Whisper

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Level BAB Fort Ref Will Special Spells per Day
1st +0 0 2 1 Telepathy 50', Fast Movement 10', Uncanny Dodge
2nd +1 0 3 1 Sneak Attack +1d6, Mobile Stealth (hustle) +1 Level of Existing Class
3rd +2 1 3 2 Disposition (1/minute), Hide in Plain Sight, Evasion
4th +3 1 4 2 Teleport (1/day) +1 Level of Existing Class
5th +3 1 4 3 Sneak Attack +2d6, Fast Movement 20' +1 Level of Existing Class
6th +4 2 5 3 Telepathy 100', A Thousand Faces, Improved Uncanny Dodge
7th +5 2 5 3 Mobile Stealth (run) +1 Level of Existing Class
8th +6/+1 2 6 4 Sneak Attack +3d6 +1 Level of Existing Class
9th +6/+1 3 6 4 Teleport (2/day), Disposition (2/minute)
10th +7/+2 3 7 5 Fast Movement 30', Perfect Mobility +1 Level of Existing Class

Alignment: Any
Hit Die: 1d6
Class Skills: Appraise (Int) ,Balance (Dex) ,Bluff (Cha) ,Climb (Str) ,Concentration (Con) ,Decipher Script (Int) ,Diplomacy (Cha) ,Disable Device (Int) ,Disguise (Cha) ,Escape Artist (Dex) ,Forgery (Int) ,Gather Information (Cha) ,Hide (Dex) ,Jump (Str) ,Knowledge (Int) (arcana),Knowledge (Int) (local),Listen (Wis) ,Move Silently (Dex) ,Open Lock (Dex) ,Perform (Cha) ,Profession (Wis) ,Search (Int) ,Sense Motive (Wis) ,Sleight of Hand (Dex) ,Spellcraft (Int) ,Spot (Wis) ,Swim (Str) ,Tumble (Dex) , and Use Magic Device (Cha) .
Skill Points at Each Level: 6 + Int modifier.

Requirements

To qualify to become a whisper, a character must fulfill all the following criteria.

Feats: Dodge, Mobility

Skills: Hide 9 Ranks, Knowledge (arcana) 4 Ranks, Move Silently 9 Ranks

Class Features
All of the following are features of the whisper prestige class.

Weapon and Armor Proficiency: Whispers are proficient with all simple weapons, kukri, sap, rapier, short sword, and short bow. Whispers gain proficiency with light armor.

Spells per Day/Spells Known: At each level except 1st, 3rd, 6th, and 9th a whisper gains new spells per day and spells known as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of this class would have gained. If she had more than one spellcasting class before becoming a whisper, she must decide to which class to add each level for the purpose of determining spells per day and spells known.

If a character gains her second level in this class and has no previous spellcasting class, she may still gain the spellcasting capabilities of either a 1st level bard, beguiler, or sorcerer.

Telepathy (Su): A whisper needs to keep silent. They immediately gain the ability to communicate telepathically with any creature that has a language within 50 feet. At level 6 this distance increases to any creature with a language within 100 feet.

Fast Movement (Ex): A whisper requires the ability to quickly overcome the distance between her and her foes. Her movement speed is increased by +10 feet. This benefit applies only when she is wearing no armor, or light armor and not carrying a heavy load. Apply this bonus before modifying the whisper's speed because of any load carried or armor worn. This speed increases to 20 feet at 5th level and to 30 feet at 10th level.

Uncanny Dodge (Ex): A whisper retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.)

If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).

Sneak Attack: Beginning at 2nd level, the whisper has the ability to sneak attack an opponent in the same fashion as a rogue. If a whisper already has sneak attack, add the sneak attack die gained from levels in whisper to them.

If a whisper can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The whisper's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the whisper flanks her target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every three whisper levels thereafter. Should the whisper score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a whisper 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 whisper 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 whisper 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 whisper cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Mobile Stealth (Ex): When a whisper gains her 2nd level, she no longer takes a penalty to hide or move silently for moving at normal speed during a hustle. At 7th level, she no longer takes a penalty to hide or move silently during a run.

Hide in Plain Sight (Su): Starting at 3rd level, a whisper can use the Hide skill even while being observed. This only effects the ability to hide from creatures within 1/2 of the whisper's telepathy range.

Evasion (Ex): Starting at 3rd level, a whisper 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 whisper is wearing light armor or no armor. A helpless whisper does not gain the benefit of evasion.

Disposition (Su): Starting at 3rd level, once per minute (10 rounds) a whisper may teleport 10 feet as an immediate action. All opponents adjecent to a whisper for 1 round after it uses disposition is considered to be flanked by the whisper. At level 9, whisper may use this ability twice per minute.

Teleport (Sp): When a whisper reaches 4th level, she can teleport once per day. This ability's effect is identical to that of the arcane spell teleport except the caster level is equal to twice your class levels of whisper. At 9th level, the whisper can use this ability twice per day.

A Thousand Faces (Su): At 6th level, a whisper gains the ability to change her appearance at will, as if using the disguise self spell. This affects the whisper's body but not her possessions. It is not an illusory effect, but a minor physical alteration of the whisper's appearance, within the limits described for the spell.

Improved Uncanny Dodge (Ex): At 6th level, a whisper can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the whisper. The exception to this defense is that a rogue at least four levels higher than the whisper can flank her (and thus sneak attack her).

If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Perfect Mobility (Ex): When a whisper reaches 10th level, she no longer provokes attacks of opportunity.

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