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devlingreye
2013-06-27, 11:13 PM
Sons of Silence

...
Roman, adapt son of silence

There are assassins in the world that strive to make there movement as silent as the wind itself. Those who seek this world shrouded in silence are known as a Son of Silence. Sons of Silence or SoS are master if the art of moving silently with the power to emit an aura of silence around them, steal the voice of their enemies, and at the height of the gaining the ability to forsake speak all together.

Many sons of silence begin as rogues that are trained be other SoS but there it isn't uncommon for stealthy wizard or sorcerer to train to be sons. The sons of silence may be of any race, however most sons of silence are humans due to their determination.


Role: Sons of silence are strikers using their stealth abilities to catch the enemy be surprise dealing damage before them can react.

Alignment: Sons of Silence can be of any alignment. Humans tend to be diligent swaying to lawful, while orcs and gnome tend to the chaotic.

Hit Die: d8

Requirements
To qualify to become son of silence, a character must fulfill all of the following criteria.
Base Attack Bonus: +5.
Feats: Stealthy
Special: Must spend three days in deep meditation performing a ritual were you must make no sound. This ritual requires 500 gold pieces in special candles and herb to aid in the meditation.

Class Skills
The son of silence's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str)

Skill Ranks per Level: (4 + Int modifier)


Son of Silence
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+1|
+1|Dead Quiet 10ft radius, Hearing the Silence

2nd|
+1|
+1|
+1|
+1| Disabling Strike

3rd|
+1|
+1|
+2|
+2| Sneak Attack +1d6

4th|
+2|
+1|
+2|
+2|Selective Silence

5th|
+2|
+2|
+3|
+3|Dead Quiet 20ft radius

6th|
+3|
+2|
+3|
+3|Sneak Attack +2d6

7th|
+3|
+2|
+4|
+4|Silencing Critical

8th|
+4|
+3|
+4|
+4|Maddening Silence

9th|
+4|
+3|
+5|
+5|Sneak Attack +3d6

10th|
+5|
+3|
+5|
+5|Strike of the Silent God, Dead Quiet 30ft radius[/table]

Class Features
The following are class features of the sons of silence.

Weapon and Armor Proficiency
Sons of silence are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short bow, and short sword. They are proficient with light armor, but not with shields.

Dead Quiet (Su)
Starting at 1st level the sons of silence can emit an aura of absolute silence, mimicking the spell silence. Anyone enter the dead quiet aura may make a Will save DC 10+ his sons of silence level+ his wisdom modifier. At 1st level this aura can be activated with a standard action and radiates a 10ft radius centered on the son of silence for a number of round equal to the sons of silence level plus his wisdom modifier. Theses round do not need to be use consecutively. Starting at 2nd level and each level there after he gain two additional round of this ability.

When the son of silence reaches 5th level his mastery of the aura of Dead Quiet increases increasing the range to a 20ft radius centered on the son of silence.

At 10th level the son of silence becomes a master of his Dead Quiet aura. His Dead Quiet aura increases in size to a 30ft radius centered on the son of silence.

Hearing The Silence (Ex)
Due to extended time spend in complete silence the sons of silence learn to heighten his other senses to a supernatural quality. He gain an insight bonus equal to his character level to all perception checks.

Disabling Strike (Ex)
The Sons of Silence train to be able to sneak up on their victims and disable them before they have a chance to act. At 2nd level the son may spend a full round action to attack a specific part of an adjacent victim body to disable him according to which part the son attacks. See list of body parts below for effects.

Disabling Strike Table
{table=head]Body Parts|Effect

Eyes|Target is blind for 1d4 rounds

Ears|Target is deaf for 1d4 rounds

Throat|Target is silenced for 1d4 rounds

Arms|Lose use of chosen arm for 1d4 rounds

Legs|Target's base movement speed by half

Chest|Target is staggered for 1d4 rounds due to lose of breath

Gut|Target is sickened for 1d4 rounds[/table]

Sneak Attack
This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at 3rd, 6th, and 9th level. If a son of silence gets a sneak attack bonus from another source, the bonuses on damage stack.

Selective Silence (Su)
At 3rd level a son of silence gain the ability to exclude selected creatures from the affect of his Dead Quiet aura. He can exclude a number of creature equal to 2+ his Wisdom modifier that are in his aura.

Silencing Critical (Ex)
Whenever the son of silence score a critical hit against an opponent, the victim is permanently silenced. A successful Fortitude save reduces the silence to 1 round. The DC of this Fortitude save is equal to 10 + his son of silence level+ his Wisdom modifier. This ability has no effect on creatures that can not talk. This silence can be cured by heal, regeneration, or a similar ability.

Maddening Silence (Su)
When the sons of silence reaches 8th level his Dead Quiet aura become so sever that enemies that enter his aura must make a Will save (DC= 10+ SoS level+ Wisdom modifier) to not become confused while in the aura. If the enemy successful in this save, he is immune to this ability for 24 hours.

Strike of the Silent God (Su)
When a son of silence reaches 10th level he has mastered the art of silence. The strike of the silent god is a devastating attack that strikes out at his victims soul. When an enemy is in the area of the son of silence's dead quiet aura he may use a full round action to use the strike of the silent god. The son can make a ranged touch attack, if this attack is successful the enemy must make a Fortitude save (DC 10+ character level+ Wisdom modifier). On a failed save the victim takes 1d6 Constitution damage, on a successful save they take half of the Constitution damage.

If the enemy reaches a Constitution score of 0 from this strike, the son of silence drains the last of sound that creature will ever make. This grants the son of silence the choice of one of two gifts.

The first gift grants the son an insight bonus to his Armor Class equal to his son of silence level for a number of rounds equal to the number of hit dice that creature possessed.

The second gift grants the son the ability expand his dead quiet aura to double it's normal area of effect
for a number of rounds equal to the number of hit dice that creature possessed.

The son of silence can only have one of this gifts active at a time regardless of the number of creatures that the son kills with this ability.