RickVigorous
First Post
For fans of Italian futurism, I present this PrC. I'm not quite happy w/ it yet, but it's a first draft, so there's room for improvement. The abilities just don't match what I've got in my head, but I don't know how to implement my ideas. Not playtested. If someone has a better way to template the nonstandard psi-like abilities, I'd like to hear of it.
EDIT: Formatting.
INTONARUMORI (INT)
“Every manifestation of our life is accompanied by noise. The noise, therefore, is familiar to our ear, and has the power to conjure up life itself. Sound, alien to our life, always musical and a thing unto itself, an occasional but unnecessary element, has become to our ears what an over familiar face is to our eyes. Noise, however, reaching us in a confused and irregular way from the irregular confusion of our life, never entirely reveals itself to us, and keeps innumerable surprises in reserve. We are therefore certain that by selecting, coordinating and dominating all noises we will enrich men with a new and unexpected sensual pleasure.”
Requirements
To qualify to become an intonarumori, a character must fulfill all the following criteria.
Alignment: Any chaotic.
Feat: Overchannel
Perform: Drumming or singing, 4 ranks
Psionics: Able to manifest create sound and energy cone.
Game Rule Information
Intonarumori have the following game statistics.
Hit Die: d4.
Class Skills
The intonarumori’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), and Psicraft (Int).
Skill Points at Each Additional Level: 2 + Int modifier
Class Features
All of the following are class features of the intonarumori.
Armor and Weapon Proficiency: Intonarumori are proficient with no weapons, armor, or shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.
Powers Known: At every level except 10th, the intonarumori gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means he adds the level of intonarumori to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before he became an intonarumori, he must decide to which class he adds the new level of intonarumori for the purpose of determining power points per day, powers known, and manifester level.
Sonic Focus (Ex): The intonarumori’s devotion to noise prohibits him from using his energy powers to their full effect. He may not manifest any powers with an energy subtype other than [Sonic].
Protected Hearing (Ex): Intonarumori rapidly develop a tolerance for loud noises. The intonarumori is immune to effects that cause deafness.
Discord (Sp): Soon after beginning his training, the intonarumori develops an appreciation for the beauty of noise. Once per day per two class levels, the intonarumori may invoke a unique psi-like ability that transforms any sound, including speech, into white noise. This effect can garble communication or disrupt the casting of a spell with verbal components. If the noise is being produced by a creature, that creature can make a Will save (DC 11 + the intonarumori’s Cha modifier) to negate this ability.
Sonic Specialization (Ex): At 3rd level, the intonarumori’s skill with noise grows. All powers with the [Sonic] subtype deal +1 damage. This increases to +2 damage at 7th level.
Sonic Resistance (Su): Constant exposure to loud and dangerous noises give the intonarumori resistance to sonic effects. At 4th level, the intonarumori gains sonic resistance 5. This increases to sonic resistance 10 at 8th level.
Dissonant Note (Sp): Twice per day, the intonarumori can create a noise that mimics the psionic power id insinuation (Will save negates, DC 14 + the intonarumori’s Cha modifier). The dissonant note can affect up to three creatures within 15’ of each other. The dissonant note does not belong to any discipline, although it maintains the [Compulsion] and [Mind-Affecting] subtypes of the id insinuation power.
Field of Noise (Su): The intonarumori is surrounded at all times by a faint field of white noise. This field is normally as loud as a normal conversation heard from 10’ away. This field can never be turned off, inflicting a -4 circumstance penalty on Move Silently checks. However, the intonarumori may increase the volume of this field at will. At its maximum volume, anyone within 10’ of the intonarumori must make a Fort save (DC 14 + the intonarumori’s Cha modifier) or be deafened for 1d4 rounds after leaving the field. Conversation is impossible within 15’ of the intonarumori when the field is at its maximum volume. The intonarumori suffers a -20 circumstance penalty to Move Silently checks when the field is at its maximum volume.
Tumultuous Clamor (Sp): At 10th level, the intonarumori learns the final secret of the art of noise. Once per day, the intonarumori can invoke an enormous blast of noise as a psi-like ability. This blast deafens all creatures within 100’ with no save. All creatures and unattended objects within 30’ suffer 19d6 points of sonic damage (Ref save half, DC 19 + the intonarumori’s Cha modifier). No intonarumori can be harmed by this power.
EDIT: Formatting.
INTONARUMORI (INT)
Code:
Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 Sonic focus, protected hearing
2 +1 +0 +0 +3 Discord
3 +1 +1 +1 +3 Sonic specialization +1
4 +2 +1 +1 +4 Sonic resistance 5
5 +2 +1 +1 +4 Dissonant note
6 +3 +2 +2 +5 Field of noise
7 +3 +2 +2 +5 Sonic specialization +2
8 +4 +2 +2 +6 Sonic resistance 10
9 +4 +3 +3 +6
10 +5 +3 +3 +7 Tumultuous Clamor
“Every manifestation of our life is accompanied by noise. The noise, therefore, is familiar to our ear, and has the power to conjure up life itself. Sound, alien to our life, always musical and a thing unto itself, an occasional but unnecessary element, has become to our ears what an over familiar face is to our eyes. Noise, however, reaching us in a confused and irregular way from the irregular confusion of our life, never entirely reveals itself to us, and keeps innumerable surprises in reserve. We are therefore certain that by selecting, coordinating and dominating all noises we will enrich men with a new and unexpected sensual pleasure.”
Requirements
To qualify to become an intonarumori, a character must fulfill all the following criteria.
Alignment: Any chaotic.
Feat: Overchannel
Perform: Drumming or singing, 4 ranks
Psionics: Able to manifest create sound and energy cone.
Game Rule Information
Intonarumori have the following game statistics.
Hit Die: d4.
Class Skills
The intonarumori’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), and Psicraft (Int).
Skill Points at Each Additional Level: 2 + Int modifier
Class Features
All of the following are class features of the intonarumori.
Armor and Weapon Proficiency: Intonarumori are proficient with no weapons, armor, or shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.
Powers Known: At every level except 10th, the intonarumori gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means he adds the level of intonarumori to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before he became an intonarumori, he must decide to which class he adds the new level of intonarumori for the purpose of determining power points per day, powers known, and manifester level.
Sonic Focus (Ex): The intonarumori’s devotion to noise prohibits him from using his energy powers to their full effect. He may not manifest any powers with an energy subtype other than [Sonic].
Protected Hearing (Ex): Intonarumori rapidly develop a tolerance for loud noises. The intonarumori is immune to effects that cause deafness.
Discord (Sp): Soon after beginning his training, the intonarumori develops an appreciation for the beauty of noise. Once per day per two class levels, the intonarumori may invoke a unique psi-like ability that transforms any sound, including speech, into white noise. This effect can garble communication or disrupt the casting of a spell with verbal components. If the noise is being produced by a creature, that creature can make a Will save (DC 11 + the intonarumori’s Cha modifier) to negate this ability.
Sonic Specialization (Ex): At 3rd level, the intonarumori’s skill with noise grows. All powers with the [Sonic] subtype deal +1 damage. This increases to +2 damage at 7th level.
Sonic Resistance (Su): Constant exposure to loud and dangerous noises give the intonarumori resistance to sonic effects. At 4th level, the intonarumori gains sonic resistance 5. This increases to sonic resistance 10 at 8th level.
Dissonant Note (Sp): Twice per day, the intonarumori can create a noise that mimics the psionic power id insinuation (Will save negates, DC 14 + the intonarumori’s Cha modifier). The dissonant note can affect up to three creatures within 15’ of each other. The dissonant note does not belong to any discipline, although it maintains the [Compulsion] and [Mind-Affecting] subtypes of the id insinuation power.
Field of Noise (Su): The intonarumori is surrounded at all times by a faint field of white noise. This field is normally as loud as a normal conversation heard from 10’ away. This field can never be turned off, inflicting a -4 circumstance penalty on Move Silently checks. However, the intonarumori may increase the volume of this field at will. At its maximum volume, anyone within 10’ of the intonarumori must make a Fort save (DC 14 + the intonarumori’s Cha modifier) or be deafened for 1d4 rounds after leaving the field. Conversation is impossible within 15’ of the intonarumori when the field is at its maximum volume. The intonarumori suffers a -20 circumstance penalty to Move Silently checks when the field is at its maximum volume.
Tumultuous Clamor (Sp): At 10th level, the intonarumori learns the final secret of the art of noise. Once per day, the intonarumori can invoke an enormous blast of noise as a psi-like ability. This blast deafens all creatures within 100’ with no save. All creatures and unattended objects within 30’ suffer 19d6 points of sonic damage (Ref save half, DC 19 + the intonarumori’s Cha modifier). No intonarumori can be harmed by this power.
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