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Biscuit
2022-09-30, 03:58 PM
D&D 3.5 - Silver Key
(Dragonmarked, p. 120)

A silver key is a master of stealth and security, and an expert at getting into and out of tight places. Known the realms over as some of the best locksmiths in the world, for their highest skilled members, their abilities to manipulate doors and their mechanisms extend even to magical portals. Such is their utter mastery of their chosen profession.


Requirements

Race: Dwarf

Skills: Disable Device 6 ranks, Hide 4 ranks, Knowledge (Architecture and Enginering) 5 ranks, Open Lock 6 ranks.

Special: Evasion, Trap Sense +1.

Hit die d6

Skill Points: 8 + Int

The Silver Key’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge - Arcana (Int), Knowledge - Architecture and Engineering (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Slight of Hand (Dex), Spellcraft (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha).




LevelBABFortReflexWillClass Features[/tr]

1+0+0+2+2Armored Mage, Trap Master +1, Warder's Keys, Wardsense
2+1+0+3+3Crafty Hands
2+1+1+3+3Invisibility
4+3+1+4+4Silence, Trap Master +2
5+3+1+4+4Sly Soul, Arcane Locksmith
6+4+2+5+5Cunning Body
7+5+2+5+5Improved Evasion, Trap Master +3
8+6+2+6+6Slippery Mind
9+6+3+6+6Veiled Spirit
10+7+3+7+7Master of Doors, Trap Master +4




Class Features

Weapon and Armor Proficiency: Silver Keys gain no new proficiencies with any weapons, armor, or shields.

Armored Mage: Silver keys who are also arcane spellcasters can cast their spells while wearing light armor without incurring the normal chance for arcane spell failure. Like other arcane spellcasters, however, a silver key wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

While your levels in Silver Key do not grant you any spells as if gaining a level in a spellcasting class, your levels in Silver Key do grant you an equal increase in Caster Level to a single spellcasting class, whether such a class existed before becoming a Silver Key, or you branch out into the arcane arts only after becoming a Silver Key.

Trap Master (Ex): You gain a +1 insight bonus on Disable Device, Open Lock, Search, and Spellcraft checks, but only when pertaining specifically to traps, locks, wards, and other similar security measures. This bonus rises by +1 every three levels thereafter (so +2 at 4th, +3 at 7th, and +4 at 10th).

Warder's Keys: As you take your first steps along the silver key path, you receive a special set of masterwork tools known as Warder's Keys. This masterwork set of picks, pry bars, hand hammers, hooks, saws, and skeleton keys is fashioned of a silver alloy refined so as to maintain its purity and hardness. The tools are held in a special lead-lined pouch designed to be strapped to the body beneath a tunic or cloak. They do not take up an item slot. Your warder's keys are thus almost impossible to either detect or remove. A set of warder's keys provides a +2 circumstance bonus on Craft (trapmaking), Disable Device, and Open Lock checks, and on Search checks made to find traps and hidden mechanisms, doors, and secret compartments. Warder's keys also provide a +2 competence bonus on Open Lock checks and Disable Device checks (which stacks with the +2 circumstance bonus).

An set of warder's keys is so specialized that they are worthless to anyone not trained in the mastery in their use. Commissioning a new set of warder's keys is a tricky process as it requires special materials and a skilled smith. Commissioning a new set to replace a lost or broken set costs 2,500gp.

Wardsense (Ex): You can use the Search skill to locate traps with a DC higher than 20, and you can use Disable Device to bypass a trap or disarm magic traps. (See the trapfinding rogue class feature, PH 50.) This counts as the trapfinding feature for the purpose of needing trapfinding for prerequisites.

If you already have the trapfinding ability from another source, you instead gain a +2 bonus on Disable Device, Search, and Spellcraft checks involving traps.

When you pass within 60 feet of a mechanical or magical trap, you are entitled to make a Search check to notice the trap as if you were looking for it. In the case of magical traps, a Silver Key uses the Spellcraft skill to identify magic traps and wards within 60 feet as if you had cast detect magic or read magic. You can also discern the school of magic in a magic trap or ward without first casting detect magic, at a DC of 15 + spell level.

Crafty Hands (Su): At 2nd level, you develop the ability to manipulate mechanical devices with your mind, allowing you to make Open Lock and Disable Device checks at a distance of up to 60 feet when using your warder's keys. Activating this ability is a move action, after which you make the appropriate check as normal. You can move and manipulate your warder's keys, allowing you to use the bonuses that such objects add to your checks. However, you cannot manipulate those objects in any other way (such as hurling them at a foe).

If you are distracted while making an Open Lock or Disable Device check at a distance, you must make a Concentration check as normal. On a failed check, you must use another move action to reactivate this ability.

Invisibility (Sp): At 3rd level, you learn how to turn invisible as the Invisibility spell once per day per two levels of Silver Key. The caster level for this SLA equals their overall character level. This effect can be ended early as a free mental action.

At the 10th level of Silver Key, this ability can be used normally, or it can be used to turn invisible as the Greater Invisibility spell, if desired.

Silence (Sp): At 4rd level, you learn how to become completely silent as though you were the center of a Silence spell once per day per two levels of Silver Key. The caster level for this SLA equals their overall character level. This effect can be ended early as a free mental action.

Sly Soul (Ex): Upon reaching 5th level, a permanent strengthening of your spirit grants you Spell Resistance 15 + Silver Key level.

Arcane Locksmith (Ex): The nature of their profession giving them an insight to puzzles and unlocking secrets as well as doors, a Silver Key's mind becomes sharper and they get a cumulative +1 insight bonus to Use Magic Device and Decipher Script for every 2 levels of Silver Key. They can also now 'Take 10' on the Use Magic Device skill, so long as they are outside of combat.

Also at 5th level, a Silver Key can now use staffs, wands, and scrolls as if that they were an arcane caster of the same level as their Silver Key level, with the item's requisite spell on their class list.

By expending 2 daily uses of their Silence, Invisibility, and/or Cunning Body class abilities, a Silver Key can also coax magic items that have limited daily uses to function as if it had one additional charge for that day. This ability cannot be used on magic items that have a set number of charges that do not refresh daily.

Cunning Body (Su): By 6th level, a silver key's form has developed the ability to adapt to a number of dangerous environments and conditions common with someone who makes a habit of disabling traps:

If submerged in liquid, you automatically activate a Water Breathing effect.
If you fall more than 5 feet, you automatically activate a Feather Fall effect.
If you are paralyzed, you automatically activate a Remove Paralysis effect.
If you are poisoned, you automatically activate a Neutralize Poison effect.
If immobilized, you automatically activate a Freedom of Movement effect.
You cannot extend the benefit of this ability to any other creature, nor can you voluntarily activate these effects except under the stated conditions. These effects can be invoked a number of times equal to once for every two levels of Silver Key that you possess. Your caster level for these effects is equal to 5 + your Silver Key level.

Improved Evasion (Ex): This ability works like evasion, except that while the Silver Key still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, henceforth they take only half damage on a failed save. A helpless Silver Key (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.

Slippery Mind (Ex): Upon reaching 8th level, if you fail a save against a mind-affecting effect, you can attempt the save again 1 round later at the same DC.

Veiled Spirit (Su): At 9th level, you gain a +2 bonus on all Hide and Move Silently checks, and become highly resistant to attempts to espy you or divine your location through scrying or other magical means. You gain a +4 bonus on Will saves made to resist divination effects. In addition, if you are the target of any successful spell or effect that reads your surface thoughts, the caster only gleans the sound of tumbler mechanisms clicking and clacking.

Master of Doors (Su): At 10th level, you have reached the pinnacle of a Silver Key's prowess, this potent ability allows you to make use of any magic door or portal you come across as though you had the specific ability to do so. In particular, you can bypass any and all spells with the word 'Lock' in its name as though you yourself had cast them or bypass them as if they were never cast at all, ignore all versions of Glyphs of Warding as though you knew the password (even glyphs that have no password), and bypass the magic of a hold portal and similar spells, psionic powers, or effects as though you could cast or manifest Knock at will.

Your power even extends to portals created or maintained by magic. You can follow another character through a phase door, and can enter a Mordenkainen's magnificent mansion, a dragonmark demesne, and similar magically or psionicly created structures regardless of whether the caster or manifester designated you as one of the creatures able to enter. If a portal has a randomized destination or has multiple destinations available depending on key, password, or similar mechanic, you can select the destination from the list of all possible choices with zero chance of failure.

This ability does not confer any additional advantage when dealing with mundane locks or doors.



Main Mechanical Changes/Additions:

Bumped Skill Points from 6+Int to 8+Int. You basically give up all combat ability for 10 levels just to specialize in a very niche role. No need to punish you for it more than you have already punished yourself.
Added an increase in CL, even though it doesn't add spellcasting progression, just to throw a bone to casters in keeping with the theme that the Armored Abjuration class feature started. It is never going to be a large component of a Silver Key's career, but any supplement is better than nothing!
Removed the Dodge feat as a prerequisite and replaced it with Evasion. Dodge is a terrible feat and no one should be forced to suffer it.
Made the Invisibility SLA usable once for every two Silver Key Levels to make it actually worth something.
Made is so the Invisibility SLA can be used as Greater Invisibility if desired, as an additional Capstone.
Added the Silence SLA usable once for every two Silver Key Levels to complete the unseen/silent theme of the class.
Added Neutralize Poison and Freedom of Movement to the auto-triggering SLAs of Cunning Body and tied their usage together so that their effects can only be triggered a number of times per day equal to half their Silver Key Level, rounded down instead of once each.
Added the Arcane Locksmith ability to give them some sort of utility beyond opening locks and disabling traps.
Added Improved Evasion at level 7 to continue the theme.

General Ability/Wording/Language Clean-Up:

Updated Armored Abjuration to the more simplified Armored Mage other classes have. Since the class doesn't progress spellcasting in any way, this is mostly a nonissue anyway. just no reason to punish them further if you're taking away any spellcasting progression.
Removed affiliation with House Kundarak and the Heir's Mark class feature to not restrict the flavorful class to just Eberron games.
Removed sell cost, increased repurchase cost, and removed mention of house affiliation from Warder's Keys.
Retooled Wardsense's wording to allow it to count as Trapfinding for the purpose of prerequisites and allowed for mechanical trap detection on top of the previously existing magic trap detection. Since it literally is just a reworded Trapfinding with extra benefits.
Restricted Crafty Hands to only be usable with Warder's Keys (don't need a cheese loophole here).
Added a Move Silently bonus on top of the existing Hide bonus and a minor defense against surface thought reading to Veiled Spirit.
Cleaned up the language of Master of Doors to account for spells and effects added in source books published after the release of the Silver Key's source book Dragonmarked.