Initiate of Vox Arcana
D&D 3e (3.0/3.5) Rules
by The Arcanist
The Initiates of Vox Arcana are a sect of black-robed enchanters who channel magic through the power of their voices.
Alignment: Any non-good.
The Initiate of Vox Arcana's class skills are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Ssense Motive (Wis), and Spellcraft (Int).
Skill Points at Each Level: 4 + Int modifier.
All of the following are class features of the Initiate of Vox Arcana prestige class.
Voice of Despair: Once per day per point of Charisma modifier, the Initiate gains the ability to inspire dread in all his opponents within 30 ft. as a standard action. An opponent must be able to see and hear the Initiate to be affected. Those who are affected receive a -2 penalty to Will saves for 5 rounds. Note that this is a language-dependent ability.
Voice of the Inexorable: At the beginning of any round that the Initiate finds himself silenced due to a magical effect (i.e. from the silence spell) he may make a Will save (DC equal to the spell's normal DC) as a move action to suppress the silencing effect on himself. This effectively dispels the silence effect for the Initiate. On the round immediately after the Initiate has successfully freed himself of a silencing effect, he may make another Will save (DC equal to 10 + the spellcaster's caster level) as a move action to negate all silencing effects within a 30-foot radius.
Voice of Power: The Initiate gains the ability to enhance his voice through arcane means. As a result, all enchantment verbally based enchantment spells (like suggestion, but not hold person) are more difficult to resist. When casting such spells, the DC to resist the spell is increased by +1.
Voice of the Mind: The Initiate gains the ability to forge a telepathic link with any creature within 100 feet that has a language. Although this ability can be used at will, it requires a move action to establish the link with a creature, after which communication may proceed as normal. This ability may not be used in the casting of a spell which requires verbal communication (such as suggestion), and this ability may not be used on multiple creatures at once. Lastly, unlike true telepathy, this is purely language based, and so while you may have formed a link to another person, you must be able to speak a language that they understand for your words to have any meaning.
Voice of Malice: Once per day per point of Charisma modifier, the Initiate gains the ability to lace his voice with such malice and hatred that those around them quake with fear. Activating this effect requires a full round action. All living creatures who are within 60 ft. and who can both see and hear the Initiate are affected unless they succeed a Will save whose DC is set by the Initiate's Intimidate check, as follows:
Once a creature is affected, subtract its level (or HD) from the Initiate's and compare this value to the chart below to see what effect this ability has. The affected creature will continue to be affected as long as the Initiate speaks (as a move action) and one round thereafter. Note that this is a language-dependent ability.
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