Class: Screamer (I've definitely lost it this time)

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ssfsx17
Unkbartig
Posts: 956
Joined: Sun Apr 08, 2007 7:00 am
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Class: Screamer (I've definitely lost it this time)

Post by ssfsx17 »

== SCREAMER (Charisma) ==
"Today is the anniversary of the Final War in which our enemies were purged from our homes. Yet, we cannot rest until the fiends have been wiped from the whole world! Only then shall we achieve our founding ideal of Total Space, in which each man may have as much as he desires without conflict. We are one folk and one blood, destined by the gods to shape this world in the way that suits us!"

Caergrach knew not of what the Great Man spoke of. He was only passing through the town to grab a quick drink, yet found himself compelled to visit the main square and listen to this strange individual's speech. At every mention of "enemies," he thought he could almost see them - drooling, dirty black-skinned creatures with large canine teeth and bulging muscles. He found himself suddenly crying out for them to be killed. He then beheld an open plain with but one house. In fact, it was his house, and overflowing with butter, honey, wine and women.

The Great Man continued, "Only one man stands in our way. He is the one who has bribed the rest of our enemies with secret stockpiles of gold acquired through conspiracy and deceit. Even now, we are taking back his gold, but it is not sufficient. It is your patriotic duty to seek and destroy the villain. He could be lurking in your neighbor's basement at night, or he may be impersonating your own fathers. Do not let down your guard!"

Caergrach felt his will become one with the others. He understood his place in the destiny of all living things now - it was to apply his fighting skills to further the cause. He remembered his last quest in which one of his fellow warriors was slain by a sinister magic spell. The wizard they fought was guarding a horde of gold. Perhaps the wizard was a servant of the villain! His thoughts focused and narrowed until his mind became a razor-sharp instrument of power.

He loved the Great Man.

Screamers literally speak things into motion. Their powers can be likened to magic, and may very well be magic. However, unlike other classes which use magic, screamers have no limitations on their powers except for their ability to keep on speaking. Initiates to the practice of powered screaming are feared and shunned, while masters of the art are truly terrible to behold. It is most unnerving to meet someone who can destroy your body simply by speaking such a concept into motion. Screamers are moderately trained in self-defense because of the number of people who will certainly try to kill them.

There is a saying that there are only two types of screamers: rulers of the world, and dead screamers. To be sure, they are big threats to each other, especially when competing for the title of "ruler of the world." If it were not for the awesome powers they could wield over others, they simply would not practice the art. Those few lesser screamers who live long are careful to stay away from trouble and keep to themselves.

Of course, not everyone learns the art of powered screaming for the sake of power. Some do it for the sake of having a beautiful voice and are able to conceal evidence of their special training. Others do it for the sake of altering the world. A few screamers have the ambition of tuning the world to their own voice - remaking everything to be more harmonious and peaceful. Their ultimate desire is that everyone would speak one voice and communicate in love and harmony.
ABILITIES

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A screamer may use his vocal powers a number of times per day equal to his charisma score plus his experience level. For example, a 5th-level screamer with a charisma of fifteen can use his special vocal abilities up to twenty times per day in total.

ENDURING VOICE: Screamers can never tire of ordinary talking or singing. A screamer's throat and tongue are trained to endure for an entire day. Even if a screamer has exhausted his vocal powers for the day, he can speak and sing normally without showing any signs of fatigue.

WHISPERED MESSAGE: At 1st level, a screamer begins his or her path to total reality alteration with a focused and quiet voice. The screamer whispers a message to a creature that is up to five hundred feet away at a volume that seems to be totally silent except to the recipient. It is possible to read the screamer's lips if looking carefully at the front of his face.

THROWN VOICE: At 2nd level, a screamer discerns key objects and surfaces that will reflect his voice. The screamer may throw his voice up to fifty feet away without any sounds seeming to come from his mouth. A creature may make an intelligence saving throw in order to discern that the screamer is throwing his voice.

CHARMING VOICE: At 3rd level, a screamer learns how to use varied tones and tempos in order to make his voice sound extremely attractive. The screamer may converse with a non-hostile creature and attempt to charm it. The targeted creature must make a charisma saving throw or fall for the screamer's voice. The affected creature trusts the screamer far more than it normally would and perceives the screamer's words and actions in a much more favorable light. Any act by the screamer or his apparent allies that threatens the charmed creature breaks the influence of the voice.

HYPNOTIC VOICE: At 4th level, a screamer figures out how to embed subliminal messages in his speech. While conversing with a non-hostile creature, he may attempt to hypnotize the creature. The targeted creature must make a charisma saving throw or become receptive of the screamer's subliminal message. The subject cannot move or act, though the hypnotism can be broken by attacking or disturbing the creature. It is impossible to use hypnotic voice in the thick of combat or during some other distressing situation.

While the subject is hypnotized, the caster can make a suggestion or request. The suggestion must be brief and reasonable. Each suggestion takes one round to communicate. If the suggestion is reasonable, it can influence the subject's actions, according to the discretion of the Castle Keeper. The Castle Keeper may allow additional charisma saves for the subject if the suggestion is less than reasonable.

SHATTERING VOICE: At 5th level, a screamer can tune his voice to specific resonating frequencies. He sustains one specific singing note for a round and causes effects similar to that of the shatter spell in one object or creature up to fifty feet away.

BOOMING VOICE: At 6th level, a screamer can deal with magical silence. A screamer may make a charisma check to dispel a spell that causes silence, using half the caster's level as the challenge level. A screamer may only attempt this once per spell.

SONG OF NATURE: At 7th level, a screamer can become attuned to sounds that are beneficial to plants. All vegetation within a radius of one hundred feet grows a hundred times as quickly as it normally would. The growth persists for as long as the screamer sustains the song. For example, a screamer who sings a song of nature for one hour will cause the surrounding plants to grow as if over four days had passed. The song can be sustained for as long as the screamer can stay awake. If the song is interrupted, the screamer must start a new song.

FORCEFUL VOICE: At 8th level, a screamer can shout with enough force to cause the air to harden at specific distances. The screamer spends a round preparing his forceful voice, to the exclusion of his other abilities. While his forceful voice is active, he gains a bonus of +4 to his AC against melee attacks and a bonus of +8 to his AC against ranged attacks. A screamer's forceful voice can be sustained for as long as he is awake, but must be terminated in order to use other abilities. The screamer may perform other actions, such as fighting, while sustaining the forceful voice.

BURSTING VOICE: At 9th level, a screamer can cause his vocal energy to build up in a specific point until it bursts with great force. His voice is centered on a point uup to fifty feet away and is unleashed in a radius of twenty feet from that point. Any creature within the area of effect takes 1d8 damage and must make a successful charisma saving throw to avoid being stunned for one round.

SUGGESTIVE VOICE: At 10th level, a screamer can cause his words to repeat themselves over and over in a creature's subconscious. The screamer suggests a particular course of action (limited to a sentence or two). The suggestion must be worded in a manner as to make the activity sound reasonable. The targeted creature must understand the language of the screamer. Any attempt to suggest an act that would be harmful to the victim, or something severely at odds with its behavior, will allow the affected creature to automatically break the influence. The creature may make a charisma saving throw in order to disobey the suggestion.

UNCONSCIOUS VOICE: At 11th level, a screamer can speak to a creature while it is sleeping. The screamer's message can be of any length, and the recipient remembers it perfectly upon waking. The recipient then attempts to follow the message as if it were a strong suggestion. The creature may make a charisma saving throw in order to refuse to follow the message, but it still remembers the message clearly.

SONG OF CONSCIOUSNESS: At 12th level, a screamer can sing to one creature and grant it sentience. The creature becomes able to communicate in the language that the screamer is singing in. The creature becomes more friendly to the screamer and is open to suggestions that may be embedded in the song. When the song ends, the creature returns to the way it was before, forgetting everything that happened and no longer being open to the screamer. The song can be sustained for as long as the screamer can stay awake. If the song is interrupted, the screamer must start a new song.

PRIME ATTRIBUTE: Charisma

HIT DICE: d8

ALIGNMENT: Any

WEAPONS: Any

ARMOR: Breastplates, chain shirt, cuir bouille, greek ensemble, hide, laminar leather, leather, leather coat, padded, ring mail, studdent leather

ABILITIES: Enduring voice, whispered message, charming voice, hypnotic voice, shattering voice, booming voice, song of nature, forceful voice, bursting voice, suggestive voice, unconscious voice, song of consciousness
Level HD BtH EPP

1 d8 +0 0

2 d8 +1 2,501

3 d8 +1 5,001

4 d8 +2 10,001

5 d8 +2 20,001

6 d8 +3 40,001

7 d8 +3 80,001

8 d8 +4 160,001

9 d8 +4 320,001

10 d8 +5 600,001

11 +3 +5 900,001

12 +3 +6 1,200,001

13+ +300,000 per level
Starting Gold: 60-240gp (6d4x10)
C&C/D&D-related writings, Cortex Classic material, and other scraps: https://sites.google.com/site/x17rpgstuff/home

Class-less D&D: https://github.com/ssfsx17/skill20

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moriarty777
Renegade Mage
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Post by moriarty777 »

Unfortunately, the title of this class conjured a different 'archetype' for me.

Maybe a title change of 'Howler' or something comparable instead.

M
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Go0gleplex
Greater Lore Drake
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Post by Go0gleplex »

Hmmm....ya sure it shouldn't be Politician? *ROFL*
Otherwise...rather intriguing concept.
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cinderblock
Ulthal
Posts: 687
Joined: Tue May 06, 2008 7:00 am

Post by cinderblock »

Actually I think it could mirror one I was working on called "Moaner"

Thegreenman
Hlobane Orc
Posts: 111
Joined: Sun Jun 08, 2008 7:00 am

Post by Thegreenman »

How about renaming this class:
Phthongalist

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