Silent One (3.5e Class)
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A Silent One is trained to never be seen or heard, she moves in silently for the kill or the steal and leaves before anyone knows what happened.
Making a Silent One
A Silent One is best suited for quick fast strikes then moving away, they work best as a support with more damage focused fighters. However rare it may be a Silent One will occasionally take on the role of leadership, however this is usually only as a plot to use the others for personal gain.
Abilities: This class is based strongly around Dexterity, Charisma, and Strength.
Races: Out casts, such as Half Orcs, Orcs, and Tieflings occasionally take this class, however the most common races to take this tend to be Elves, halfings, and Half elves.
Starting Gold: 4d6
|1st||+0||+0||+2||+0||Sneak Attack +1d6, Trap finding|
|2nd||+1||+0||+3||+0||Battle Fortitude +1, Evasion|
|5th||+3||+1||+4||+1||Sneak Attack +2d6, Fast movement +10ft|
|8th||+6/+1||+2||+6||+2||Improved uncanny dodge, Camouflage|
|10th||+7/+2||+3||+7||+3||Blind Sense 30ft, Sneak Attack +3d6|
|11th||+8/+3||+3||+7||+3||Battle Fortitude +2|
|12th||+9/+4||+4||+8||+4||Fast Movement +20|
|14th||+10/+5||+4||+9||+4||Hide in Plain Sight|
|15th||+11/+6/+1||+5||+9||+5||Sneak Attack +4d6|
|19th||+14/+9/+4||+6||+11||+6||Fast movement +30ft|
|20th||+15/+10/+5||+6||+12||+6||Battle Fortitude+3, Sneak Attack +5d6|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Silent One.
Weapon and Armor Proficiency: Silent Ones are proficient with all simple weapons, plus the hand cross bow, short bow,short swords, and throwing axes. Silent Ones are proficient with all light armor, but not with shields.
Sneak Attack: If a Silent One can catch an opponent when he is unable to defend himself effectively from his attack, she can strike a vital spot for extra damage.
The Silent One’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Silent One flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every five Silent One levels thereafter.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a Silent One can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A Silent One can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Shadow Blade must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Silent One cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trap Finding: Silent Ones can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic traps has a DC of 25 + the level of the spell used to create it.
Silent Ones can use the Disable Device skill to disarm magic traps. A magic traps generally has a DC of 25 + the level of the spell used to create it.
A Silent One who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Battle Fortitude (EX): At 2nd level a Silent One gains a +1 bonus on fortitude saves and initiative, this bonus increases to a +2 at 11th level and, a +3 at 20th level. A Silent One loses this bonus when wearing medium or heavy armor or carrying a medium or heavy load.
Evasion (EX): At 2nd level and higher, a Silent One can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Silent One is wearing light armor or no armor. A helpless Silent One does not gain the benefit of evasion.
Trackless Step (EX): Beginning at 3rd level, a Silent One leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Uncanny Dodge (EX): Starting at 4th level, a Silent One can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Fast Movement (EX): Beginning at 5th level, a Silent One's movement speed is increased by +10, at 12th level this increases to +20, and at 20th level this increases to +30. A Silent One looses this bonus when wearing medium or heavy armor or carrying a medium or heavy load.
Flawless Stride (EX): Starting at 6th level, a Silent One can move through any sort of terrain that slows movement at her normal speed without taking damage or suffering any other impairments. This ability does not let her move through terrain more quickly that requires a swim or climb check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion. a Silent One loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
Improved Uncanny Dodge (EX): A Silent One of 8th level or higher can no longer be flanked.
This defense denies another Silent One the ability to sneak attack the character by flanking her, unless the attacker has at least four more Silent One levels than the target does.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum Silent One level required to flank the character.
Camouflage (EX): A Silent One of 8th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. She loses this ability if wearing medium or heavy armor, or carrying a medium or heavy load.
Blind Sense (EX):" At 10th level a Silent One gains the Blind Sense ability out to 30ft.
Hide In Plain Sight (EX): While in any sort of natural terrain, a Silent One of 14th level or higher can use the Hide skill even while being observed. She loses this ability is wearing medium or heavy armor, or if carrying a medium or heavy load.
Free Movement (EX): At 18th level, a Silent One can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effects of a freedom of movement spell, except that its always active. If wearing medium or heavy armor or carrying a medium or heavy load this ability is not effective.
A Silent One is so dedicated to her path specialized path that she may only train in scout or rouge to attain more specialized training and be allowed to take more levels in this class (You must pick a prestige class that requires one of this classes special abilities, or you may not take more levels in this class