Silent
Master of Harmony energy who strikes without words and moves without trace.
The Silent is a master of Harmony energy who strikes without words and moves without trace. Discipline is their whole language - a martial calm channeled inward until body and breath answer as one.
One hits like a gale and never wastes a movement. One restores balance through touch and channeled Harmony, mending what is broken. And one walks in shadow, neutralizing threats from the dark and brokering peace between worlds.
- STR
- d6
- AGI
- d8
- RES
- d6
- FCS
- d6
- INT
- d6
- Core Attributes
- AGI · RES
- Innate Skills
- religion, athletics/acrobatics, lore/deception/first_aid
- Innate School
- None
- Armor
- Cloth
Starting EquipmentQuarterstaff. Cloth armor. Training wraps (handwraps), meditation stone and prayer beads.
Core Abilities
Abilities and talents that define the class at its core - granted at creation, or available as early signature picks.
Harmony
Core ResourceThe Silent uses Harmony as a specialized resource for using abilities and some spells. Your character has Harmony equal to your RES die + FCS die + 2 × level. Harmony replenishes at the pace of 1 Harmony per hour when Resting. Once per day, you may spend two hours in Meditation, regaining Harmony equal to your FCS Bonus. When using Harmony to enhance attacks, only one enhancement per attack is allowed. You may convert Will Points to Harmony at a rate of 10 WP per 1 Harmony.
The body is the instrument. Harmony is the music.
Balanced Form
TalentYou may use AGI instead of STR to make Unarmed attacks and gain AGI bonus to unarmed damage. At 4th level, your Unarmed attacks and Abilities become magical.
The fist that moves with grace hits harder than the one that moves with force.
Path of Advancement
Levels 2–10. Each level lists the dice that step up and the core-attribute bonuses your character must have reached to take it.
| Level | Dice Ups | Required Bonuses |
|---|---|---|
| 2 | FCS Up | AGI 5 · RES 4 |
| 3 | Free Up | AGI 8 · RES 4 |
| 4 | — | AGI 8 · RES 6 |
| 5 | AGI Up | AGI 10 · RES 8 |
| 6 | RES Up | AGI 12 · RES 9 |
| 7 | — | AGI 14 · RES 10 |
| 8 | Free Up | AGI 15 · RES 12 |
| 9 | — | AGI 18 · RES 14 |
| 10 | Free Up | AGI 20 · RES 16 |
Specializations
General Class Picks
Picks available to every Silent, before a specialization is chosen.
Level 1
Balanced Form
You may use AGI instead of STR to make Unarmed attacks and gain AGI bonus to unarmed damage. At 4th level, your Unarmed attacks and Abilities become magical.
Details →Hardened Palms
Your unarmed attacks deal extra STR Bonus damage when using STR to Attack.
Details →Stunning Strike
When you hit with an unarmed attack, you can spend 2 Harmony to attempt to stun your target. The target must succeed on a RES save against your AGI Check or become Stunned(1).
Details →Flowing Movement
Spend 1 Harmony and a Bonus Action to move up to half your movement speed without provoking opportunity attacks.
Details →Cloud Step
As part of movement you may spend 1 Harmony as a Free Action to move across liquid surfaces or terrain until the end of your turn without sinking or triggering traps.
Details →Piercing Insight
As a Free Action, you can spend 2 Harmony to gain +2 on Perception and Scrutiny checks for 10 minutes.
Details →Combat Meditation
Once per Combat, when you successfully Dodge an Attack, recover 2 Harmony.
Details →Whispered Steps
You gain one level in Stealth and your steps never make sound when moving slowly (Running and Sprinting still makes sound without a Stealth Check).
Details →Level 2
Swift Assault
Spend a ½ Action to move up to your speed and make an unarmed attack with +2 to hit against a target in range. If the target doesn't Dodge, they are knocked prone even if the attack misses.
Details →Concealed Stance
Spend a Bonus Action. For 5 rounds, you gain +5 to Stealth checks and can attempt to hide even when only partially hidden. First Attack you make each turn counts as Unseen.
Details →Deflect Missiles
When hit by a ranged attack, you may spend a Bonus Action and 1 Harmony to reduce the damage by 1d8 + your AGI bonus. If you reduce the damage to 0, you catch the projectile.
Details →Soothing Radiance
Spend a ½ Action to create a 3-meter radius radiating aura centered on you that lasts until the start of your next turn. Allies who start their turn in the aura regain 1d4 + FCS Bonus HP.
Details →Soaring Leap
As part of a Jump, you may as a Free Action spend 1 Harmony to gain full AGI bonus in your jumping distance for that jump.
Details →Level 3
Whirlwind Stance
Spend a Bonus Action to take Whirlwind Stance. You spin and weave through combat, turning aggression back upon itself. When you are targeted by a melee attack, you can spend a Bonus Action and 1 Harmony Point as a Defensive Action to gain +5 to your Defense Rating against that attack. If the attack misses, you may immediately make an opportunity attack against the attacker as a Free Action.
Details →Whispering Rush
Spend a Bonus Action and 2 Harmony to move up to your full movement speed without making sound.
Details →Harmony Wellspring
Your deep connection to the universal flow enhances your Harmony reserves. Your maximum Harmony increases equal to your level. Additionally, you recover 1 Harmony per hour, even when not Resting and your Harmony recovery while Resting is doubled.
Details →Essence Sight
You can see magical auras by spending 1 Harmony as a Free Action. For 1 minute, you detect magic similar to the Detect Magic spell and can identify the school of magic with a successful Magicka check.
Details →Level 4
Memory Veil
Requires: Pick: Stunning Strike
Your strikes can disrupt the target's memory of recent events. When you successfully hit with Stunning Strike, you can empower the strike with 2 additional Harmony to cloud the target's memory and increase Stun Rating to Stunned(5). If they fail the Save, they have no recollection of the minute before being struck or the duration of their stunned condition.
Details →Thousand Strikes Technique
Requires: Pick: Stunning Strike
Spend a Full Action and 4 Harmony to perform a series of swift blows at blinding speed delivering a flurry of rapid unarmed strikes. Make unarmed attacks against all targets within your reach. Make a separate attack roll for each target. These attacks deal normal damage but apply your Stunning Strike effect at no additional Harmony cost if they hit.
Details →Harmony in Motion
You've learned to build momentum through continuous, flowing movement. For every 3 meters you move before making an unarmed attack, add +1 to your damage roll (maximum +3). If you move at least 6 meters in a straight line before attacking, you can spend 1 Harmony to make your attack with +3 to hit.
Details →Level 6
Everflowing Stream
When you use a Class Ability for the first time each round, you gain one Bonus Action to be used during your turn. Unused Bonus Action gained this way disappears at the end of your turn.
Details →Spell Resonance
You may use Parry against Ranged Spell Attacks unarmed or with a weapon once per round. Doing so costs 3 Harmony instead of a Bonus Action. On success, you regain 1 Harmony.
Details →Level 8
Enlightenment
Your discipline transcends mortal limits. Your AGI or RES attribute bonus cap increases by 2 (from 20 to 22). You gain +1 to the chosen attribute's bonus.
Details →Level 10
Tranquil State
Focus on an ally until your next turn. Any damage they take is halved and you take that damage instead. You regain 1 Harmony for every 10 damage received this way.
Details →