Voice of Madness (3.5e Prestige Class)

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Voice of Madness

The broken husk of the those that have looked into madness and fear and have been consumed by it. Some say that they're mad men, others say demons escaped from the Far Realm. This is what a Voice of Madness is, a being broken and remade by the insanity into the a voice of the Far Realm

Making a Voice of Madness

Unlike most Controllers, the Voice of madness can be a very physical fighter and can even tank extremely well, but this adaptability comes at the price of a Voice of Madness being highly Self-Destructive and difficult to maintain.

Abilities: Intelligence or Charisma should be the highest stat, Constitution should be the second Highest stat to boost survivability. If you stick to these stats he should become quite easier to maintain.

Prerequisites

  • Races: Any Humanoid or Outsider.
  • Alignment: Any Chaotic.
  • Skills: Intimidate 8 ranks, Sense Motive 4 ranks
  • Abilities: Charisma 15, Wisdom 11 or below
  • Insanity: must have gone under the affects of either confusion, insanity, been frightened, panicked, or gone into a The Far Realm

Starting Age: "As wizard"

Table: The Voice of Madness

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+1+2+0+2 Maniacal Laughter 1/day, Warp Weapon
2nd+2+3+0+3 Warp Summon
3rd+3+3+1+3 Shout of Madness, Maniacal Laughter 2/day
4th+4+4+1+4 Eyes of the Far Realm 1/day
5th+5+4+1+4 Resonating Madness, Maniacal Laughter 3/day
6th+6/+1+5+2+5 Torture Amplifier, Eyes of the Far Realm 2/day
7th+7/+2+5+2+5 Breach Reality, Warp Step, Maniacal Laughter 4/day
8th+8/+3+6+2+6 Collective Unconscious, Eyes of the Far Realm 3/day
9th+9/+4+6+3+6 Insanity, Maniacal Laughter 5/day
10th+10/+5+7+3+7 Gift From The Realm Of Madness, Bring Forth The Realm Of Madness, Eyes of the Far Realm 4/day

Class Skills (6 + Int modifier per level, times;4 at 1st level)
Climb, Intimidate, Listen, Search, Sense Motive, Spot, Survival, Swim

Class Features

All of the following are class features of the Voice of Madness.

Weapon and Armor Proficiency: The Voice of Madness is Proficient with all Simple and Martial Weapons (except for ranged weapons which he cannot gain proficiency with), and Light and Medium Armor, but no shields.

Maniacal Laughter(Ex): The Voice of Madness may emit a Maniacal Laugh as a Standard Action once per day and another time every two levels after first. Any within 30ft. Voice of Madness that hears this laughter must make a Will save (DC 10 +1/2 character level + intimidate modifier) or become panicked for 1d4 rounds, success makes them shaken for as long as they are within 30ft. of the Voice of Madness the effect ends after they are more than 30ft. away from the Voice of Madness. This is a sonic, mind-affecting ability.

Warp Weapon (Su): As a Full-Round Action the Voice of Madness may "Warp" his weapon into a conduit of of the Far Realm. The weapon's Critical Threat Range is now increased as if keen (does not stack with keen enchantment) and the Voice of Madness's Attacks with his Warped weapon now have a bonus Range of 10' feet and deal Psychic damage instead of whatever weapon damage type it previously had, if the Voice of Madness drops his Warped weapon or is Disarmed, the weapon returns to it's original form.

Warp Summon (Su): The Voice of Madness can Summon 1d4 pseudonatural creatures as if by the Summon Monster spell that corresponds with the dice result. You have no control over these creatures.

Insanity(Su): The Voice of Madness can infect someone with their madness a number of times per day equal to 1/4 his character level (up to 5 times per day), target must be within 50ft. and the Voice of Madness has to be able to see them, they must make a Will save (DC 10 + 1/2 character's level + Charisma modifier) failure puts the target under the effects of an insanity spell for 1d6 + Intimidate) rounds.

Shout of Madness(Su): At 3rd level, The Voice of Madness as a Standard Action can emit a powerful shout that invokes the madness of the Far Realm unto all who hear, anyone who can hear the Voice of Madness must make a Will save (DC 15 + 1/2 character's level + Charisma modifier) failure puts the target under the effects of an insanity spell for 1d6 + int or cha modifier (whichever is higher) rounds. This is a sonic, mind-affecting ability.

Eyes of the Far Realm(Su): One of the most powerful abilities that a Voice of Madness can wield are through his eyes in which they are a window into the Far Realm, the insanity found within can paralyze a victim with fear. Each round as a standard-action the Voice of Madness can look into the eyes of a living being and instill fear from the insanity found within. Target must make a morale Will save or become paralyzed with fear for 1d4 + intimidate modifier rounds (DC 10 + 1/2 character's level + Charisma modifier) success just instills a -2 morale penalty to attack and Will save rolls. This ability can be used once per day and additional use every other level afterwards. This is a mind-affecting ability that cannot affect creatures without eyes.

Resonating Madness (Su): At 5th level, The Voice of Madness gains an aura, which is triggered after using an ability and lasts 1d4 rounds. The Aura is 15' feet, and all who are within the aura must make a Will Save (DC 15) failure puts the target under the effects of an insanity spell for 1d6 + Constitution Modifier rounds.

Torture Amp (Su): The Voice of Madness at the 6th level, can create a zone of energy with his Warped weapon that stores the psychic feedback from the pain collected in the zone into his Warped weapon and then emits it into a powerful burst. The Voice of Madness can only use this ability while holding his Warped weapon as a Move Action and is Unaffected by this ability, all weapons (including that of enemies) that are within 30' feet of the Voice of Madness's position gain the Vicious property and the total damage from the Vicious Enhancement is stored into the Voice of Madness's Warped Weapon for 1d4 turns at the end of this effect the total damage stored up is inflicted upon all enemies within 30' feet of the Voice of Madness. Number of times able to use this ability is equal to 1/2 character level.

Breach Reality (Su): At 7th level, The Voice of Madness as a Full-Round Action, can open a small one-way portal to the Far Realm. The portal lasts 1d10 rounds and every round while the portal is in place 1d4 pseudonatural creatures are summoned as if by the Summon Monster spell that corresponds with the dice result. You have no control over these creatures.

Warp Step (Su):At 7th level, The Voice of Madness gains Teleportation equal to his base land speed, this replaces base movement type. If the Voice of Madness ends his movement adjacent to an enemy, all enemies adjacent to the voice of madness take 1d8 psychic damage.

Collective Unconscious (Su): At 8th level, This Ability enables you to warp the consciousness and senses of one or more creatures, sending the victim into a catatonic state. When Collective Unconscious is activated, you can target either a single creature within range or a group of creatures all located within the power’s area (This can be used equal to 1/2 your character level + you int mod).

Single Target: If Collective Unconscious targets a single creature, that creature’s senses are pinched off from the real world if it currently has 100 or fewer hit points. The subject’s senses are all completely fabricated from within its own mind, though it may not realize this. In reality, the subject sprawls limply, drooling and mewling, and eventually dies of thirst and starvation without care. The subject lives within its own made-up world until the time of its actual death. Will save (10+ 1/2 Character level + Intelligence Modifier) negates.

Area Effect: If Collective Unconscious is manifested on an area, it sends all affected creatures into a shared catatonia (the world is a construct, but within the world, the victims can interact with each other). It affects only creatures that currently have 30 or fewer hit points, and only up to a total of 300 hit points of such creatures. The power affects creatures with the lowest hit point totals first. (Creatures with negative hit points count as having 0 hit points.) Will save (10+ 1/2 Character level + Char/Int which ever in higher) negates each creature must succeed any Creature that succeeds is not counted in the hit point count.

Gift From The Realm Of Madness: The Voice of Madness is now reshaped into a image of the Far Realm and gains the the outsider subtype native of the Far Realm, the aberrant subtype and no longer ages nor suffers the effects of age; if his body is broken or cut up it can be reattaches and heals itself within 3d4 rounds. Heals 1hp every two rounds. Can only be killed with a Wish spell or the head being destroyed. Also you must roll for one of the mutations below due to the new subtype. The Voice of madness is immune to fear and and confusion effects.

  • 1-20: An eye grow on your forehead and skin becomes grayish
  • 21-40:a tentacle grows somewhere on your torso an skin becomes green tinted
  • 41-60: a eye stalk grows from your head and skin becomes brownish red
  • 61-80: Nothing no mutations or skin tinting
  • 81-100: roll twice more (this can only be done twice to a total of four rolls any more are rerolls)

~first mutation determines skin tint (nothing is not a mutation)

Tentacles are able to grab but cannot be used in combat without the Feat Secondary Arms

Bring Forth The Realm Of Madness (Su): The true hallmark of the is the Voice of Madness ability to summon the very dark of the Outside, to call the farthest plane into his own world, much to the dismay of every other living creature. At 10th level, the Voice of Madness may once per day as a full-round action, summon a patch of the Far Realm. An area in a 30' radius around the Voice of Madness gains the following traits:

Also, every round, roll a 1d8, and 1d4 pseudonatural creatures are summoned as if by the Summon Monster spell that corresponds with the dice result. You have no control over these creatures. This effect lasts 2d6 rounds, however, any creature that is within the area of the ability (including the Voice of Madness) when it ends, is teleported to the Far Realm with no save.

Epic <-class name->

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

LevelSpecial
11stManiacal Laughter 6/day
12ndEyes of the Far Realm 5/day
13rdOpen the Doorway of the Mind, Maniacal Laughter 7/day
14thEyes of the Far Realm 6/day
15thManiacal Laughter 8/day
16thBeyond The Doorway of the Mind, Eyes of the Far Realm 7/day
17thManiacal Laughter 9/day
18thShaking The Walls
19thManiacal Laughter 10/day, Eyes of the Far Realm 8/day
20thHe Who Waits Beyond The Walls

<-number of skill points-> + Int modifier skill points per level.

Open the Doorway of the Mind: At 13th level the Voice of Madness may trap enemies in a prison of the mind, causing adverse hallucinations and distortions. The Voice of Madness as a Full-Round action may create an 80' foot zone of madness (the zone is a completely round dome), all who enter this zone (Except the Voice of Madness) become under the effects of Phantasmal Killer and all other creatures inside the zone appear as Pseudonatural monsters (including allies). To creature's outside the zone it appears as a swirling mass of prismatic energy that cannot be seen through, to those within the zone it appears as an endless void of swirling images and is under these effects: Beyond 20 feet, all creatures seem blurred. Beyond 40 feet all creatures seem displaced. Beyond 60 feet, vision is impossible as it melts into a swirl of colors. While in this zone the Voice of Madness is under the effects of Mirror Image, but with a number of copies equal to Half his Character level. A (DC 25) Will save Reveals that it is all fake and dispels all of the effects to that target.

Beyond the Doorway of the Mind: At 16th level, the Voice of Madness can as a Full-Round Action distort the minds of all creatures trapped in his zone of madness, plummeting their consciousness into his own section of the Far Realm. All creatures currently under the effects of Open the Doorway of the Mind are now under these effects, the entire area of the zone is considered Difficult Terrain even to those Flying, whenever making an action any Creature (Except the Voice of Madness) must make a Will Save (DC 25 + 1/2 character's level + Charisma modifier) or be put under the effects of an insanity spell for 1d6 + cha modifier rounds. Every Round all creatures (Except the Voice of Madness) take 1d12 Psychic Damage. This effect Lasts 3d6 Rounds at the end the zone returns to Open the Doorway of the Mind. This ability cannot be used again for 1d10 turns.

Shaking The Walls Of The Mind: At 18th level, the Voice of Madness may begin shattering the walls of reality upon his victims even further causing the world within this zone to shatter and break within it's self. This ability can only be activated while Beyond the Doorway of the Mind is in place, when this ability is activated the zone's radius begins to decrease by 5' feet each round and all those that exit the radius of the zone as it decreases are teleported into a pocket Dimension.

He Who Waits Beyond The Walls: At 20th level you are given the key to the Far Realm and can journey to and from the Far Realm at will bring anything that you can carry with you and anyone who is willing to accompany you. Anyone not willing must first be grappled then must fail on a Will Save (DC 10 + 1/2 character's level + Cha/Int/Wis modifier which ever is higher) or be teleported with you to the Far Realm.

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty
<-Skill name-><-4 for class skills and 2 for cross-class skills-><-Abbreviated key ability-><-armor check penalty based on starting armor. If inapplicable put ""->
<-Skill name-><-4 for class skills and 2 for cross-class skills-><-Abbreviated key ability-><-armor check penalty based on starting armor. If inapplicable put ""->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Playing a <-class name->

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DCResult
5<-common knowledge->.
10<-not so common knowledge->.
15<-rare information->.
20<-very rare information->.

<-pluralized class name-> in the Game

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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