range: Medium (100 ft. + 10 ft./level)
    Effect: 60 ft. emanation
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: No

    Through sheer will, you draw a being of the Far Realm into reality, which appears as a roiling mass of putrid tentacles and unidentifiable organs. The creature is unaffected by gravity, and floats serenely wherever it is placed. Like a sinkhole in the desert, the entity drags potential victims towards it. Unlike a sinkhole, the entity warps space and time to do so. The creatures do not move; it is the space they occupy that moves.

    Everything within the area, including you, is drawn towards the alien at the center of the emanation at the rate of 30 ft. per round. A creature with a strong sense of self may stabilize their personal area; A successful Charisma check (DC 10) negates 5 feet of this pull, plus an additional 5 feet for every 5 points by which the victim beat the DC.

    A creature that is drawn into the center of the effect is attacked by the Far Realm entity, sustaining 2d6 points of slashing, piercing, and bludgeoning damage. These attacks come from more than three dimensions and cannot miss, even ignoring concealment and incorporeality.

    Motion caused by the dimension sink does not provoke attacks of opportunity. Moving against the draw of the entity is disorienting and confusing; A successful Wisdom check (DC 10) allows a creature to move at half speed. Failure means the creature is unable to navigate the temporal tides and cannot move away.

    Ranged attacks that originate, end or otherwise pass through the area of effect suffer a -4 circumstance penalty. The pull of the entity is not strong enough to counter normal gravity, and therefore cannot lift creatures off the ground.

    Fruit of Karma
    Void of Doubt, Prana Manipulation
    Level/School: 1st/Necromancy
    Range: Touch
    Targets: 1 creature
    Duration: Instantaneous and 1 round/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    Manipulating the touched creature's essential spirit, you transform their deeds into tangible energy to restore their vitality. Your subject recovers 1d6 hit points immediately, then gains Fast Healing 1 for 1 round per whisper level afterward.

    Because of their deeds and intentions, good characters gain a stronger effect from this Truth, recovering 1d8+1 hit points immediately. Conversely, evil characters have less available white karma, and benefit less from this Truth. Evil characters recover only 1d4 hit points immediately. The Fast Healing applies regardless of alignment.

    Conversely, you may use this Truth in reverse, using a creature's black karma to do it harm. When used in this manner, Fruit of Karma deals immediate damage, then drains 1 point per round for 1 round per whisper level. Evil creatures take 1d8+1 points of damage initially, while good creatures take 1d4 and neutral targets take 1d6.

    Futile Perceptions
    Void of Desire, Shapeless Path
    Level/School: 5th/Transmutation
    Range: Medium (100 ft. + 10 ft./level)
    Targets: One or more contiguous 5 ft. spaces
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: No

    You warp the fabric of reality that underlies a specified area, making the distance effectively longer or shorter. For every whisper level you possess, you may increase the scale of a square by 5 feet. Alternatively, you can make it count as 1/2, 1/4, 1/8, or 1/16 of a square. For all purposes relating to distance or movement, including areas of effect, the affected square counts as either more squares or less squares.

    For instance, Mort, a 14th level Whisper, casts Futile Perceptions between himself and a blackguard. He increases the effective distance between himself and the blackguard by increasing four of the squares, arranged in a 2x2 square, to 15 feet each. This costs him 8 adjustments, so he has 6 left. Every one of these squares costs three times the normal movement cost.

    Using the rest of his adjustments, he shrinks a string of squares between his barbarian friend and the blackguard by half, allowing his friend to engage the dark knight in melee with a simple charge.

    Glimpse
    Void of Ritual
    Level/School: 0th/Divination
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: 1 round
    Saving Throw: Will negates
    Spell Resistance: Yes

    You grant the target a glimpse into the true nature of reality. Such a sudden realization is overwhelming, and is quickly forgotten, but stuns the target for 1 round when experienced. A stunned creature can still protect itself, and attackers gain no special bonuses against it, but it cannot take actions.

    Matter over Mind
    Void of Doubt, Prana Manipulation
    Level/School: 2nd/Transmutation
    Range: Touch
    Targets: 1 creature
    Duration: 1 minute/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    You redirect your target's energies, amplifying their physical form while starving their mental self. You may increase one of their physical ability scores (Strength, Dexterity, or Constitution) by any number up to your whisper level. However, in doing so, you decrease their Intelligence and Charisma by the same amount. If either mental ability score would drop below 3 as a result of this reduction, the Truth fails to have any effect.

    Sin Eater
    Void of Doubt, Eternity's Maw
    Level/School: 1st/Necromancy
    Range: 20 ft. radius
    Effect: 20 ft. emanation
    Duration: 1 round/level (D)
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    You open yourself up to the spiritual energies around you, drawing stray energies in. Dying creatures in the area of effect must make a Fortitude save or have their life force drained away. Such a creature dies, and you recover 1d4 hit points if the target was good, 1d6 hit points if the target was neutral, or 1d8 hit points if the target was evil, +1 per hit die the victim possessed.

    Hit points gained beyond your maximum are temporary hit points, and fade after 1 hour.

    If a creature successfully saves, it instead loses 1 HP, and must save again next round if it remains within the area.

    Touch of the Hungry Ghost
    Void of Doubt, Eternity's Maw
    Level/School: 3rd/Necromancy
    Range: Touch
    Target: Creature touched
    Duration: 1 minute
    Saving Throw: Varies, see text
    Spell Resistance: Yes

    You channel the preta, damned souls plagued by desires but unable to fill their needs, and siphon off an enemy's essential energies. Your touch deals 1d8 points of damage to one ability score, chosen by you. A Fortitude save negates the effect if you target Strength, Dexterity, or Constitution, while a Will save protects the victim if you target Intelligence, Wisdom, or Charisma.

    The hungry ghosts linger, however, and continue to feed. When the spell's duration expires, the save must be repeated, with the same consequences. Once the damage is dealt or resisted a second time, the ghosts have had their fill and leave.

    White Sacrifice
    Void of Desire, Shapeless Path
    Level/School: 4th/Transmutation
    Range: Touch
    Targets: One item
    Duration: Instantaneous
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes

    You touch an object and sacrifice it to the void, completely destroying it. In exchange for your piety and acceptance of the impermanence of reality, the sacrifice leaves behind a small chalky cube with a single, rune-etched face, which contains a spell effect. What spell the cube contains depends on the value of the object sacrificed, and you may pick which one appears. You may choose to have multiple cubes appear, so long as their total value does not exceed that of the item you sacrificed.

    Excess gold value is lost.

    Activating a cube is a standard action that provokes an attack of opportunity. One must rub the chalky cube against the intended target of the spell until the rune is rubbed off.

    50 gp - Endure Elements (Spell Level 1, Caster Level 1)
    50 gp - Lesser Vigor (Spell Level 1, Caster Level 1)
    50 gp - Cure Light Wounds (Spell Level 1, Caster Level 1)
    50 gp - Mage Armor (Spell Level 1, Caster Level 1)
    50 gp - Magic Fang or Magic Weapon (Spell Level 2, Caster Level 3)
    300 gp - Bull's Strength or Cat's Grace or Bear's Endurance or Fox's Cunning or Owl's Wisdom or Eagle's Splendor (Spell Level 2, Caster Level 3)
    300 gp - Remove Paralysis (Spell Level 2, Caster Level 3)
    750 gp - Haste (Spell Level 3, Caster Level 5)
    750 gp - Heroism (Spell Level 3, Caster Level 5)
    750 gp - Remove Disease (Spell Level 3, Caster Level 5)
    1,200 gp - Barkskin (+5) (Spell Level 2, Caster Level 12)
    3,000 gp - Greater Magic Fang/Weapon (+5) (Spell Level 2, Caster Level 12)
    3,000 gp - Magic Vestment (+5) (Spell Level 3, Caster Level 20)

    Void of Eyes
    Void of Ritual
    Level/School: 0th/Evocation
    Range: Touch
    Effect: 20 ft. emanation
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: No

    The object or creature you touch consumes light around it, shrouding the area in shadowy illumination. Like the spell darkness, even darkvision fails to overcome this shadow. Everything within the area gains concealment.
    Last edited by Kuma Kode; 2010-12-26 at 11:40 PM.

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    Default Echoes

    Lesser Echo of Nirvana
    Small Outsider (Extraplanar, Incorporeal)

    Hit Dice: 1d8 (4 HP)
    Initiative: +1
    Speed: Fly 20 ft. (perfect) or 20 ft.
    Armor Class: 12 (+1 size, +1 Dexterity)
    Base Attack/Grapple: +1 / -4
    Attack: None or Tentacle rake +1 melee (1d4-1)
    Full Attack: None or Tentacle rake +1 melee (1d4-1)
    Space/Reach: 5 ft. by 5 ft. / 5 ft.
    Special Attacks: Enlightened Strike
    Special Qualities: Blindsight 60 ft., Outsider traits, Incorporeal traits, Acid Resistance 5, Electricity Resistance 5, Spell Resistance 11, Visage of the Void
    Saves: Fort +2, Reflex +3, Will +1
    Abilities: Str 9, Dex 13, Con 10, Int 3, Wis 8, Cha 6
    Skills: Athletics +3, Acrobatics +5, Concentration +4, Use Magic Device +2
    Feats: Dodge
    Alignment: True Neutral
    Challenge Rating: 1/2

    An Echo of Nirvana is a strange being native to somewhere beyond the planes of existence. Lesser echoes appear as small, slender, insubstantial humanoids composed of gloomy dusk. Four whispy tentacles wave and drift behind the creature. In this incorporeal form, the echo is harmless, but is also extremely difficult to harm. It may assume a corporeal form in which the abomination's true nature is revealed.

    The shadowy form gains substance, and becomes a small humanoid of mismatched parts and alien, greenish or grey flesh. An echo is anathema to anything that exists, and mortal creatures are intrinsically disturbed by the echo.

    A Lesser Echo of Nirvana is roughly 3 feet tall. When corporeal, it weighs 25 pounds.

    Combat
    Echoes engage in combat in a rather straitforward manner, lacking the intelligence for anything particularly creative. They are usually accompanied by a whisper, who they rely on to direct them.

    Enlightened Strike (Su): Once per day, an echo may grant itself a +20 insight bonus to one attack roll. In addition, it ignores miss chances granted by concealment.

    Visage of the Void (Su): An echo may assume a corporeal form as a standard action, usually composed of tentacles, disturbing flesh, and seething mouths and eyes that sink into its body only to reappear elsewhere. Attacks directed against a corporeal echo suffer a -1 morale penalty. In this eerie form, it loses its incorporeal abilities but gains a tentacle rake attack. Returning to its insubstantial form requires a full-round action.
    Last edited by Kuma Kode; 2010-10-06 at 05:11 PM.

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    Default Feats

    Murti Defense
    You have practiced keeping your focus safe.
    Prerequisites: Murti Mastery class feature
    Benefit: You grant your murti cover when it is within arm's reach. This applies to attempts to sunder it as well as enemy spells to which is may be exposed.
    Last edited by Kuma Kode; 2010-10-11 at 04:48 PM.

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    Default Re: (3.5) The Whisper [Far Realm Invocation/Shadow Magic User]

    I like it, for one. It has invocation, shadowcasting, and some other abilities unique to it. Hopefully with some necromancy added later.

    However, my comments on this class:

    Consider reducing the Sussurections known. Although they are less powerful than the warlocks, more of them, combined with the truths known. Although the murti is required as a focus, it should be noted that when you turn it incorporeal, it is impossible to harm it for most creatures. At CR 6, there are about 12 monsters in the monster manual who can harm it. And thus, the disadvantages of the murti are, for the most part, gone. I'd like to see it's hardness and HP, too, so as to allow people to sunder it easier. It should only be a weakness if everyone could take advantage of it. Consider, too, the possibility of noting that with a DC X spot check, and observant monster/player will see that the powers originate from the murti. Otherwise, it's no where near weak enough to compensate for both of their spellcasting powers.

    Also, is it possible for a Whisper to possess multiple murti?
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    Default Re: (3.5) The Whisper [Far Realm Invocation/Shadow Magic User]

    I think the introduction is meant to say "If you ARE using the Winds of Aether campaign setting, substitute" etc. Because if you are NOT using it, then the Quintessent damage and subtype are not likely to be used.

    Also, what if you are playing a race that has no skeletal system, or at least no skulls? What would you use for a murti then?
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    Default Re: (3.5) The Whisper [Far Realm Invocation/Shadow Magic User]

    Don't have time to read over all of it right now, but I love dual-progressions (normally in PrC form) and will have to remember to keep an eye on this.
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    Default Re: (3.5) The Whisper [Far Realm Invocation/Shadow Magic User]

    I demand Necromancy! Otherwise, that Class Picture is Misleading!

    In other news! I really like this class, and gleefully await it's completion. Now to sit and wait for the the last two sections of Magic-y stuff!

    Oh, and DMofDarkness, I honestly don't agree with you when it comes to what you said about the class having too many Susserections -the nine the class gets don't seem to be too overpowered in my eyes. Not overpowered at all, seeing as the the Susserections themself aren't particularly amazing.
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    There est haud nex, illic est Hive.

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    Default Re: (3.5) The Whisper [Far Realm Invocation/Shadow Magic User]

    It's not the susurrections that worry me on the balance issue. Not by themselves. Its the susurrections + the truths. I was just picking on the sussurections because that list was complete. The sussurections, if that's all it was, I would be fine with. It's the truths and sussurections I'm worried about.

    And yes, we need necromancy here.
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    Default Re: (3.5) The Whisper [Far Realm Invocation/Shadow Magic User]

    I wouldn't be worried about it being too much -- the Surrections look like mini-truths to me, and the Truths seem to be higher level Surrections or some such. But still, I can see where you're coming from. Meh, I guess it's a matter of opinion.
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    Illic est haud affectus, illic est hunger.
    There est haud ignarus, illic est hunger.
    There est haud perturbatio, illic est hunger.
    There est haud chaos, illic est hunger.
    There est haud nex, illic est Hive.

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    Default Re: (3.5) The Whisper [Far Realm Invocation/Shadow Magic User]

    Haven't looked over all the class abilities; but I read the Voids of Ritual sussurations and most of them seem really flavorful, neat, and around the same level as warlock least invocations.

    Except one.

    Hole in the Bucket is far beyond all their other void of ritual sussurations, or warlock's least invocation. Warlock's have an ability that let's them counterspell; it's limited to 7th level or lower spells, still has to be readied, and is a dark invocation. It also includes Break Enchantment, and isn't the best for its level. Even so Hole in the Bucket should not be a Void of Ritual sussuration, it's worlds better than the others.

    Quote Originally Posted by NecroticPunch View Post
    I wouldn't be worried about it being too much -- the Surrections look like mini-truths to me, and the Truths seem to be higher level Surrections or some such. But still, I can see where you're coming from. Meh, I guess it's a matter of opinion.
    Points at thread title; switch the word that starts with I with Surrection and the one with M with Truth.

    Edit: Well read all the crunch now (fluff sadly comes last; although the hints at it in the crunch makes me eager to actually get to it) and a lot of it is really flavorful and interesting.
    Of the abilities you have posted I have a few more comments.
    1st: Empty Soul being based off of BAB seems odd; why do they get better at it by multiclassing into fighter? (actually that might be their skill at striking with the murti, but it still seems odd to me).

    2nd: The progression for the sussurations is a little odd (they get 3, 4, 2) but that's just a note.

    3rd: I really like the grasping netherblast.
    Last edited by Zaydos; 2010-10-06 at 08:09 PM.
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    Default Re: (3.5) The Whisper [Far Realm Invocation/Shadow Magic User]

    Quote Originally Posted by DMofDarkness View Post
    I like it, for one. It has invocation, shadowcasting, and some other abilities unique to it. Hopefully with some necromancy added later.
    Shadow magic seems to get ignored a lot, and I've never seen shadow magic and invocations done together.

    Consider reducing the Sussurections known. Although they are less powerful than the warlocks, more of them, combined with the truths known. Although the murti is required as a focus, it should be noted that when you turn it incorporeal, it is impossible to harm it for most creatures. At CR 6, there are about 12 monsters in the monster manual who can harm it. And thus, the disadvantages of the murti are, for the most part, gone. I'd like to see it's hardness and HP, too, so as to allow people to sunder it easier. It should only be a weakness if everyone could take advantage of it. Consider, too, the possibility of noting that with a DC X spot check, and observant monster/player will see that the powers originate from the murti. Otherwise, it's no where near weak enough to compensate for both of their spellcasting powers.
    I was unsure exactly of how many of each they should get. I decided the fact that unlike warlocks and shadowcasters they cannot use armor, nor are they as durable, that their magic could be a bit more emphasized than is typical. Right now they're sitting at around 3/4 casting power, though I should reduce it to my initial assumption of 2/3 casting power.

    Also, the very last line of the murti description states the murti has 8 hardness and 10 hit points, slightly less tough than a mace.

    Also, is it possible for a Whisper to possess multiple murti?
    Not as intended, no. They could theoretically carry around multiple skulls but only have one enchanted one at a time. Kinda like a familiar.

    Quote Originally Posted by M-Bark View Post
    I think the introduction is meant to say "If you ARE using the Winds of Aether campaign setting, substitute" etc. Because if you are NOT using it, then the Quintessent damage and subtype are not likely to be used.
    How I have it is rather ambiguous. I meant it as if you're not using my setting, use negative energy or eldritch damage instead of quintessent. I'll rephrase it to be clearer.

    Also, what if you are playing a race that has no skeletal system, or at least no skulls? What would you use for a murti then?
    I..... did not think of that. Presumably the empty fragment itself would work, then. They'd have a night-black crystal instead of a skull.

    Hole in the Bucket is far beyond all their other void of ritual sussurations, or warlock's least invocation. Warlock's have an ability that let's them counterspell; it's limited to 7th level or lower spells, still has to be readied, and is a dark invocation. It also includes Break Enchantment, and isn't the best for its level. Even so Hole in the Bucket should not be a Void of Ritual sussuration, it's worlds better than the others.
    Hole in the Bucket was definitely the hardest to figure out, though I have no idea what dark invocation you're talking about. Voracious Dispelling works just as dispel magic but deals damage when it succeeds, and is lesser. While it doesn't specifically state it can counterspell, dispel magic does, and Voracious Dispelling says "you can use dispel magic, as the spell." So I would assume Voracious Dispelling can counterspell.

    So while I debated seriously with the immediate action, I wondered whether or not it would even be useful if it required a readied action for nothing else than counterspelling. It can't destroy buffs or summoned creatures, so it's significantly less useful than a straight dispel magic. I'll need to get some other opinions on it, but yeah, this one's definitely a headache.

    1st: Empty Soul being based off of BAB seems odd; why do they get better at it by multiclassing into fighter? (actually that might be their skill at striking with the murti, but it still seems odd to me).
    Well, at first I reasoned it was attached to their ability to threaten enemies, because based on level was simply too high. Maybe I should change it to 1/2 whisper level? Same DC but without the multiclass issues...

    2nd: The progression for the sussurations is a little odd (they get 3, 4, 2) but that's just a note.
    I couldn't find a good formula for figuring out how to get the target number of sussurations and truths without going overboard or undershooting, and getting them to syncronize with the Voids. I didn't want them to get access to a new level of sussurations but not any more slots to spend on them. "Well, you get access to lesser invocations at 6th level, but you have to wait 'till 8th level before you get another invocation, so yeah..." just seemed kinda cruel to do to a class. If I end up reducing the sussurations, though, as DMofDarkness suggests, it might end up working out better.

    3rd: I really like the grasping netherblast.
    Yay! I saw immobilized in the mysteries and paths section of Tome of Magic and I liked it immediately.

    Also, should I change the name to murmurs or something? Sussurations is apparently a very rough word. Everyone's calling it Sussurections in this thread, and spellcheckers are convinced I should call them Menstrations. I swear it's a real word, though, unlike quintessent!.
    Last edited by Kuma Kode; 2010-10-06 at 08:52 PM.

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    Default Re: (3.5) The Whisper [Far Realm Invocation/Shadow Magic User]

    Spell-like abilities may not counterspell or be counterspelled; it's one of the rules of spell-like abilities. Whether copying Dispel Magic allows them too is a heavily debated question; as wizard's saw fit to make a single ability specifically so that it was a SLA that could be used to counterspell RAI is probably not. There's one exception (Caster's Lament). Even without it then Hole in the Bucket is really too powerful at low levels (and only because of the CL cap does it not stay that way).
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    Default Re: (3.5) The Whisper [Far Realm Invocation/Shadow Magic User]

    Quote Originally Posted by Kuma Kode View Post
    Also, should I change the name to murmurs or something? Sussurations is apparently a very rough word. Everyone's calling it Sussurections in this thread, and spellcheckers are convinced I should call them Menstrations. I swear it's a real word, though, unlike quintessent!.
    Murmurs were already taken by Realms of Chaos for his Xenotheurge.
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    Default Re: (3.5) The Whisper [Far Realm Invocation/Shadow Magic User]

    Hey I got it right except when quoting someone who had gotten it wrong (and unable to check the spelling because I was editing that into my post). Also it's susurration (had to check a dictionary myself to make sure of the spelling, and the forums still doesn't recognize it).
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    Default Re: (3.5) The Whisper [Far Realm Invocation/Shadow Magic User]

    Quote Originally Posted by Zaydos View Post
    Spell-like abilities may not counterspell or be counterspelled; it's one of the rules of spell-like abilities. Whether copying Dispel Magic allows them too is a heavily debated question; as wizard's saw fit to make a single ability specifically so that it was a SLA that could be used to counterspell RAI is probably not. There's one exception (Caster's Lament). Even without it then Hole in the Bucket is really too powerful at low levels (and only because of the CL cap does it not stay that way).
    However, Dispel Magic can counterspell as part of its spell effect, beyond the standard counterspelling abilities all spells have to counter themselves. Even in the spell's description, it states that that use is not a true counterspell. Since voracious dispelling simply says "as the spell" and then tacks on an additional effect, not giving an altered description of dispel magic or giving parameters for how it functions, I would assume the "specific rule beats generic rule" rule comes into play and implies that a spell-like ability that perfectly mirrors dispel magic can be used to counterspell, just in the dispel check way and not the reversed version of the same spell way.

    The problem is that I don't think Dispel Magic as a spell-like ability has been focused on for this problem, which comes up a lot for warlocks.

    Also, another question arises... if Hole in the Bucket requires a readied action and isn't guaranteed to succeed, why not just blast them with Netherblast and force a Concentration check? It also may not succeed, but at least you'd damage them in the process. Buuut free dispel attempts every round is a bit much...

    So it's either overpowered or a poor tactical decision... Anyone else have some opinions?
    Last edited by Kuma Kode; 2010-10-06 at 09:46 PM.

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    Default Re: (3.5) The Whisper [Far Realm Invocation/Shadow Magic User]

    They never gave a RAW ruling, (except maybe in the Rules Compendium) and both have been argued to be specific rules . There might be a FAQ about it (I'll check both after this post). Me I don't think it is RAI because of Caster's Lament mainly (this did come up in game at one point due to the warlock pondering if he should take Caster's Lament).

    That's why I said it's a contested thing; and even then it's tangential to the real point since immediate action at-will counterspell is actually significantly better than Voracious Dispelling and very much better than their other susurrations in this Vacuity level.

    Then again this is my only real crunch problem with anything completed yet which means -thumbsup- keep up the good work.

    Edit: Actually that edit brings up a good reason for why Voracious Dispelling never became a question; you're better off just blasting.
    Last edited by Zaydos; 2010-10-06 at 09:51 PM.
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    Default Re: (3.5) The Whisper [Far Realm Invocation/Shadow Magic User]

    They really should have.

    So yeah... Hole in the Bucket is either too powerful or a bad choice; there's really no middle ground. Guess it's going into the "rework" bin.

    Quote Originally Posted by DMofDarkness View Post
    Murmurs were already taken by Realms of Chaos for his Xenotheurge.
    I admit that's what got me into using whisper-related words for the effects. It's a great homebrew magic system.
    Last edited by Kuma Kode; 2010-10-06 at 09:57 PM.

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    Default Re: (3.5) The Whisper [Far Realm Invocation/Shadow Magic User]

    No clarification in the Rules Compendium or FAQ (not that I trust the latter). The closest was that Rules Compendium specifically mentioned (at least twice) how Dispel Magic was an exception to the rule that you had to use a spell of the same name to counterspell; which proves nothing.
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    Default Re: (3.5) The Whisper [Far Realm Invocation/Shadow Magic User]

    Rules of the Game does mention that spell-like abilities can be countered with dispel magic, assuming the spell they replicate can be dispelled, since it's not so much a counterspell as a targeted dispelling at the right moment.

    I would assume it works in reverse, that a dispel magic spell-like ability could also counterspell.

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    Default Re: (3.5) The Whisper [Far Realm Invocation/Shadow Magic User]

    Quote Originally Posted by Kuma Kode View Post
    Rules of the Game does mention that spell-like abilities can be countered with dispel magic, assuming the spell they replicate can be dispelled, since it's not so much a counterspell as a targeted dispelling at the right moment.

    I would assume it works in reverse, that a dispel magic spell-like ability could also counterspell.
    Yeah I'd agree.

    This means Caster's Lament is a horrible, horrible waste of an invocation if I ever saw one.
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    Default Re: (3.5) The Whisper [Far Realm Invocation/Shadow Magic User]

    Quote Originally Posted by Dispel Magic : SRD
    Dispel magic can dispel (but not counter) spell-like effects just as it does spells.
    Just to complicate further.......

    I hate this.

    How about we keep the immediate action thing, but it consumes the whisper's next round of actions if he counterspells, as if he had already acted?

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    Default Re: (3.5) The Whisper [Far Realm Invocation/Shadow Magic User]

    Quote Originally Posted by Kuma Kode View Post
    Just to complicate further.......

    I hate this.

    How about we keep the immediate action thing, but it consumes the whisper's next round of actions if he counterspells, as if he had already acted?
    Now that sounds decent/good. Does it have the same CL cap as Dispel Magic, though?
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    Default Re: (3.5) The Whisper [Far Realm Invocation/Shadow Magic User]

    Since it works like dispel magic aside from the limitation, I would say yes, it does.

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    Default Re: (3.5) The Whisper [Far Realm Invocation/Shadow Magic User]

    I'd consider upping its cap to +15 at least as unless you build in a retraining method (I might have missed one) its something you'll have at all levels of play and +10 cap just doesn't age well.
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    Default Re: (3.5) The Whisper [Far Realm Invocation/Shadow Magic User]

    Whispers can swap out old sussurations for those of an equal rank when they gain a level, in addition to any sussurations they gain from that level.

    Class has been modified based on input. Still chewing on the new sussuration/Truth number. Truths and Sussurations have been added to the descriptions.

    Hopefully my method of marking revisions is readable.
    Last edited by Kuma Kode; 2010-10-08 at 12:20 AM.

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    Default Re: (3.5) The Whisper [Far Realm Invocation/Shadow Magic User]

    Wow.

    I've always pictured the Far Realms as teeming with unnatural life and filled with endless motion and action. It had never even occured to me that it could be interpretted in the exact opposite manner as well, a perfect void.

    Even better, it makes alot of sense. Kudos.
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    Default Re: (3.5) The Whisper [Far Realm Invocation/Shadow Magic User]

    Coming from the person who made the Xenotheurge, that's quite a compliment. I originally started doing the Far Realm in the "conventional" method but then the whisper started to turn into some weird Lovecraftian buddhist and so I just went with it.

    Though I was annoyed with how the Far Realm is usually portrayed as being intentionally malicious and evil, because that's not how the Lovecraft Mythos it's based on is set up. Lovecraft's cosmology was simply amoral. Just because it didn't have our best interest in mind doesn't mean it's evil; that's very arrogant of humans (or player races, in such a campaign) to assume that they are the pinnacle and deciding force on what is good or evil.

    I figured that the Far Realm was simply a fact of life few creatures accept. Awareness of it doesn't make someone crazy any more than awareness of quantum physics does. It makes one enlightened.

    But yeah, I'm very pleased you like it.
    Last edited by Kuma Kode; 2010-10-08 at 02:01 AM.

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    Default Re: (3.5) The Whisper [Far Realm Invocation/Shadow Magic User]

    Quote Originally Posted by Realms of Chaos View Post
    Wow.

    I've always pictured the Far Realms as teeming with unnatural life and filled with endless motion and action. It had never even occured to me that it could be interpretted in the exact opposite manner as well, a perfect void.

    Even better, it makes alot of sense. Kudos.
    Although the description of the Far Realms in the Manual of the Planes says nothing about a void, but a lot about unnatural life, endless motion and action, I think that it would make sense for part of it to be a void. It is after all, pure chaos, and anything could happen anywhere.
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