The Silencer (very unusual Bard PrC)

Amnarii

First Post
Well, I had a good idea for a character, something that would have taken a lot of modification to the core bard class to play, so (as usual), I decided to make a prestige class. Unfortunately, I am not so inspired as to making abilities for it, so I am posting what I have, and asking for suggestions.

I am not looking for uber power or munchkineque powers, more a build on the concept. But on the other hand, there is a little munchkin inside of me who screams to be let loose every now and then, so . . . any suggestions you may have are welcome!


~ ~ ~ ~ ~

Before we get into the PrC, here is a new feat which is one of its prerequisites;

Songs of Silence

Prerequisites: Bardic Music ability, the character must have somehow been rendered permanently mute.

Benefits: The character may use any bardic music abilities, and may cast any spells that have a verbal component, without the use of any vocalization. Each bard learns a differing method of doing this; for some it is done through a required physical focus, others use a silent method of performance (dance, pantomiming, etc.), while others still use some other variation.

GM Suggestions: There are two recommended methods to replace the vocal components of the Bard's spellcasting and bardic music abilities; here are some suggestions as to how to handle this in game rules. These are simply suggestions, and it is left to each GM to determine exactly how each bard finds a replacement for the sonic requirements of his abilities.

First, a material focus can be created for the character, and should cost a minimum of 100GP (and up to 1,000GP) per spell level the character can cast; requiring an 'upgrade' whenever the character increases in casting ability (unless they invest the full GP amount in the beginning). This focus could also have a secondary function (or a primary function, with the 'focus' function being secondary) such as being a favorite weapon, a minor magical item, or a piece of standard costume. If the focus does have another function, the cost of the focus is in addition to any other inherent costs of the item.

Alternately, a perform skill check (an additional check if one is already required for the particular spell or ability) is required, with a DC of 10 + the spell level for spells, or a DC of 5 + the required ranks in perform skill for bardic music. If this second option is employed, any spell or ability which formerly had a Verbal component will now have a Somantic component if it did not before (which introduces possibility of spell failure due to load or armor).

Finally, if you feel like being generous to your musical friend, you can simply allow the bard to role-play whatever substitution there is, and not require a game mechanic to replace the verbal aspects of these abilities.

~ ~ ~ ~ ~

The Silencer

An eerie silence overcame the scene of carnage. Amidst the gore and spilled blood, between the battling masses, a lone figure walked, untouched. He strode between the blades and missiles of both sides, no one was quite sure on whose side of the war he was aligned . . . or if he had anything to do with the war, or was simply a ghost, a figment of someone’s memory brought to life by the massive emotional and spiritual trauma being dealt to hundreds of men.

Some continued to fight, pressing every distracted moment, every opportunity to land a blow and preserve their own life for another fraction of a moment. But most stopped everything, overcome with some primal fear, some great curiosity. Whomever this lone figure was, he brought a temporary lull to the raging battle, a moment of peaceful silence to the clamor and discord of raging battle. He strode with a purpose, though none could yet fathom it; his stance was not that of one who did not know exactly what he intended to do. Nor was it the movement of one who felt the least bit of fear that he would fail in whatever task he had taken upon himself.

It took several moments before his purpose became clear. There was a line of mages he was moving towards. When they caught the indication of this, several simply froze in fear. A few threw magic at him, but it was to no effect; the magical energies were shrugged off as easily as the physical blows aimed at him. No, not shrugged off, he did not even seem to notice the attempts at attacks; it was as if he were walking alone in his own little world, a world of silence.

The man stopped and raised one hand, the other moving to pull aside his billowing cloak, resting on the handle of some weapon. He silently beckoned forth the head magus of this band of mercenary war mages, and waited.

Kantral Searthan, one of the most powerful men in all the lands, knew fear more intimately at that moment than he had ever known it. He breathed in fear, exhaled terror, and felt the soft, slow, warm trickle of panic run down his leg. He had already expended the most powerful of his magics on this unknown entity, and to no effect. Yet he was somewhat mesmerized, finding himself taking a step forth to meet this . . .
man? Could a mortal being be so powerful as to not even notice the attacks, both magical and physical, which had not affected this being?

Gathering himself as much as he could, pulling together his wits, his stride became as purposeful as had been the lone warrior’s. He closed the short distance with a thought, a beautifully ornate staff coming to being in his very hands. He was no master of martial prowess, but with one of his remaining spells, he would be transformed into the most fearsome foe, a veritable fighting machine. He began to speak the words of the spell, and found he had no voice.

Before he could prepare himself, before he could recover from the shock, before he even truly first realized that he was in a magically silenced zone, he felt a second slow, warm trickle. By the time he had realized what the liquid was, another slow trickle joined the first, two thin rivulets of blood cascading down his chest, from the hole that had once been his throat. It was only then that he realized his foe also had a scarred throat, a diamond shaped depression where his Adam’s apple should have been.

Again, Kantral was too shocked, and before he could even comprehend that he would never again intone the arcane words of a spell, he was released from the hell that such a life would have been, released into the blissful silence of an eternal slumber . . .


The Silencer is a mercenary, an assassin, or perhaps simply a man out for revenge. They are usually lone warriors, though some have been known to join others for whatever cause they are serving. They are usually single-minded and very focused. They will always have had experience as a bard, often having left the ranks of bardship due to a tragic accident and pursuing the life of a wandering warrior or reclusive rogue; until they discover this means to somewhat recover their once lost passion.

Silencers are always neutral in some manner, being given too much time to reflect on their thoughts imbeds some portion of neutrality in them.

Prerequisites:

Alignment:
Any Neutral

Skills:
Listen (6 ranks)
Move Silently (6 ranks)
Perform (8 ranks)

Feats:
Songs of Silence

Magic:
Ability to spontaneously cast arcane spells

Special:
Bardic Music ability
Must be permanently mute (tongue removed, vocal cords damaged, etc.)

Hit Dice: d6

Class Skills: The Silencer’s class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Innuendo (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Scry (Int, exclusive skill), Sense Motive (Wis), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha, exclusive skill).

Skill Points at each level: 4 + Int modifier

Code:
[color=blue]Class	Base	Fort	Ref	Will
Level	Attack	Save	Save	Save	Special
------	-------	-----	-----	-----	--------
1	+0	+0	+2	+2	Empathy
2	+1	+0	+3	+3 	Silencing Strike 1/day
3	+2	+1	+3	+3	Minor Shell of Silence
4	+3	+1	+4	+4	Silencing Strike 2/day
5	+3	+1	+4	+4	Counterspell
6	+4	+2	+5	+5 	Shell of Silence, Silencing Strike 3/day
7	+5	+2	+5	+5 
8	+6	+2	+6	+6 	Untouchable, Silencing Strike 4/day
9	+6	+3	+6	+6 	Greater Shell of Silence
10	+7	+3	+7	+7	Powerful Presence, Silencing Strike 5/day[/color]

NOTE: Throughout this PrC, many abilities will refer to ‘combined levels’. This indicates the total of the character’s class levels in the Bard core class and this prestige class, the Silencer. If an ability refers to ‘class levels’ only, it indicates simply the number of levels in this prestige class, the Silencer.

Spells: The Silencer continues retains the ability to cast spells just as a bard of his level, combined with any levels he may have in the bard class.

Bardic Music: Silencer levels stack with bard levels to determine the Silencer’s ability to use bardic music.

Presence: An extension of the Silencer’s bardic music abilities, use of this ability requires at least 9 ranks in the Perform skill. There are several versions of this ability, which are detailed below. Unless otherwise stated in the description, each version lasts twice as long as the Silencer concentrates on the subject he is affecting, and he may concentrate on the subject for 1 round per combined levels. The target can attempt a Will save, with a DC equal to (10+CHA+combined levels), to ignore any effects of this ability.

Command: The Silencer can pantomime a single command, such as ‘Come’, ‘Stay’, ‘Sit’, ‘Leave’, or any other one-word command that can be made clear with only physical gestures. The enchanted creature will continue to carry out this command to the best of its ability as long as it is affected. A new command can be given once each round, as a standard action. Each new command grants the target a new Will save, with a +2 bonus (making it easier to save, not adding to the DC) to save. Any command which would have obvious negative effects to the target grants a +10 bonus (making it easier to save, not adding to the DC) to the saving throw, in addition to any other possible bonuses for extended commands, etc.

Despair: The enchanted creature suffers a -2 morale penalty to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Fear: The enchanted creature flees from the Silencer whenever they are in sight of him.

Friendship: The enchanted creature reacts more positively toward all others. Their attitude shifts to the next more favorable reaction (hostile to unfriendly, unfriendly to indifferent, indifferent to friendly, or friendly to helpful). Creatures involved in combat, however, continue to fight back normally.

Hate: The enchanted creature reacts more negatively toward others. Their attitude shifts to the next less favorable reaction (helpful to friendly, friendly to indifferent, indifferent to unfriendly, or unfriendly to hostile).

Hope: The enchanted creature gains a +2 morale bonus to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Rage: The enchanted creature gains a +2 morale bonus to Strength and Constitution scores, a +1 morale bonus on Will saves, and a -1 penalty to AC. They are compelled to fight heedless of danger. This does not stack with barbarian rage or with itself.

Zone of Silence: This is another addition to the Silencer’s bardic music abilities, not a new ability of its own accord; requiring at least 12 ranks in the Perform skill to be utilized. When this ability is used, the Silencer creates an area that is considered magically silenced. The size of this area is centered on the Silencer, and extends out 5' for every point of his Cha modifier. This ability can be used as often as any other use of the bardic music ability, and follows all of the standard rules for such usage of that ability. The effect lasts for as long as the Silencer focuses on continuing the silent performance, up to a maximum of one round per combined levels.

Empathy: With a successful Innuendo skill check, the Silencer can convey basic concepts or base emotions to any intelligent creature (indicating any creature with an Intelligence score of at least 1). The DC of this skill check is a base of 10, with increasing difficulty the more complex the message trying to be conveyed. Although this ability is based on the Silencer’s Innuendo skill, no physical action need be taken to convey the concept or emotion. This is usually employed as a means to assist in communication with others. This supernatural ability is a standard action, which can be used at will.

Note that the innuendo skill alone can be used to physically convey these same basic concepts through gestures and sign language; this ability simply imparts a supernatural, non-physical means of communicating these basic concepts and feelings, so that the Silencer can get them across to another being with no physical action.

Silencing Strike: By making a touch attack on a single target in a round, the silencer renders his target completely silenced, unless they succeed a Fortitude save with a DC of (10+CHA+combined levels). This silence affects every aspect of the target, not simply vocalization, but the target is completely silenced in every way. This can be used the listed number of times each day, and lasts a number of rounds equal to twice the Silencer’s Cha modifier.

Minor Shell of Silence: The Silencer gains a unique form of spell and/or damage resistance, which protects him from sonic attacks. For any sonic damage (whether by spell or magical weapon, or any other form of sonic attack), he may ignore the first 6 points of damage. For any other sonic attacks, anything that does not cause damage, he has a spell resistance of 12.

Counterspell: The Silencer can ready an action to counter any spell which is being cast, as long as that spell has a V component. When he uses this ability, he must make a perform check, with a DC equal to the 10 plus twice the Spell Level plus the Caster Level of the spell. If he succeeds, the spell is dispelled. He can do this once per day per point of his Cha modifier.

Shell of Silence: The Silencer's Minor Shell of Silence improves, allowing him to ignore the first 12 points of any form of sonic damage, and having an effective spell resistance of 18 versus other sonic effects.

Untouchable: The Silencer gains a supernatural ability to walk through the midst of any danger and remain unharmed, as long as he is moving in some form of magical silence. He may employ his Silencing Strike or Zone of Silence abilities on himself, or be the target of a silence spell, or make use of any other magical silence effect upon his being.

As long as he is within the magical silence, he gains damage reduction equal to his combined levels, and Spell resistance equal to 10 plus his Cha modifier plus his class levels The only weakness to this protection is Sonic - any Sonic based damage or Sonic effect which can penetrate his Shell of Silence, and the area of magical silence which he is in ignores the damage reduction and/or spell resistance of this ability.

This has a secondary effect of granting him a +10 bonus to Intimidation checks. While he remains Untouchable, the silencer can take no actions besides movement and/or the use of his bardic music ability. Taking any other action immediately ends his protection, though the bonus to intimidation will last until the Silencer takes damage.

This supernatural ability may be used up one round per day per his combined levels, though this need not be all used in one consecutive use. He may employ this time in a total number of uses equal to his CHA modifier each day.

Greater Shell of Silence: The Silencer's Shell of Silence improves once more, allowing him to ignore the first 20 points of any form of sonic damage, and having an effective spell resistance of 24 versus other sonic effects.

Powerful Presence: The Silencer gains such an aura of presence that he can affect those about him almost at will. Once per day, he may use any of the abilities offered under the 'Presence' aspect of Bardic Music with the DC increased to (10 + twice his CHA + twice his combined levels). Any effects of the Presence ability are also doubled (granting twice the usual bonus or twice the usual penalty), and the duration is twice the normal (four times the number of rounds he concentrates, still only ablt to concentrate for a number of rounds equal to his combined levels). Finally, this ability can affect a number of creatures with up to twice the Silencer's character level in Hit Dice, instead of a single creature.
 
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A few thoughts:

1) That is a really cool mime-taken-seriously PrC.
2) Are you aware that the table for BAB, saves, and level-based goodies didn't code?
3) A suggestion. Give them a "shield of silence" ability that allows them to gain immunity or resistance to language-based spells and sonic effects for a number of rounds/day according to level.

Hope that helps.
Demiurge out.
 

Thanks for your reply!

1) Thanks!

2) On my screen, it is black on dark grey, which is hard to read unless the text is highlited, but I don't know how to fix that, if I 'un-code' it, the spacing will be messed up.

3) A very good idea, I will add that in as soon as I write it up.

Thanks again!
 

So that's what was going on.

You could always just type:
BAB: 3/4, as cleric
Good Saves: Reflex, Will
And then tell what the levels an ability is gained in the ability description. It's what I do.

Demiurge out.
 

COOL

I love this concept. It has so much potential for good roleplaying and general creepyness. If you don't mind, I'm gonna steal it for my campaign.
 


The only problem I see with it:

The ability to repeatedly command someone for some 20-odd rounds with a near unbeatable save DC (ie - 10 plus 23 plus ability bonus) at 20th level.

Simply too good. I'd suggest you make it follow either standard spellcasting mechanics (ie - DC of 10 + spell level + ability bonus) OR the standard bard performance rules (DC equal to a skill check).

That means that either the DC will be much lower, OR there's a chance the bard could stumble on the performance.

You might want to point out that innuendo is already useable as sign language without the empathy ability, and that empathy merely extends it's utility.

You may possibly want to ban the PrC from using items to overcome his muteness, such as thought-transmitting helms etc. OTOH, this would primarily be a flavour thing.

Apart from that, a really cool PrC.
 

ThoughtBubble said:
Seems like a neat idea. However, being mute would have to impart a whole lot of difficulty as a player character.

Makes a hell of an NPC though.

Actually, I am creating this to use on my own PC. I think the muteness opens up a whole new world of more detailed playing...instead of talking I get to tell them what I am doing, and let the others learn a form of sign language; get to know my character more intimately than a group might usually. (In this group, my character is the only one with any healing ability)...

Anyway, I see it as a challenge, but if that challenge is overcome it will leave me with a much more in depth character.
 

Saeviomagy said:
The only problem I see with it:

The ability to repeatedly command someone for some 20-odd rounds with a near unbeatable save DC (ie - 10 plus 23 plus ability bonus) at 20th level.

Simply too good. I'd suggest you make it follow either standard spellcasting mechanics (ie - DC of 10 + spell level + ability bonus) OR the standard bard performance rules (DC equal to a skill check).

That means that either the DC will be much lower, OR there's a chance the bard could stumble on the performance.

You might want to point out that innuendo is already useable as sign language without the empathy ability, and that empathy merely extends it's utility.

You may possibly want to ban the PrC from using items to overcome his muteness, such as thought-transmitting helms etc. OTOH, this would primarily be a flavour thing.

Apart from that, a really cool PrC.

As to the straight perform check, I figured that a DC like that would be from the perform score +1 to the perform score +20, and I just went middle-of-the-road on it. I don't see it as a problem to change it to a straight perform check though, if others think that would make more sense . . . ?

Good point on innuendo, I assumed people would read the skill description if they were not already familiar with it, but . . . I should know better than assuming!

As another side note, the empathy ability could be used on less intelligent creatures as well, much like a wizard or sorcerer's empathy with their familiar at low levels, to aid in communication with a pet, or even a hostile animal or creature. Didn't create it with that in mind, but it was a suggestion I got, and I didn't have to change any of the wording for it to be a viable use.

As to the telepathy et al, I agree with you on the flavor issue; I almost made a higher level version of empathy which gave them telepathy but did not because I felt it destroyed the flavor. I don't think there should be an express restriction against it though, as there may be characters who take this PrC and play it in a manner that the telepathy fit their character better than complete lack of communication would.

Thanks for the comments!!!
 

Perfect Silence

A new spell developed with this class in mind . . .

Perfect Silence
Transmutation
Level: Brd 2, [Sonic] 2, Wiz/Sor 3
Components: S
Casting Time: One action
Range: Touch
Targets: Creature Touched
Duration: Special (see description)
Saving Throw: Fortitude negates
Spell Resistance: Yes

By means of this spell, the caster renders a single creature completely mute. The caster may simply touch the exposed throat of a willing target and their vocal cords are disintegrated, forever rendering them mute. This causes no harm or damage to the target, aside from a loss of the ability to speak. If the caster attempts to afflict this on an unwilling recipient, a successful touch attack is required. The target gains a Fortitude saving throw to completely avoid the effects of this spell, but if that save is failed, they are rendered mute until the subject of a Dispel Magic, Heal, Limited Wish, Wish, or Miracle spell.
 
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