Echokinesis (3.5e Power)
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Psychokinesis [Sonic] | |
Level: | Psionic Psuperhero 1 |
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Display: | Auditory |
Manifesting Time: | Standard |
Range: | 5'; see text |
Area: | Emanation to extent of range, fixed area specified, or targeted; see text |
Duration: | Instantaneous or Concentration, up to 1 min./level; see text |
Saving Throw: | Fortitude partial or Reflex negates (object); see text |
Power Resistance: | Yes |
Power Points: | 1 |
The manifester has two methods of sonic manipulation: constructive and destructive. Constructive manipulation uses delicate manipulation of sounds to create nuanced effects. Destructive manipulation turns simple sounds like a word or a musical note into a damaging explosion of noise.
Constructive: You manipulate how sound rises, recedes, approaches within range as an emanation from your position as the spell sculpt sound. You choose what type of sound the power creates when manifesting it and cannot thereafter change its basic character. The volume of sound manipulated, however, depends on your level. You can produce or dampen as much noise as four normal humans per manifester level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise produced can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire lion is equal to the noise from twenty humans, and an adult dragon's roar is equal to the noise from fifty humans. If you muffle noises of yourself or others, then you can provide yourself or any creatures in the area with a +5 circumstance bonus on Move Silently checks. You can also amplify noises originating within range of your power as they approach your ears to provide yourself with a +5 circumstance bonus on Listen checks; however, this gives you a -5 penalty on saves against sonic effects.
Your Constructive Echokinesis can turn ambient sounds within range into a distracting noise. Creatures within the area may attempt a Will save against the effect. If a creature’s saving throw succeeds, the manifester cannot successfully use Distraction on that creature again for 1 hour. If its saving throw fails, the creature listens intently trying to locate the source of the noise, taking no other actions for 1 round per manifester level. While distracted, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any obvious threat, such as noticing someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect.
Duration is Concentration, up to 1 minute per manifester level. Intelligible sounds and meaning cannot be constructed at this basic level.
Destructive: Creatures within a 5' cube are deafened for 2d6 rounds and take 1d6 points of sonic damage per manifester level. A successful save negates the deafness and reduces the damage by half. Any unattended objects with a hardness lower than the manifester level or crystalline creatures take 2d6 points of sonic damage per manifester level. An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.
GENERAL ECHOKINESIS AUGMENTS
Augment: For every two power points spent augmenting Echokinesis in any way, its save DC increases by 1.
Increased Range: By spending 1 additional power point, you can increase Echokinesis range to Close. If you spend 3 additional power points instead, its range becomes Medium. If you spend 5 additional power points, it becomes Long. If you spend 10 additional power points its range becomes 1 mile. If you spend 15 additional power its range becomes anywhere on the same plane as the manifester that is visible to the manifester or 1 mile per manifester level, whichever is greater.
Select Subjects: By spending 2 additional power points when manifesting an Echokinesis power you may designate which targets within the area of your Echokinesis manifestation are affected or not. This designation cannot be altered for this manifestation.
CONSTRUCTIVE ECHOKINESIS AUGMENTS
Broadcast: By spending 4 additional power points your Constructive Echokinesis can affect a number of targets within range up to the number of power points spent in total.
Dub: By spending 3 additional power points your Constructive Echokinesis can be used on a single target to replace their sounds with sounds of your choosing for 1 minute per manifester level. The target may attempt a Will save to avoid being affected. If others can see the lips of the affected target or other movements inconsistent with the sounds being made, then they will be able to notice (Spot DC 5) that the words are out of sync with the lip movements.
Dub, Lip-Sync: By spending 2 additional power points you can augment the effects of Dub and in addition the manifester can lip-sync and make a Bluff check at -5 penalty to set the DC needed for a Spot check for observers to notice that something is wrong.
Earworm: By spending 9 additional power points your Constructive Echokinesis can cause a single target that fails their Will save to hear a command or course of action repeated as a constant whisper until they perform the task prescribed. If the target fails their Will save then it is as though were affected by lesser geas. This power does not have a HD limit unlike lesser geas. This is a language-dependent mind-affecting compulsion enchantment power as the spell.
Mute: By spending 3 additional power points your Constructive Echokinesis can be used to dampen noises within range, creating an area of silence with effects as the spell lasting 1 minute per manifester level within the manifester's range. Those affected may attempt a Will save to avoid being affected.
Remix: By spending 3 additional power points your Constructive Echokinesis can manage more specific sounds. You can target a sound from a single source, such as a person speaking or singing, or a group of related sounds, such as the patter of many raindrops, a musical orchestra, or the tramp of soldiers passing by. A sound as quiet a whisper can be manipulated. You can produce or dampen as much noise as ten normal humans per manifester level with no maximum. You can substitute any sound you have heard for the target sound. If you attempt to exactly duplicate the voice of a specific individual, or an inherently terrifying sound (such as an adult dragon’s roar), you must succeed on a Bluff check with a +5 circumstance bonus opposed by the intended listener’s Listen or Sense Motive check (their choice) to avoid arousing suspicion.
This can create a specific message, up to twenty-five words can be conveyed and those words may repeat, if desired, until the duration expires or the power is dismissed. If you attempt to exactly duplicate the voice of a specific individual or an inherently terrifying sound (such as a dragon’s roar), you must succeed on a Bluff check with a +2 circumstance bonus opposed by the listener’s Listen or Sense Motive check to avoid arousing suspicion.
Remix, Scripted: By spending 7 additional power points you can create the effect of Remix except the sounds can follow a more intricate script without your having to concentrate on it, lasting for 1 minute per manifester level and no limitation on complexity of specific messages beyond their duration. If you wish, then you can also adjust the script as a free action, even maintaining a live conversation, but only one conversation at a time.
Suggestion: By spending 3 additional power points you may use Constructive Echokinesis to attempt to affect a single target with a suggestion as the spell. This is a language-dependent mind-affecting compulsion enchantment power as the spell.
Unmute: By spending 5 additional power points your Constructive Echokinesis can be used to prevent dampening of noises within range, suppressing any silence effects within range and lasting 1 minute per manifester level.
DESTRUCTIVE ECHOKINESIS AUGMENTS
Attack Action: By spending 8 additional power points you can manifest Destructive Echokinesis as an attack action. This cannot be combined with any augment that lets it target multiple creatures.
Concussive: By spending 2 additional power points you can make half of the damage of Destructive Echokinesis be bludgeoning force damage. By spending 4 additional power points instead, you can make all of the damage be bludgeoning force damage, and change the die type to d8s, but if you do, then the manifestation cannot cause deafness.
Cone or Blast: By spending 2 additional power points on Destructive Echokinesis, you can make the power affect a 15 foot cone originating from the manifester, or a 10 foot radius circle. For every two additional power points spent on this augment, the cone length increases by 15 feet or the radius increases by 10 feet.
- Special, if the Blast is centered on the manifester then it becomes a Burst and the manifester may choose to be unaffected.
Lullaby: By spending 1 additional power points on Destructive Echokinesis you can make the Sonic damage nonlethal. This manifestation does not affect objects nor can it cause deafness. This augment is incompatible with "Turn It to Eleven"
Nauseating Reverb: By spending 4 additional power points you can cause those affected by your Destructive Echokinesis to gain the nauseated condition for 2d6 rounds. A successful fortitude save negates this effect.
Precision: By spending 1 additional power point you can aim Destructive Echokinesis as a ranged touch attack on a single target. A successful save negates deafness but does not reduce the damage.
Reverb: By spending 2 additional power points you can cause those affected by your Destructive Echokinesis to gain the sickened condition for 1 minute. A successful fortitude save negates this effect.
Turn It to Eleven: By spending any number of additional power points on Destructive Echokinesis you can increase the damage dealt each round by 1d6 damage per power point spent. If you do, then the deafness becomes permanent on a failed Fortitude save. This augment is incompatible with "Lullaby"
Back to Main Page → 3.5e Homebrew → Class Ability Components → Powers → Psionic Psuperhero
Article Balance | High + |
Author | ErikOfWiki + |
Descriptor | Sonic + |
Discipline | Psychokinesis + |
Identifier | 3.5e Power + |
Level | Psionic Psuperhero 1 + |
Rating | Undiscussed + |
Summary | Amplify and modify sounds. Your voice is your weapon. + |
Title | Echokinesis + |