[="Kgauck"]Kgauck[/] » [="Kgauck/Class"]Kgauck/Class[/] » [="KGauck/Silent One"]KGauck/Silent One[/]
This Prestige Class for an elite of Eloéle was posted on the Birthright mailing list on May 1, 2001.
http://oracle.wizards.com/scripts/wa.exe?A2=ind0105a&L=birthright-l&D=1&P=1495
As I have mentioned in the past, I am not fond of some of the orientalism in the core rules. Cerilia doesn't have that flavor. So, I have removed refences to ki energy, renamed some things, and in some cases, reworked prestige classes just like I did when I reworked the Monk for the Rjurik. Here is my revised Ninja which would be right at home in Cerlia.

[top]Silent One

The Silent Ones are arch-theives who have achieved extraordinary success by their application of the teachings of Eloéle. Often times such secret societies are refered to as the Silent Sisters, since such a high proportion of this class are women. No one knows much about the Silent Ones, if they know anything at all. Much of what is known comes from the rumors which surround the ruination of their victims. For the Silent Ones do not just destroy their enemies, they bring about their ruination in the must painful means possible. If their target is greedy, their wealth is stolen. If is he proud, his reputation is ruined. If he is vain, he is disfigured. Such are the means of the Silent Ones. Their organization is informal and unstructured. There are no training centers, but rather a master takes on an apprentice. In this way, no one ever knows the names or faces of very many other Silent Ones. The only few who do know those in their areas are generally key priests of Eloéle. It is said that there are two places where the Silent Ones have a kind of headquarters and this is in Brechlen in Müden and in Seaward in Mieres. However, the role of the leadership in this places is not to send directions, instructions, or edicts, but rather to insure that someone is where the Silent Ones want someone to be. Beyond making sure that no important mission goes unfulfiled, they are little more than highly respected Silent Ones. Some may be personal bodyguards for the High Priestess of Eloéle, but that is only conjecture. It is also suspected a secret society of Silent Sisters has grown up in the Vos lands of Molochev and Zoloskaya.
Hit Dice: 8
Requirements:

BAB +6

Feats: Improved Unarmed Strike, Improved Initiative, Quick Draw, Evasion

Move Silently: 10 ranks

Hide: 10 ranks

Special : Must be recruited by a master Silent One

Class Skills:

Alchemy, Balance, Climb, Craft, Escape Artist, Hide, Jump, Listen, Move, Silently, Swim, and Tumble
Skill Points at each level: 4+Int modifier
Silent Ones have Improved Fortification, Reflex, and Willpower saves.
Class
Level BAB Special Class Feature

1 +1 Sneak Attack +1d6, Mesmerism

2 +2 Improved Evasion, Canny Defense

3 +3 Poison Use, Sneak Attack +2d6

4 +4 AC bonus +1, Fast Climb, Silencing Attack

5 +5 Low Light Vision, Fast Sneak, Sneak Attack +3d6

6 +6 Opportunist, Invoke the Night

7 +7 Shadow Jump (20 ft), Sneak Attack +4d6

8 +8 Improved Mesmerism, Blind Sight

9 +9 Uncanny Dodge (+1 against traps), Sneak Attack +4d6

10 +10 Always Sneaky, Shadow Jump (40 ft)

Class Features

A Silent One's weapons and armor proficiencies are identical to a Rogue's.

Sneak Attack: Identical to the Rogue's Sneak Attack

Mesmerism: By making mystical hand gestures as a standard action, the Silent One can render opponents helpless as if she had cast hypnotic pattern. The Silent one can affect 2d4+1 HD per level of Silent One with his Mesmerizing gestures. Subjects must make a will save against DC 12+ the Silent One's Cha modifier to avoid the effect. The mesmerism lasts as long as the Silent One continues to gesture, plus one additional round. The Silent One can use this power once daily for each level of Silent One.

Improved Evasion: At 2nd Level, a Silent One's evasion ability improves. She still takes no damage on a successful Reflex saving throw against area attacks, but henceforth only takes half damage on a failed save.

Canny Defense: When not wearing armor, Silent Ones add their Int bonus (if any) to their Dexterity to modify their Armor Class while wielding a melee weapon. If the Silent One is caught flat-footed or otherwise denied her Dex bonus, she loses this bonus.

Poison Use: Silent Ones are trained in the use of poison and never risk accidently poisoning themselves when applying poison to a blade.

Fast Climb: The Silent One can scurry up a wall at unbelievable speed. With each successful Climb check, the Silent One can move half her speed as a move-equivalent action or her speed as a full round action. Furthermore, she retains her Dex bonus to AC while climbing.

Silencing Attack: If a Silent One successfully hits a flat-footed opponent with a melee attack, the opponent is unable to speak for one round. This prevents shouting warnings or alarms as well as verbal spell casting.

Low Light Vision: Silent Ones have learned to see twice as far as normal humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Fast Sneak: When using Move Silently and Hide, the Silent One can move at her normal speed without suffering any penalty to those skills.

Opportunist: Once per round, the Silent One can make an opportunity attack against an opponent who has just been struck for damage in melee by another character. This attack counts as a Silent One's opportunity for that round. Even a Silent One with Combat Reflexes cannot use this ability
but once.

Invoke the Night: This supernatural ability allows the Silent One to summon total darkness around herself once per day for every Silent One level she possesses. This power is identical to the casting of the Darkness spell in its effect. It is as potent as a 5th level spell with regards to any spell intended to counter it.

Shadow Jump: At 7th level, a Silent One gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area of at least some shadow. The Silent One can jump up to a total distance of 20 feet or two jumps of 10 feet each day in this way. Each jump no matter how small is rounded up to the nearest 10 feet, so an 11 foot jump counts as a 20 foot jump. At 10th level, the Silent one can jump 40 ft by this means.

Improved Mesmerism: The Silent One's mesmerism is harder to resist. The mesmerism now affects 3d6+1 HD per level of Silent One, and the Will save DC is 15 + the Silent One's Charisma bonus.

Blind Sight: Using nonvisual senses, such as sensitivity to vibrations, scent, acute hearing, or echolocation, the Silent One maneuvers and fights just as well in darkness as in light. Invisibility and darkness are irrelevant, although the Silent One still cannot detect ethereal beings. The Silent One's blind sight extends for 60 feet.

Uncanny Dodge: At 9th level, a Silent One gains an intuitive sense that alerts her to traps, giving her a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against traps.

Always Sneaky: The Silent One is always taking 10 on Move Silently and Hide. Unless the Silent One wants to be seen or heard, make opposed Spot and Listen checks to detect the Silent One's presence.

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