10-01-2014, 06:28 AM
(This post was last modified: 03-26-2015, 05:31 PM by TheFrozenMoogle.)
....Its been too long..
Update!
Hey guys, been awhile. Some issues came up with my life that I needed to take care of. So I noticed that Sonamancers, using their skill of being an ultimate siege weapon..don't get sundering on their primary attack, Mach 10. This..was a problem. So I fixed it! At level 3 sonamancers may use their Mach 10 as a sunder attack, and at level 6 they acquire the improved sunder feat, even if they do not meet the prerequisites.
Also, due to no sonic damage feats, I decided to allow the feats Extra Talent, and any feat that applies to a ranged attack, apply to Mach 10.
HD: D8 as chemist
Saves High Fort/Reflex as chemist
Base attack Bonus: as chemist
4+int skills
Class Skills:
Acrobatics, Diplomacy, Perception, Use Magic Device, Profession, Craft, Linguistics, Sense Motive
Weapon and Armor Proficiency: Sonamancers are proficient with all simple weapons, and instruments, and when an instrument is wielded by a Sonamancer, all enhancements of an instrument is applied to the Mach 10. Sonamancers are only proficient with cloth armor, and no shields.
(Instruments are exotic two handed weapons, deal a 1d6, critical on a natural 20, and deal x2 critical modifier.)
(Limit Break)
Perfect Pitch
For 1 round plus 1 level per four sonamancer levels, the sonamancer is capable of utilizing mach 10 as a standard action, and adds 1 to her dc's. This requires a swift action to activate.
Sincere Rumore
The sonamancer releases a giant, burst of energy as a desperation effort. All enemies, and all objects, take 2d6, and an additional 2d6 per four class levels. All enemies are pushed back, until they are pushed out of the thirty foot radius. If any glass, porcelain, crystal, or fragile objects are in the area, they are destroyed. The push back is a DC 10 +1/2 class level + charisma modifier. This limit break requires a full round action to activate.
Mach 10:
At first level a sonamancer is capable of releasing a sound blast as a full round action. At level 1 it deals 2d6+Cha Mod Sonic Damage. This is a spell like ability with a range of 60 feet. This damage increases by two dice every four levels (Aka to 4d6 6d6 and so on), this is a spell like ability that is a ranged touch attack.
At 5th level Mach 10 has a five foot knockback against medium or smaller creatures, and may be used as a ranged sunder.
At 9th level the knockback increases to 10 ft, and must make a Dc of 10+1/2 CL + cha reflex save or fall prone
At 13th level the knockback increases to 15 ft, and may affect large or smaller creatures.
At 17th level, the knockback increases to 20ft.
Sona Familiarity
Also at first level, the sonamancer gains a specialized type of magic pool known as sona. The sonamancers pool is equal to their class level, plus their charisma modifier. The sonamancer gains talents every odd level (past the first)(shown at bottom of class page) to enhance her sonamancer abilities, these talents use your sonapool. They may also spend 1 sona point to grant them an additional +4 dodge bonus to AC.
Heightened Wave
In addition at first level, A sonamancer is highly trained at disrupting blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored or wearing cloth armor and unencumbered, the Sonamancer adds her Charisma bonus (if any) to her AC and her CMD. In addition, a sonamancer gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four sonamancer levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the sonamancer is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor besides cloth, when she carries a shield, or when she carries a medium or heavy load.
Sonic Armor
At second level, as long as you have at least one sona point in your pool you gain a +1 deflection bonus that increases by one for every four levels thereafter maximum of +5 at 18 level. Anytime the sonamancer uses an ability that deals sonic damage, this bonus is applied.
Ballista Blast
At level 3, the sonamancer may use their Mach 10 as a sunder attack, even from a range. At level 6 the sonamancer gains improved sunder as a bonus feat, even if they do no meet the prerequisites for it. When targeting any equipment with the "fragile" speciality, Mach 10 does double damage, and pentrates your class level of hardness.
Precise Sound
At fourth level, you gain the precise shot feat, but only for your combat abilities involving sound, or sonic damage.
Sonic Metamastery
At sixth level, twelve level, and eighteenth level, the sonamancer can get metamagic feats, that only apply to damage spells. The sona cost is equal to the mp level cost.
Sonic Structuring
At seventh level the sonamancer may spend one sona point to add their charisma modifier, as an immediate reaction, to one saving throw, until the
beginning of their next turn.
Explosive Repositioning:
At 8th level, as an immediate reaction, whenever an opponent misses an attack at you, you may release a tiny sound blast, and move five feet in one direction. This movement does not provoke attacks of opportunity, and the blast deals 1d4 + Cha Mod damage. At 16th level, this ability becomes a free action, and may be used a number of times equal to your attack of your opportunities per round, but only once per enemy per round.
Sonic Shielding
At level 11 you gain a sonic resistance you gain sonic resistance equal to your class level.
Sonic Assimilation
At level 19 you gain sonic immunity, and any sonic damage that you do not control, heals you for 1/3rd the damage that would be dealt.
Ultima Sona Conversion:
At level 20 a sonamancer becomes so attuned with their body, and their sonic capabilities. They permanently gain a +2 Charisma, a sonic walk, allowing them to walk on the sound-waves in the air, and Mach 10's range is doubled and all sonamancer talents cost one less, to a minimum of zero.
Talents
*Your mach 10 and other sonic abilities, ignore an amount of hardness equal to your class level, and deal full damage before applying hardness to objects, constructs, weapons, armor, or anything else that isn't made of flesh, phantom-like, scales, or basically anything that isn't living.
*Elements of the String, at the cost of two sona points, you may convert any source of damage either you, or your party controls into either sonic, wind, water, or earth damage.
This can be used as a swift, or immediate action. If you choose sonic damage, your bonuses apply to the source.
*Sonic Lance at the cost of one sona point, you may change mach 10 to a 250 ft range touch attack.
*Hideous Sound, at the cost of two sona points, if an enemy is damaged by your mach 10, you may instill a fear inside them. They are shaken for 1d4+cha mod rounds. This does not stack with itself to make your enemy frightened.
*Banshee's Wail, at the cost of one sona point, you may release mach 10 as a bellowing wail from your mouth, spreading out. Banshee's Wail will always be one half the range of your standard Mach 10. (Example, At level 20, Banshee's Wail would be a 60 ft cone, Otherwise, it is a 30 ft cone.) Enemies hit this way, are allowed a fortitude save for half damage. The DC is 10 +1/2 class level + charisma mod + 2
*Sonic Surge, at the cost of one sona point, you may add two sonic damage any sonic damage source you control. This damage is multiplied on a critical.
*Ghostly Wail, at the cost of two sona points, you may choose for your mach 10 to deal wisdom damage. If you do, reduce the damage down to a 1d8+cha, with no additional modifiers.
*Sight of Sound, if you take this trait, in pure darkness you are considered to have blindsight, up only to 30 feet. This only applies as long as you have at least one point in your sona pool.
*Sonic Discharge, at the cost of one sona point, you may release mach 10 as a giant shock-wave, effecting all enemies within one-fourth of your mach 10's natural range. Enemies hit this way, are allowed a fortitude save for half damage. The DC is 10 +1/2 class level + charisma mod + 2
*Phantasmal Sonic Steed Minimum Class Level 9
At the cost of one sona point, as a standard action, the sonamancer may use Phantom Steed as a spell like ability, lasting for 1 minute per class level, or until the sonamancer dismounts. In addition, the Phantom Steed may only be ridden by you.
*Hymn of Inspiration, at the cost of three sona points, you can turn your mach 10, into a healing symphony, encouraging allies around you to ignore, and regenerate their wounds. This ability effects all allies within thirty feet of you. You give all allies temporary hp, equal to 3/4ths your Mach 10's damage. Minimum Class Level 5
*Vocal Destruction, if you take this talent, you may, instead of spending one sona point, may spend five hp instead. By utilizing your own hyper voice, you release it within yourself, to channel your abilities..at the cost of your own health. You may not burn hp to gain points, only to burn hp to spend FOR points.
*Hypersensitive Hearing, with this talent, a sonamancer only takes a -1 penalty to perception for each 50 feet the sonamancer is away from the source, instead of 10 feet.
*Shattering Sound
You may use two sona points to cast shatter as a spell-like ability.
*Echo Minimum Class Level 15
If you successfully hit someone with your Mach 10, they take 1/2 your mach 10's damage on the following round. If you miss, they take half damage, but with a fortitude save to negate.
*Sonic Strike
At the cost of two sona points, the sonamancer may add their mach 10 damage, to any melee attack. This must be declared before attacking. If it misses, the Sonic Strike remains however. This requires a swift action.
*Sonic Elementalization
Choose one of these forms. Snake. Dog. Bear. Owl. Ferret. As a swift action you may convert your body into a sonic elemental that appears as this form.
Snake allows you to make a bite attack for your mach 10, with a max range of 10ft. Dog allows you to make a claw attack, Bear allows for a charge attack, up to a range of 60ft, and owl allows for a flying charge, while ferret allows no combat, it gives a + 10 bonus to climb, survival, swim, and perception.
This ability costs 4 Sona Points, and Mach 10 Damage is normal on Snake and Dog. Charge rules apply for Bear and Owl. Also, all these forms grant a bonus 2 AC.
*Sonic Chain
At the cost of three sona points any Mach 10 may entangle an enemy, leaving them flat-footed, and unable to move. This includes charging, jumping, rolling, or etc.
Favored Races
Hume: + 1/4 damage to mach 10
Mithra:+1/2 to perception checks made with hearing
Galka: +1/2 damage to objects
Dwarf: Add +1 foot to the sonamancer's mach 10. This option has no effect unless the sonamancer has selected it 5 times (or another increment of 5); a range increment of 24 feet is effectively the same as a range increment of 20 feet, for example.
Moogle: 1/2 bonus on perception checks made with hearing
Vierra: Gains 1/6 of a sonamancer talent
Elvaan: 1/2 bonus on perception checks made with hearing
Gria: +1/2 damage to all sonic sources
TaruTaru: 1/2 bonus to the sonamancers sona pool
Sonamancer specific feats:
Extra Talent (Take an extra talent)
Sonic Burst - Prereq Class Level 4 Each Mach 10 that hits an enemies weapons or armor has a chance of dealing residual damage to the wielder. The wielder of weapon or armor makes a DC 10 + Cha + CL fortitude save. If they succeed their fortitude save, they only take 1/4th the residual damage. If they fail, they take 3/4ths the residual damage.
Magoi of the People - Prereq Diplomacy 7 ranks, Performance (Instrument) 5 ranks, CL 7
Benefit - You may use your Mach 10 as part of your performance, giving it a boost equal to your class level. You may also, use your instrumental performance as part of a negotiation, and in diplomacy checks, giving all diplomacy checks a boost equal to your ranks in perform.
Update!
Hey guys, been awhile. Some issues came up with my life that I needed to take care of. So I noticed that Sonamancers, using their skill of being an ultimate siege weapon..don't get sundering on their primary attack, Mach 10. This..was a problem. So I fixed it! At level 3 sonamancers may use their Mach 10 as a sunder attack, and at level 6 they acquire the improved sunder feat, even if they do not meet the prerequisites.
Also, due to no sonic damage feats, I decided to allow the feats Extra Talent, and any feat that applies to a ranged attack, apply to Mach 10.
HD: D8 as chemist
Saves High Fort/Reflex as chemist
Base attack Bonus: as chemist
4+int skills
Class Skills:
Acrobatics, Diplomacy, Perception, Use Magic Device, Profession, Craft, Linguistics, Sense Motive
Weapon and Armor Proficiency: Sonamancers are proficient with all simple weapons, and instruments, and when an instrument is wielded by a Sonamancer, all enhancements of an instrument is applied to the Mach 10. Sonamancers are only proficient with cloth armor, and no shields.
(Instruments are exotic two handed weapons, deal a 1d6, critical on a natural 20, and deal x2 critical modifier.)
(Limit Break)
Perfect Pitch
For 1 round plus 1 level per four sonamancer levels, the sonamancer is capable of utilizing mach 10 as a standard action, and adds 1 to her dc's. This requires a swift action to activate.
Sincere Rumore
The sonamancer releases a giant, burst of energy as a desperation effort. All enemies, and all objects, take 2d6, and an additional 2d6 per four class levels. All enemies are pushed back, until they are pushed out of the thirty foot radius. If any glass, porcelain, crystal, or fragile objects are in the area, they are destroyed. The push back is a DC 10 +1/2 class level + charisma modifier. This limit break requires a full round action to activate.
Mach 10:
At first level a sonamancer is capable of releasing a sound blast as a full round action. At level 1 it deals 2d6+Cha Mod Sonic Damage. This is a spell like ability with a range of 60 feet. This damage increases by two dice every four levels (Aka to 4d6 6d6 and so on), this is a spell like ability that is a ranged touch attack.
At 5th level Mach 10 has a five foot knockback against medium or smaller creatures, and may be used as a ranged sunder.
At 9th level the knockback increases to 10 ft, and must make a Dc of 10+1/2 CL + cha reflex save or fall prone
At 13th level the knockback increases to 15 ft, and may affect large or smaller creatures.
At 17th level, the knockback increases to 20ft.
Sona Familiarity
Also at first level, the sonamancer gains a specialized type of magic pool known as sona. The sonamancers pool is equal to their class level, plus their charisma modifier. The sonamancer gains talents every odd level (past the first)(shown at bottom of class page) to enhance her sonamancer abilities, these talents use your sonapool. They may also spend 1 sona point to grant them an additional +4 dodge bonus to AC.
Heightened Wave
In addition at first level, A sonamancer is highly trained at disrupting blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored or wearing cloth armor and unencumbered, the Sonamancer adds her Charisma bonus (if any) to her AC and her CMD. In addition, a sonamancer gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four sonamancer levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the sonamancer is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor besides cloth, when she carries a shield, or when she carries a medium or heavy load.
Sonic Armor
At second level, as long as you have at least one sona point in your pool you gain a +1 deflection bonus that increases by one for every four levels thereafter maximum of +5 at 18 level. Anytime the sonamancer uses an ability that deals sonic damage, this bonus is applied.
Ballista Blast
At level 3, the sonamancer may use their Mach 10 as a sunder attack, even from a range. At level 6 the sonamancer gains improved sunder as a bonus feat, even if they do no meet the prerequisites for it. When targeting any equipment with the "fragile" speciality, Mach 10 does double damage, and pentrates your class level of hardness.
Precise Sound
At fourth level, you gain the precise shot feat, but only for your combat abilities involving sound, or sonic damage.
Sonic Metamastery
At sixth level, twelve level, and eighteenth level, the sonamancer can get metamagic feats, that only apply to damage spells. The sona cost is equal to the mp level cost.
Sonic Structuring
At seventh level the sonamancer may spend one sona point to add their charisma modifier, as an immediate reaction, to one saving throw, until the
beginning of their next turn.
Explosive Repositioning:
At 8th level, as an immediate reaction, whenever an opponent misses an attack at you, you may release a tiny sound blast, and move five feet in one direction. This movement does not provoke attacks of opportunity, and the blast deals 1d4 + Cha Mod damage. At 16th level, this ability becomes a free action, and may be used a number of times equal to your attack of your opportunities per round, but only once per enemy per round.
Sonic Shielding
At level 11 you gain a sonic resistance you gain sonic resistance equal to your class level.
Sonic Assimilation
At level 19 you gain sonic immunity, and any sonic damage that you do not control, heals you for 1/3rd the damage that would be dealt.
Ultima Sona Conversion:
At level 20 a sonamancer becomes so attuned with their body, and their sonic capabilities. They permanently gain a +2 Charisma, a sonic walk, allowing them to walk on the sound-waves in the air, and Mach 10's range is doubled and all sonamancer talents cost one less, to a minimum of zero.
Talents
*Your mach 10 and other sonic abilities, ignore an amount of hardness equal to your class level, and deal full damage before applying hardness to objects, constructs, weapons, armor, or anything else that isn't made of flesh, phantom-like, scales, or basically anything that isn't living.
*Elements of the String, at the cost of two sona points, you may convert any source of damage either you, or your party controls into either sonic, wind, water, or earth damage.
This can be used as a swift, or immediate action. If you choose sonic damage, your bonuses apply to the source.
*Sonic Lance at the cost of one sona point, you may change mach 10 to a 250 ft range touch attack.
*Hideous Sound, at the cost of two sona points, if an enemy is damaged by your mach 10, you may instill a fear inside them. They are shaken for 1d4+cha mod rounds. This does not stack with itself to make your enemy frightened.
*Banshee's Wail, at the cost of one sona point, you may release mach 10 as a bellowing wail from your mouth, spreading out. Banshee's Wail will always be one half the range of your standard Mach 10. (Example, At level 20, Banshee's Wail would be a 60 ft cone, Otherwise, it is a 30 ft cone.) Enemies hit this way, are allowed a fortitude save for half damage. The DC is 10 +1/2 class level + charisma mod + 2
*Sonic Surge, at the cost of one sona point, you may add two sonic damage any sonic damage source you control. This damage is multiplied on a critical.
*Ghostly Wail, at the cost of two sona points, you may choose for your mach 10 to deal wisdom damage. If you do, reduce the damage down to a 1d8+cha, with no additional modifiers.
*Sight of Sound, if you take this trait, in pure darkness you are considered to have blindsight, up only to 30 feet. This only applies as long as you have at least one point in your sona pool.
*Sonic Discharge, at the cost of one sona point, you may release mach 10 as a giant shock-wave, effecting all enemies within one-fourth of your mach 10's natural range. Enemies hit this way, are allowed a fortitude save for half damage. The DC is 10 +1/2 class level + charisma mod + 2
*Phantasmal Sonic Steed Minimum Class Level 9
At the cost of one sona point, as a standard action, the sonamancer may use Phantom Steed as a spell like ability, lasting for 1 minute per class level, or until the sonamancer dismounts. In addition, the Phantom Steed may only be ridden by you.
*Hymn of Inspiration, at the cost of three sona points, you can turn your mach 10, into a healing symphony, encouraging allies around you to ignore, and regenerate their wounds. This ability effects all allies within thirty feet of you. You give all allies temporary hp, equal to 3/4ths your Mach 10's damage. Minimum Class Level 5
*Vocal Destruction, if you take this talent, you may, instead of spending one sona point, may spend five hp instead. By utilizing your own hyper voice, you release it within yourself, to channel your abilities..at the cost of your own health. You may not burn hp to gain points, only to burn hp to spend FOR points.
*Hypersensitive Hearing, with this talent, a sonamancer only takes a -1 penalty to perception for each 50 feet the sonamancer is away from the source, instead of 10 feet.
*Shattering Sound
You may use two sona points to cast shatter as a spell-like ability.
*Echo Minimum Class Level 15
If you successfully hit someone with your Mach 10, they take 1/2 your mach 10's damage on the following round. If you miss, they take half damage, but with a fortitude save to negate.
*Sonic Strike
At the cost of two sona points, the sonamancer may add their mach 10 damage, to any melee attack. This must be declared before attacking. If it misses, the Sonic Strike remains however. This requires a swift action.
*Sonic Elementalization
Choose one of these forms. Snake. Dog. Bear. Owl. Ferret. As a swift action you may convert your body into a sonic elemental that appears as this form.
Snake allows you to make a bite attack for your mach 10, with a max range of 10ft. Dog allows you to make a claw attack, Bear allows for a charge attack, up to a range of 60ft, and owl allows for a flying charge, while ferret allows no combat, it gives a + 10 bonus to climb, survival, swim, and perception.
This ability costs 4 Sona Points, and Mach 10 Damage is normal on Snake and Dog. Charge rules apply for Bear and Owl. Also, all these forms grant a bonus 2 AC.
*Sonic Chain
At the cost of three sona points any Mach 10 may entangle an enemy, leaving them flat-footed, and unable to move. This includes charging, jumping, rolling, or etc.
Favored Races
Hume: + 1/4 damage to mach 10
Mithra:+1/2 to perception checks made with hearing
Galka: +1/2 damage to objects
Dwarf: Add +1 foot to the sonamancer's mach 10. This option has no effect unless the sonamancer has selected it 5 times (or another increment of 5); a range increment of 24 feet is effectively the same as a range increment of 20 feet, for example.
Moogle: 1/2 bonus on perception checks made with hearing
Vierra: Gains 1/6 of a sonamancer talent
Elvaan: 1/2 bonus on perception checks made with hearing
Gria: +1/2 damage to all sonic sources
TaruTaru: 1/2 bonus to the sonamancers sona pool
Sonamancer specific feats:
Extra Talent (Take an extra talent)
Sonic Burst - Prereq Class Level 4 Each Mach 10 that hits an enemies weapons or armor has a chance of dealing residual damage to the wielder. The wielder of weapon or armor makes a DC 10 + Cha + CL fortitude save. If they succeed their fortitude save, they only take 1/4th the residual damage. If they fail, they take 3/4ths the residual damage.
Magoi of the People - Prereq Diplomacy 7 ranks, Performance (Instrument) 5 ranks, CL 7
Benefit - You may use your Mach 10 as part of your performance, giving it a boost equal to your class level. You may also, use your instrumental performance as part of a negotiation, and in diplomacy checks, giving all diplomacy checks a boost equal to your ranks in perform.