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Silver Key

(Dragonmarked variant, p. 120)

A silver key is a master of stealth and security, and an expert at getting into and out of tight places.

Requirements

Race: Dwarf

Skills: Disable Device 4 ranks , Hide 4 ranks , Knowledge (architecture and engineering) 4 ranks , Open Lock 4 ranks

Feats: Dodge

Special: Must be a member of House Kundarak.
Special: Trap sense +1.


Hit die

d6

Skill points

6 + Int

Class Features

Armored Abjuration: Silver keys who are also arcane spellcasters can cast spells of the abjuration school while wearing light armor without incurring the normal chance for arcane spell failure. Like other arcane spellcasters, however, a silver key wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Heir's Mark: Levels in the silver key prestige class count as levels in the dragonmark heir prestige class when determining the caster level for the spell-like abilities of your dragonmark (if any). You can have a maximum of five effective levels in dragonmark heir for the purpose of determining the caster level of your dragonmark.

Trap Master (Ex): You gain a +1 insight bonus on Disable Device, Search, and Spellcraft checks, but only when pertaining specifically to traps, wards, and other security measures. This bonus rises by +1 every three levels thereafter (so +2 at 4th, +3 at 7th, and +4 at 10th).

Warder's Keys: As you take your first steps along the silver key path, you receive a special set of tools known as warder's keys. This masterwork set of picks, pry bars, hand hammers, hooks, saws, and skeleton keys is fashioned of a silver alloy refined so as to maintain its purity and hardness. The tools are held in a special lead-lined pouch designed to be strapped to the body beneath a tunic or cloak. Your warder's keys are thus almost impossible to either detect or remove. A set of warder's keys provides a +2 circumstance bonus on Craft (trapmaking), Disable Device, and Open Lock checks, and on Search checks made to find traps. Warder's keys also provide a +2 competence bonus on Open Lock checks and Disable Device checks (which stacks with the +2 circumstance bonus).

An undamaged set of warder's keys is worth 1,000 gp, but silver keys are forbidden from selling them and losing a set is cause for disgrace. House Kundarak makes operatives purchase their second and subsequent sets of warder's keys at a cost of 1,200 gp. A silver key working within the house who chooses to go without a set of warder's keys can expect to receive precious few assignments.

Wardsense (Ex): You can use the Search skill to locate traps with a DC higher than 20, and you can use Disable Device to bypass a trap or disarm magic traps. (See the trapfinding rogue class feature, PH 50.)

If you already have the trapfinding ability, you instead gain a +2 bonus on Disable Device, Search, and Spellcraft checks involving traps.

Your wardsense also allows you to use the Spellcraft skill to identify magic traps and wards within 60 feet as if you had cast detect magic or read magic. The DC of the Spellcraft check is increased by 2 over what it would be when using the appropriate spell.

For example, you can use Spellcraft to identify a glyph of warding or symbol without first casting read magic, but at DCs of 15 and 21 instead of 13 and 19, respectively. You can also discern the school of magic in a magic trap or ward without first casting detect magic, at a DC of 17 + spell level.

Wardsense does not grant you the ability to automatically detect magic traps or wards. You cannot use this ability for any purpose other than identifying magic traps and wards.

Crafty Hands (Su): At 2nd level, you develop the ability to manipulate mechanical devices with your mind, allowing you to make Open Lock and Disable Device checks at a distance of up to 60 feet. Activating this ability is a move action, after which you make the appropriate check as normal. You can move and manipulate objects weighing up to 5 pounds (including your warder's keys), allowing you to use any bonuses that such objects add to your checks. However, you cannot manipulate those objects in any other way (such as hurling them at a foe).

If you are distracted while making an Open Lock or Disable Device check at a distance, you must make a Concentration check as normal. On a failed check, you must use another move action to reactivate this ability.

Invisibility (Sp): At 3rd level, you learn how to turn invisible as the invisibility spell; once/day; caster level equals character level.

If you possess a Mark of Warding, you can expend one use of any of your dragonmark powers to gain an additional use of this ability.

Sly Soul (Ex): Upon reaching 5th level, a permanent strengthening of your spirit grants you spell resistance 15 + silver key level.

Cunning Body (Su): By 6th level, a silver key's form has developed the ability to adapt to a number of dangerous environments:

  • If submerged in liquid, you automatically activate a water breathing effect.
  • If you fall more than 5 feet, you automatically activate a feather fall effect.
  • If you are paralyzed, you automatically activate a remove paralysis effect.

You cannot extend the benefit of this ability to any other creature, nor can you voluntarily activate these effects except under the stated conditions. Each effect can be invoked once per day. Your caster level for these effects is equal to your silver key level.

If you possess a lesser or greater Mark of Warding, you gain one additional use of any of these effects by expending one use of a lesser or greater dragonmark power as an immediate action.

Slippery Mind (Ex): Upon reaching 8th level, if you fail a save against a mind-affecting effect, you can attempt the save again 1 round later at the same DC. If this second save also fails and you possess a greater Mark of Warding, you can make a third saving throw 1 round later by expending one use of a greater dragonmark power.

Veiled Spirit (Su): At 9th level, you gain a +2 bonus on all Hide checks, and become highly resistant to attempts to espy you or divine your location through scrying or other magical means. You gain a +4 bonus on Will saves made to resist divination effects.

Master of Doors (Su): At 10th level, you have reached the pinnacle of a silver key's prowess, this potent ability allows you to make use of any magic door or portal you come across as though you had the specific ability to do so. In particular, you can bypass arcane lock spells as though you yourself had cast them, ignore glyphs of warding as though you knew the password (even glyphs that have no password), and bypass the magic of a hold portal as though you could cast knock at will.

Your power even extends to portals created or maintained by magic. You can follow another character through a phase door, and can enter a Mordenkainen's magnificent mansion, a dragonmark demesne (see page 149), and similar structures regardless of whether the caster designated you as one of the creatures able to enter.

This ability does not confer any advantage when dealing with mundane locks or doors.

Advancement

Level BAB Fort Ref Will Special
1st +0 +0 +2 +2 Armored abjuration, heir's mark, trap master +1, warder's keys, wardsense
2nd +1 +0 +3 +3 Crafty hands
3rd +2 +1 +3 +3 Invisibility
4th +3 +1 +4 +4 Trap master +2
5th +3 +1 +4 +4 Sly soul
6th +4 +2 +5 +5 Cunning body
7th +5 +2 +5 +5 Trap master +3
8th +6 +2 +6 +6 Slippery mind
9th +6 +3 +7 +6 Veiled spirit
10th +7 +3 +7 +7 Master of doors, trap master +4

Class skills

Skill name Key ability Trained only Armor check penalty
Balance DEX no yes
Bluff CHA no no
Climb STR no yes
Concentration CON no no
Craft INT no no
Decipher Script INT yes no
Disable Device INT yes no
Disguise CHA no no
Escape Artist DEX no yes
Forgery INT no no
Gather Information CHA no no
Hide DEX no yes
Knowledge (arcana) INT yes no
Knowledge (architecture and engineering) INT yes no
Listen WIS no no
Move Silently DEX no yes
Open Lock DEX yes no
Search INT no no
Sense Motive WIS no no
Sleight of Hand DEX yes yes
Spellcraft INT yes no
Spot WIS no no
Tumble DEX yes yes
Use Magic Device CHA yes no

Spells for Silver Key

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