Silent Sociopath (3.5e Class)
From D&D Wiki
silent sociopaths are people who have through mind control lost the ability to speak and voice their opinions and feel compelled to kill any and all that their master wishes. usually have previous combat experience most silent sociopaths fight with improvised weapons or fight unarmed to maximise the pain and brutality of their attacks favouring to cause slow and painful deaths from contusions rather than quick and painless deaths from blows with a sword or a war hammer.
Making a silent sociopath
Abilities: : high strength and dexterity are required so as to dodge and damage the enemy. constitution is also nice to have and increases the amount death wish can be used but silent sociopaths prefer the glass cannon approach. intelligence and wisdom are less prevalent in this class and charisma is somewhat less useful due to being incapable of speech.
Races: Silent Sociopaths can come from any race capable of being mind controlled.
Alignment: Silent Sociopaths usually are not necessarily in control of their actions during combat so evil action towards enemies are not usually their fault but a by product of the mind control and so they can be any chaotic alignment including good.
Starting Gold: 6d4x10 gp Starting Age: moderate
|1st||+1||+2||+2||+0||No holding back, Clear of conscience, Silent of mind, "why are we having this conversation"||+4|
|2nd||+2||+3||+3||+0||Death Wish, Uncanny Dodge||+5|
|4th||+4||+4||+4||+1||"Who is leaving these messages"||+6|
|5th||+5||+4||+4||+1||"Do you like hurting people"||+6|
|6th||+6/+1||+5||+5||+2||The fall doesn't kill you||+7|
|8th||+8/+3||+6||+6||+3||"where are you right now"||+8|
|9th||+9/+4||+6||+6||+3||Improved Improvised Weapons||+8|
|10th||+10/+5||+7||+7||+3||"Do you like hurting people",The fall doesn't kill you||+9|
|13th||+13/+8/+3||+8||+8||+4||Improved Uncanny Dodge||+10|
|14th||+14/+9/+4||+9||+9||+4||Evasion,Evasion, The fall doesn't kill you||+11|
|15th||+15/+10/+5||+9||+9||+5||"Do you like hurting people"||+11|
|18th||+18/+13/+8/+3||+11||+11||+6||The fall doesn't kill you||+13|
|20th||+20/+15/+10/+5||+12||+12||+6||"Do you like hurting people", Complete control||+14|
Class Skills (4+ Int modifier per level, ×4 at 1st level)
All of the following are class features of the silent sociopath.
Weapon and Armor Proficiency: silent sociopaths are proficient with all simple, and improvised weapons, but no armour or shields.
No holding back(Ex): at 1st level during the mind control process silent sociopaths have all their psychological limits removed this grants them the ability to use every muscle to is maximum potential. the silent sociopath has a Slam natural attack that deals 1d8+Strength for a medium character. He may make multiple attacks if his base attack is high enough.
Clear of conscience(Ex): at 1st level a by product of have all psychological activity other then though relevent to survivle grants the silent sociopath a sharper mind and the ability to process information quicker granting them unnatural reflex's at the cost of losing the ability to focus on things non imperative to survivele during combat.
at 1st level if a silent sociopath is unarmoured and unencumbered he receives a +4 dodge bonus to AC. This bonus increase by +1 every even level. A Flat-Footed, or Helpless silent sociopath does not receive this dodge bonus.
during combat a silent sociopath can only add half his skill bonus to any any cheak not related to movement, survivele, and sight.
Silent of mind(Ex): at 1st level due to the mind control effects silent sociopaths are completely immune to fear and intimidate cheaks
"why are we having this conversation"(Ex):at 1st level the silent sociopaths grants an aura of unease among the people around him.
+8 intimidate cheaks
every one that sees him that is of equal HD or lower must make a will save 10 + ½ silent sociopaths HD + silent sociopaths strength modifier You cannot speak; Any benefits from Speak Language are limited to reading and writing. All spells with verbal components cannot be cast without aid of silent spell or similar effects. Furthermore, you take a -8 penalty to all Diplomacy and Bluff cheaks
character may spend 2 skill points to learn sign language and may spend 2d4+int modifier hours to teach other creatures to understand it.
Death Wish(Ex): at 2nd level by giving the mind control more power over him the silent sociopath is able to able to unlock even more of his mantle barriers at the cost of his reasoning Doing so gives him a +2 bonus to a physical stat of his choice, at the price of a -2 mental stat penalty of his choice. This lasts for 1 hour for each . the silent sociopath may give over an amount of control equal to half his character level plus his unenhanced Constitution modifier.
Uncanny Dodge (Ex): At 2nd level a silent sociopath is able to react faster then most can even realise he has moved. He retain his Dexterity bonus, if any, even is he is Flat=Footed, or hit by an Invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If he already has the uncanny dodge class feature he gains improved uncanny dodge. a silent sociopath can only use uncanny dodge if he is unarmored and unencumbered.
Improvised Weapons(Ex): at 3rd level a silent sociopath can use furniture, farm implements, or nearly anything else at hand to attack his foes. silent sociopath's improvised weapon deals as much damage as his unarmed strike plus an extra 1d4 points, when using broken bottles, chairs and table/chair legs otherwise it does normal improvised weapon damage. Most improvised weapons deal bludgeoning damage, although some (a broken glass bottle, for example) would deal piercing or slashing damage. When a silent sociopath rolls a natural 1 on an attack roll while using an improvised weapon, that weapon breaks apart and becomes useless.
"Who is leaving these messages"(Ex): at 4th level the mind control has became well seated within the silent sociopath and due to its effects any magic effects cast on the silent sociopath is met with failure. the silent sociopath is immune to mind altering effects and any living creature that attempts to interact telepathically with the silent sociopath must make a will check of dc 10+ half silent sociopaths level+ wis or become under the mind control effect of the silent sociopaths handler for 1d4 hours
"Do you like hurting people"(Ex): at 5th level due to the sadistic nature of a silent sociopath for every 10 points of damage dealt consecutively it gains 1 health up to its maximum. the amount of damage required reduces by 1 every every 5 levels afterwards eg. lvl 10 lvl 15 lvl 20
The fall doesn't kill you(Ex): at 6th level the silent sociopaths ability to feel pain begins to dampen granting him the ability to fall long distances and not take damage At 6th level, a silent sociopath can avoid 10ft of falling damage by remaining completely relaxed. Every 4th level he can avoid an additional 10ft of damage.
Unfeeling(Ex): at 7th level because of the unfeeling nature of a silent sociopath they gain an semblance of and unnatural unfeeling to pain. the silent sociopath gains DR 5 adamantine/magic
"where are you right now"(Su): at 8th level the passive effect of the mind control begins to effect the minds of those around the silent sociopath anyone who has not spent a total of 24 hours with the silent sociopath forgets everything about the silent sociopath as soon as he leaves their sight.
Improved Improvised Weapons(Ex): at 9th level A silent sociopath of 6th level or higher can use long improvised weapons (such as ladders) as reach weapons according to their length, and improvised weapons with many protrusions (such as chairs) provide a +2 bonus on opponents’ disarm attempts. Finally, large objects with broad, flat surfaces (such as tables) can be upended to become improvised tower shields.
trauma(Ex): at 11th level kept awake at night by the horrible things he has done to people a silent sociopath only sleeps for 4 hours to gain the benefits of fully rested.
Improved Improvised Weapons(Ex): A drunken fist of 6th level or higher can use long improvised weapons (such as ladders) as reach weapons according to their length, and improvised weapons with many protrusions (such as chairs) provide a +2 bonus on opponents’ disarm attempts. Finally, large objects with broad, flat surfaces (such as tables) can be upended to become improvised tower shields.
Midnight animal(Ex): at 12th level If silent sociopath studies its victim for 3 rounds and then makes a standard attack that successfully deals damage, the attack has the additional effect of brutalising their opponent either braking bones and crushing skulls possibly either paralysing or killing the target (silent sociopaths choice). While studying the victim, the silent sociopath can undertake other actions so long as his attention stays focused on the target and the target does not cause damage to the silent sociopath. If the victim of such an attack fails a Fortitude save (DC 10 + the silent sociopaths class level + the silent sociopath's str modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and in extream agony and unable to act for until healed of her broken bones. If the victim’s saving throw succeeds, the attack is just a normal attack. Once the silent sociopath has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
Improved Uncanny Dodge(Ex): At 13th level and higher, silent sociopath can no longer be flanked. This defence denies a rogue the ability to sneak attack the silent sociopath by flanking him unless the attacker has at least four more rogue levels than the target has silent sociopath levels. 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 level a rogue must be to flank the character.
Evasion (Ex): At 14th level a silent sociopath is able to react to magical or unusual attack better than normal. If he succeeds a Reflex saving throw on an attack that normally deals half damage on a successful t throw he instead takes no damage. Evasion is only usable if the Silent sociopath is unarmoured and unencumbered. An immobile silent sociopath cannot use evasion.
improved initiative (Su): at 16th level You get a +4 bonus on initiative checks.
No Mercy(Ex): at 17th level the silent sociopath speed increase by 20ft and when chasing down an enemy who is faster then himself he gains the ability to match their speed.
Complete control(Ex]): at 20th level the silent sociopath becomes comes completely under the mind control during combat it now gains +4 on a physical score, but only takes a -2 penalty on a mental score.
a Silent sociopath that forgoes mind control by his handler somehow. loses all class features.
Epic silent sociopath
6+ Int modifier skill points per level.
Clear of conscience: A epic Silent sociopath's dodge bonus continues to increase every even level.
Bonus Feats: The epic Silent sociopath gains a bonus feat every odd level after 20th.
Silent Sociopath Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: .
Playing a Silent sociopath
Religion: a Silent sociopath will usually follow any religion that they would have previously before being mind controlled.
Other Classes: barbarians usually get along well with silent sociopaths sue to their brutality as well as rogues due to their preference for silence however druids and ranger dislike them for their penchant for causing misery and wizards and sorcerers tend to avoid them all together monks respect their strength as do worriers but dislike them for their lack of skill and reliance on brute force clerics depending on their god could enjoy the company of a silent sociopath or despise it utterly paladins will not stand for a silent sociopaths chaotic and brutal nature and will see it as an affront to their creed.
Combat: Silent sociopaths are usually seen on the front lines tearing peoples arms off or bludgeoning them to death with improvise weapons and dodging the damage enemies throw at them.
Advancement: a Silent sociopath would benefit greatly from a fighters bonus feats.
Silent sociopaths in the World
|—Jacket, human Silent sociopath|
a Silent sociopath is usually seen entering shops to gather their daily supplies as well as drinking at bars its what people do not see that is disturbing
Daily Life: a silent sociopath usually will spend his days doing the things he loves. upon compleating a job he will often seek immediate gratification such as food or games to help him forget the horrible things he has just done.
Organizations: little is known about the organisation that creates silent sociopaths and no capture silent sociopath has ever spilled a word.
NPC Reactions: locals usually avoid silent sociopaths for they usually are filled with a sense of unease due to their lack of speach.
Silent sociopath Lore
Characters with ranks in knowledge(history) can research Silent sociopaths to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|15||Silent sociopaths are brutal hit men for hire.|
|20||Silent sociopaths never talk it is unknown if this is by choice.|
|25||Silent sociopaths are mind controlled by someone to act as a hit man.|
|30||Silent sociopaths are mind controlled by a organisation called 50 blessings.|
Silent Sociopath in the Game
Sample Encounter: .
EL : .