Sonomancer
D&D 3e (3.0/3.5) Rules
The paths of magical knowledge are many and varied, none more so than the enchanting melodies of a sonomancer. A sonomancer is a wizard who delves deeply into the arcane power locked within the simplest of tunes, seeking to unlock that power to affect the world around him.
Due to the nature of their profession, most sonomancers tend to be vivacious, loud and full of life. There passion for sound and music makes these arcane spellcasters appear so unlike the standard image of a wizard, that of a mage, hunched over his tomes in a dark and lonely library. In contrast, the sonomancer can normally be found in taverns and other places where music can be found, entertaining the crowds with his newest melody.
Hit Dice: d4.
Entry Requirements
To qualify to become a sonomancer, the character must fulfil all of the following criteria.
Base Saving Throws: Willpower +4.
Skills: Knowledge (arcana) 7 ranks, Perform (any instrument) 4 ranks, Spellcraft 7 ranks.
Spellcasting: Able to cast 2nd level arcane spells, at least two of which must have the sonic descriptor.
Feats: Descriptor Focus (sonic).
Special: Must have successfully taken (and survived) the Test of High Sorcery (although the sonomancer need not necessarily have any level in the Wizard of High Sorcery prestige class).
Class Skills
The sonomancer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (each taken separately) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Speak Language, Spellcraft (Int).
Skill Points at Each Level: 2 + Intelligence modifier.
| Table 1 - 1: The Sonomancer |
| 1st |
+0 |
+0 |
+0 |
+2 |
Enchanting melody, bonus feat, stored arcana (2nd) |
+1 level of existing arcane spellcasting class |
| 2nd |
+1 |
+0 |
+0 |
+3 |
Arcane research +1 |
+1 level of existing arcane spellcasting class |
| 3rd |
+2 |
+1 |
+1 |
+3 |
Stored arcana (3rd) |
+1 level of existing arcane spellcasting class |
| 4th |
+3 |
+1 |
+1 |
+4 |
Arcane research +2 |
+1 level of existing arcane spellcasting class |
| 5th |
+3 |
+1 |
+1 |
+4 |
Stored arcana (4th) |
+1 level of existing arcane spellcasting class |
| 6th |
+4 |
+2 |
+2 |
+5 |
Arcane research +3 |
+1 level of existing arcane spellcasting class |
| 7th |
+5 |
+2 |
+2 |
+5 |
Stored arcana (5th) |
+1 level of existing arcane spellcasting class |
| 8th |
+6 |
+2 |
+2 |
+6 |
Arcane research +4 |
+1 level of existing arcane spellcasting class |
| 9th |
+6 |
+3 |
+3 |
+6 |
Stored arcana (6th) |
+1 level of existing arcane spellcasting class |
| 10th |
+7 |
+3 |
+3 |
+7 |
Arcane research +5 |
+1 level of existing arcane spellcasting class |
Class Features
All of the following are class features for the sonomancer prestige class.
Weapon & Armour Proficiency: Sonomancer's gain no additional weapon or armour proficiencies.
Spells per Day: When a sonomancer level is gained, the character gains new spells per day as if he had gained a level in an arcane spellcasting class he belonged to before he added the prestige class. He does not, however gain any other benefits a character of that class would have gained. This essentially means that he adds the level of sonomancer to the level of the arcane spellcasting class the character has, then determines spells per day and caster level accordingly.
Enchanting Melody (Ex): Sonomancer's have an intuitive understanding of sound and how to use it in conjunction with their arcane abilities. Starting at 1st level, a sonomancer is able to use the sound generated by any instrument as the verbal component in any spell the sonomancer casts, effectively granting the sonomancer the same effect as if he had the Silent Spell feat. This effect does not increase the spell level of a spell effected by it. Just like a bard, sonomancer spells cannot be enhanced through the Silent Spell feat.
Bonus Feat: At 1st level, a sonomancer must create an instrument with which he channels and focuses his magical abilities through. The sonomancer gains the Craft Wondrous Item feat as a bonus feat.
Stored Arcana (Su): Starting at 1st level, and at each level thereafter, a sonomancer is able to impart one or more spells that he has prepared into his instrument. The sonomancer can store a maximum number of spells within his instrument equal to his Intelligence modifier + 1 per sonomancer class level. Only spells of 2nd level or lower can be initially stored within the instrument. At every odd level of sonomancer, the highest level of the spells that can be stored increases by one (3rd level at 3rd, 4th level at 5th, 5th level at 7th, and 6th level at 9th).
A spell stored within the instrument can be cast just as any other spell. It does not count against your normal allotment of spells for a given day. You use up any applicable material components and expend any experience cost to cast the spell when you store it in the instrument. You cannot have more than one instrument at any given time.
Arcane Research (Ex): Beginning at 2nd level, a sonomancer gains a +1 competence bonus to Spellcraft and Knowledge (arcana) skill checks when dealing with spells or effects that have the sonic descriptor. This bonus increases by +1 every two levels thereafter (so +2 at 4th level, +3 at 6th level, and so on). This bonus stacks with other competence bonuses to Knowledge (arcana) and Spellcraft from other sources, such Arcane Research class feature of the Wizard of High Sorcery prestige class.
In addition, each level that grants a bonus in Arcane Research also allows the sonomancer to add a bonus spell to his spellbook (in addition to the spells normally gained through level advancement). This spell must be of a level the sonomancer can cast and must be have the sonic descriptor.
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