Oftentimes people like to describe the state of silence in words like "quiet as a tomb" or "it's deadly quiet in here". Nothing personifies these concepts as well as Wee Jas's chosen: the Silent Ones. Little is known about what their agenda is other then to serve Wee Jas's purposes, but most common folk know that when one appears it's best to do as it wishes so it gets on with its business someplace other then where they are. Occassionally a Paladin will attempt to smite them in the name of whatever deity they themselves serve, however, more often then not these well meaning folk end up as a dessicated husk at the feet of the abomination they attempted to kill. That is not to say that all Silent Ones actively commit evil deeds, however, their reputation often gets them into this sort of trouble, and after they've had to put down a few clergymen in an area their reputation tends to go from bad to worse, forcing them to move onto the next town before a mob hunts them down.
Clerics make the best Silent Ones, however it is not unheard of for Wizard, Sorcerers, or Fallen Paladins to multiclass into Cleric and take up the mantle of the Silent One. Rangers, Monks, and Bards do this as well, however, they often find the dedication to Wee Jas necessary to take the the class taxing on their chosen professions. Druids are by far the most rare, as they often find Silent Ones as abominations, something to be avoided.
Hit Die: d8
Requirements
To become an Silent One, a character must fulfill the following criteria.
Base Attack Bonus: +3.
Alignment: Any non-good.
Skills: Knowledge (Religion) 8 ranks.
Special: Must be a devout worshipper of Wee Jas.
Special: Must have access to the Death Domain.
Special: Must be able to cast two Necromantic spells of 3rd level or higher.
Class Skills
The infiltrator's class skills (and the key ability for each skill) are Craft (Int), Concentration (Con), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge: Arcana (Int), Knowledge: Religion (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Scry (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis). See Chapter 4 of the Player's Handbookfor skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Lvl BAB Ref Will Fort Special Spellcasting
01 +0 +0 +2 +2 Touch of the Mistress (1d6) +1 spellcasting level
02 +1 +0 +3 +3 Silent Companion +1 spellcasting level
03 +2 +1 +3 +3 Extra Turning, Unsettling Aura +1 spellcasting level
04 +3 +1 +4 +4 ToM (2d6), Mantle of Twilight +1 spellcasting level
05 +3 +1 +4 +4 Spiritual Possession
06 +4 +2 +5 +5 Taint of the Unliving +1 spellcasting level
07 +5 +2 +5 +5 ToM (3d6) +1 spellcasting level
08 +6 +2 +6 +6 Death's Master +1 spellcasting level
09 +6 +3 +6 +6 Taint of the Unliving +1 spellcasting level
10 +7 +3 +7 +7 ToM (4d6), Wraithsight +1 spellcasting level
Touch of the Mistress
Starting at first level a Silent One may make a melee touch attack that deals 1d6 Temporary Constitution damage. The target may make a fortitude save to halve this. (DC equals 10 + the characters number of Silent One levels + the character's Wisdom modifier) For every 3 levels beyond first the character gains an additional use of this power per day as well as gaining the ability to do an extra d6 in Con damage..
Silent Companion
Upon reaching second level in the class the Silent one has been gifted with an undead companion. Silent Ones are never guaranteed a particularly type of undead, for many different Silent Ones have been gifted with the presence of varying undead. It is just known that you will attract one at this level, and that as you become more powerful so too does your companion.
Extra Turning
At 3rd level the Silent One gains the Extra Turning feat for free.
Unsettling Aura
All Silent Ones have just something about them that puts people off. Whether it be the uncaring tone of their voice, an icy chill which follows them wherever they go, or something similiar, people tend to be unsettled by them just being there. To this end when he reaches 3rd level the Silent One may add his class level to all Intimidate checks, while at the same time he must subtract half his class level (rounded down) from all Diplomacy checks.
Mantle of Twilight
At fourth level the Silent One may surround himself with a cloak of dark energy as a free action. While under the effects of this mantle the Silent One gains spell resistance equal to 15 + his divine caster level. This effect lasts for a number of rounds equal to 3 + his Cha modifier.
Spiritual Possession
Once per week at 5th level the Silent One may meditate for one hour. During that meditation he calls upon all his powers to call forth the spirits of those who passed on into himself, communing with them, even going so far as to call them into himself to gain their knowledge. The Silent One must know something about the souls he is calling upon, and there is a risk involved with allowing them possession of his body to gain their knowledge. The Speaker at the end of the hour of meditation must roll a will save (DC = 10 + the level of the channeled spirit + the spirit's wisdom bonus). If the Silent One fails the the spirit takes over their body as per the spell dominate person. The Silent One may attempt a new save every 24 hours thereafter, and if made he regains possession of his body and drives the spirit out. If a week passes and he has not made his save (7 saves are failed) the the spirit permanently takes possession of the Silent One's body and his consciousness is pushed out into the great darkness. There are other ways to drive a possessing spirit out, however, they must be discovered by the character or his allies..
Taint of the Unliving
Upon reaching 6th and 9th level the Silent One has begun taking on unusual traits, ones very similiar to those his unliving companion. At sixth level the Silent one's eyes begin to glow with a red light and he gains Darkvision 60ft. Also, his skin becomes tough and leathery so that whenever he is the target of a critical hit there is a 50% chance that the critical just affects the Silent One as a normal hit. At 9th level the Silent One becomes immune to mind=influencing affects and critical hits.
Death's Master
Eighth level Silent Ones become immune to death affects such as those generated by spells like Finger of Death, or the gaze of a Bodak.
Wraithsight
Upon reaching 10th level the Silent one can See all Invisible and Incorporeal creatures within 10ft of himself, and may attack them with no miss chance provided they have a weapon to do so.
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