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| MatrixJumper04-30-07, 09:16 AM | Hello, I recently got the chance to be a player once more (instead of being the DM for the last 5 years). Looking through Dragonmarked, I decided to go for a Silver Key. I envision him a bit like master thief Robert MacDougal (Sean Connery) in Entrapment. An expert for security on one side and kind of a "gentleman thief" on the other side. Focussing on traps, locks and a little diplomacy. Sarting at Level 6 I went with 4 Levels Rogue and 2 Levels Silver Key. Later I probably will also take some levels in Dragonmark Heir. For Feats I took (getting 2 instead of one feat at first level due to a house rule): Dodge, Nimble Fingers, Favored in House, Least Mark of Warding. I would be very interested in your thoughts on him - Lord Behn Ghedin d'Kundarak - as he is, where you would go from there (future levels/feats an so on) and espacially which power of the Dragonmark to take (I think Arcane Lock or Alarm but am not sure). Thanks in advance! MJ p.s. I've even written a very short story (just a few paragraphs) but it's in german. Perhaps I will post it if I have the time to translate it - and anyon is interested in reading it ;) |
| Forged_Fury04-30-07, 08:00 PM | Sarting at Level 6 I went with 4 Levels Rogue and 2 Levels Silver Key. MJ, How did you pull that off? Silver Key requires 4 ranks of Knowledge (A&E) to qualify. That skill isn't on the Rogue Skill List, so you would have to be taking half ranks. If my math is correct, you would have to be a 5th level Rogue to pull that off. It's for that reason that I really advocate anyone going into Silver Key to go Rogue 3/Abjurer 2 before entering. You could technically go 3/1 but you'd suffer XP penalties. Good luck with the character. I made an SK but the game died before I got to really play. You can get some ridiculous modifiers with locks/traps as a Key as many of their bonuses are either untyped or stack well with each other. P.S. Here's my character sheet if you want to get some ideas. I believe he's a Rogue 3/Abjurer 2/Silver Key 1. Considering how super important they are, I think every SK should get a possum pouch from Complete Adventurer to hide their keys. For added protection, make sure to cast Magic Aura on the pouch regularly to mask the presence of the magic aura. Abilities 14 Strength (+2) (6 points) 16 Dexterity (+3) (8 points & 4th Level Boost) 14 Constitution (+2) (4 points) 16 Intelligence (+3) (10 points) 10 Wisdom (+0) (2 points) 8 Charisma (-1) (2 points) Vital Stats HP:36/36 [6+2+4+2+3+2+3+2+4+2+4+2] Age: 120 Languages: Common, Dwarven, Gnome (B), Goblin (B), Undercommon (B) Movement: 20ft Size: Medium Action Points: 8/8 BAB: +3, Grap: +5 Saves: Fort: +3, Ref: +9, Will: +6 -- +2 Bonus to Save Versus Poison, Spells, and Spell-Like Effects Initiative Modifier: +3 AC 16, Touch 13, Flatfooted 13 Max Dex Bonus +6, ACP 0, ASF 10% Combat Routines +6 Melee, +1 Byeshk Short Sword, 1d6+3, 19-20/x2, Piercing +5 Melee, Sap, 1d6+2, x2, Non-Lethal Bludgeoning +7 Ranged, Masterwork Darkwood Light Crossbow, 1d8, 19-20/x2, 80’, Piercing Skills +10 Balance [5 ranks, +3 Dex, +2 Synergy] +7 Climb [5 ranks, +2 Str] -- +9 Climb with Ropes, Knotted Ropes, and Rope-and-Wall +16 Disable Device [9 ranks, +3 Int, +2 Circumstance, +2 Competence] -- +19 Disable Device when dealing with Traps & Security Measures +9 Escape Artist [6 ranks, +3 Dex] +14 Hide [6 ranks, +3 Dex, +5 Competence (Armor)] -- +15 Hide in Shadowy or Dark Conditions [+1 Circ. (Darkweave)] +8 Knowledge (A&E) [5 ranks, +3 Int] +9 Move Silently [6 ranks, +3 Dex] +16 Open Lock [9 ranks, +3 Dex, +2 Circumstance, +2 Competence] +4 Profession (Locksmith) [4 ranks, +0 Wis] +12 Search [7 ranks, +3 Int, +2 Dragonmark] -- General +2 Racial Bonus when dealing with Stone -- +19 Search to find Secret Doors/Compartments [+5 Competence, +2 Synergy] -- +22 Search when dealing with Traps & Security Measures [+1 Insight, +2 Circumstance, +5 Competence, +2 Untyped] +8 Sleight of Hand [5 ranks, +3 Dex] +10 Spellcraft [7 ranks, +3 Int] -- +12 Spellcraft to learn an Abjuration spell -- +13 Spellcraft when dealing with Traps & Security Measures +9 Tumble [6 ranks, +3 Dex] +8 Use Rope [5 ranks, +3 Dex] -- +10 Use Rope to Bind Someone or Escape from Rope Bindings 5+ ranks in Tumble grants +2 Balance 5+ ranks in Escape Artist grants +2 Use Rope to bind someone 5+ ranks in Knowledge (A&E) grants +2 Search to locate hidden doors/compartments 5+ ranks in Search grants +2 Survival to find/follow tracks 5+ ranks in Spellcraft grants +2 UMD related to scrolls 5+ ranks in Tumble grants +2 Balance and Jump 5+ ranks in Use Rope grants +2 Climb with rope, knotted rope, or rope-and-wall 5+ ranks in Use Rope grants +2 Escape Artist to escape rope bonds +3 Appraise [0 ranks, +3 Int] -- +5 Appraise related to Stone or Metal -1 Bluff [0 ranks, -1 Cha] +2 Concentration [0 ranks, +2 Con] -1 Diplomacy [0 ranks, -1 Cha] -1 Disguise [0 ranks, -1 Cha] +3 Forgery [0 ranks, +3 Int] -1 Gather Information [0 ranks, -1 Cha] +0 Heal [0 ranks, +0 Wis] -1 Intimidate [0 ranks, -1 Cha] +4 Jump [0 ranks, +2 Str, +2 Synergy] +0 Listen [0 ranks, +0 Wis] -1 Perform [0 ranks, -1 Cha] +3 Ride [0 ranks, +3 Dex] +0 Sense Motive [0 ranks, +0 Wis] +0 Spot [0 ranks, +0 Wis] +0 Survival [0 ranks, +0 Wis] -- +2 Survival to Find/Follow Tracks +2 Swim [0 ranks, +2 Str] Feats Dodge (Level 1 Feat) Least Dragonmark (Level 3 Feat) - Arcane Lock, CL2, 1/day, +2 Search Scribe Scroll (Wizard Bonus Feat) Favored in House (Level 6 Feat) Beast of Burden: Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Resilience: +2 racial bonus on saving throws against poison, spells, and spell-like effects. Racial Enmity: +1 racial bonus on attack rolls against orcs and goblinoids. Size Matters: +4 dodge bonus to Armor Class against monsters of the Giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. Nose for Business: +2 racial bonus on Appraise or Craft checks related to stone or metal. Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing. Rogue Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields. Sneak Attack: +2d6 Damage Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it. Evasion: At 2nd level and higher, a rogue 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 rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Trap Sense +1: At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Abjurer Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail. School Specialization: Abjuration. Specialists receive one bonus spell per day from their school of specialization. They also gain a +2 Bonus to Spellcraft to learn a spell from their school of specialization. Prohibited Schools: Necromancy & Enchantment. Specialists are unable to cast, learn, or use spell-completion/spell-trigger magic items featuring spells from their prohibited schools. Spells Per Day: Cantrips: 5 (4 +1 Abjuration) 1st Level: 4 (2 +1 Bonus +1 Abjuration) Spells Known: Cantrips: Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation 1st Level: Alarm, Hold Portal, Shield, Detect Secret Doors, True Strike, Magic Aura, Erase, Feather Fall Immediate Magic: Some abjurers gain a spell-like ability which grants a personal-only +2 Shield bonus to AC for one round as an immediate action. An abjurer with this ability can activate it as an immediate action a number of times per day equal to your Intelligence bonus (3). An abjurer using this variant permanently gives up the ability to obtain a familiar. Silver Key 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: 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: 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. 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. Gear: Carrying Capacity 58/116/175 Weight Carried: 51 lb Darkweave Explorer’s Outfit [110gp, Worn, N/A] -Heavyweight mottled grey cloak -Green vest w/ multiple pockets -Fingerless black leather gloves -Eight copper rings inscribed with the least mark of warding, one on each finger -White shirt with sleeves rolled to the elbows -Dark grey trousers with padded knees and side pockets -Black sturdy boots +1 Byeshk Short Sword [3810gp, Strapped to Back, 3 lb] Masterwork Darkwood Light Crossbow [375gp, Strapped to Backpack, 2 lb] -10 Bolts [1gp, Belt case, 1 lb] +1 Shadow Leather Armor [4910gp, Torso, 15 lb] Arcane Signet Ring [150gp, Left Thumb, N/A] Goggles of Minute Seeing [1250gp, Forehead, N/A] Possum Pouch [1800gp, Under Shirt, N/A] - Warder’s Keys [N/A, N/A] Spell Component Pouch [5gp, Belt, 2lb] Belt Pouch [1gp, Belt, ½ lb] - Identification Papers w/Portrait [5gp, N/A] - Coin: 2pp, 19gp, 7sp, 5cp Belt Pouch [1gp, Belt, ½ lb] - Vial of Acid [10gp, 1 lb] - (2) Flask of Acidic Fire [60gp, 2 lb] - (3) Potion of CLW [150gp, N/A] Backpack [2gp, Back, 2 lb] -Wand of Magic Missile, CL1, 50 Charges [750gp, N/A] -Sap [1gp, 2 lb] -Chalk (x5) [5cp, N/A] -Crowbar [2gp, 5 lb] -Grappling hook [1gp, 4 lb] -Small steel mirror [10gp, ½ lb] -50’ Silk Rope [10gp, 5 lb] -Locked Small Wooden Casket (No Key) (DC 30) [90gp, 4 lb] Bloodstone of Power (1st Level) [1000gp, N/A] Spellshard (0th Level Spells) [3gp, ½ lb] Spellshard (1st Level Spells) [3gp, ½ lb] Letter of Credit (1250gp) Sapphire (200gp) Appearance, Personality, & Background: Medium Size, 4’ 4” tall, 200 lbs Nut Brown Skin, Black Hair, Bright Green Eyes, 120 Years Old Mek generally appears as a typical dwarf, short and stocky. His skin is a deep bronze color, appearing as if he had spent a considerable amount of time under the sun, although you consider that unlikely. The dwarf’s hair is jet black; generally cut short, shaved on the side but hanging to his eyebrows in the front. He wears no mustache and his beard is cut functionally close to the face and not typical compared to the long and luxurious beards worn by many in the Mror Holds. Mek’s eyes are bright green and calculating. His muscles have been well honed through a daily exercise regimen consisting of pull-ups, push-ups, crunches, and squats. The dwarf wears subdued garb consisting of a mottled gray fullcloak, black boots, a green vest, white long sleeve shirt with sleeves rolled to the elbows, and dark grey pants with padding in the knees. Over this outfit, the dwarf wears a functional and well-maintained suit of mottled gray leather armor. Sharp eyes will note the Least Mark of Warding on Mek’s left elbow. Mek is a consummate professional. He is completly serious while on the job and does not appreciate anyone who jokes around or wastes time. Outside of work, the dwarf appreciates humor and joking, but is not very funny himself. In general, Mek is somewhat of a wallflower unless around close friends. He says little during conversations unless they deal with his chosen specialty. Mek is at his most uncomfortable and embarrassed when anyone actually refers to him as Lord Mekheil d’Kundarak and attempts to downplay the title as much as possible. Unlike most dwarves, Mek is not really gruff and blunt, but rather quiet and unassuming, preferring to let his more vocal companions do the talking.Born to Khavez and Lorna Kundarak just before the beginning of the Last War and raised in Korunda’s Gate, Mek lived the typical childhood of an unmarked Kundarak heir. His early years were spent playing and doing chores in the tunnels of Korunda’s Gate. Additionally, he received basic instruction in banking and security from the teachers of House Kundarak. Around his 80th winter, he participated in House Kundarak’s version of the Test of Siberys, since he had not manifested a dragonmark up to that point. Mek “failed” the test, leaving the dwarf greatly disappointed. He still held out hope, however, as his 3rd cousin Rurik developed a Siberys Mark much later in life. During his schooling, Mek had shown great skill with locks and traps. As a result, the House offered him a position with the Golden Door division of the Warding Guild to design and implement security protocols for customers of the House. Mek proved very capable, often designing ingenious locks and opening mechanisms for his various work assignments. The dwarf enjoyed his work, but realized he wanted more from life. He secretly desired a life of danger and adventure; the monotony of life in Korunda’s Gate had worn away at his soul for decades and he had spent little time outside of the Mror Holds. His first preference was to join the elite Silver Keys, a House Kundarak organization which conducted security tests of Kundarak and other facilities. Unfortunately, he knew that he was not yet skilled enough to join. Instead, shortly after the destruction of Cyre, Mek signed up with the expeditionary branch of the Golden Door and was assigned to support Karrnath as a combat engineer. Mek’s duties were dangerous, including disarming traps in battle and establishing security perimeters, but the courage he developed under fire ignited his desire to see and do more in the world. At the conclusion of the war, Mek left Karrnath and traveled to Breland, intent on developing his skills in the infamous trap-filled tunnels below Sharn. When he arrived in Sharn, he accepted a position at the local House Kundarak enclave to create locks on commission. Through House Kundarak connections, Mek also pursued the study of abjuration magic at the Arcane Tower in Sharn. When not engaged in his commissioned work nor attending classes, the dwarf would travel to the lower levels of Sharn in search of challenges. With his skill in opening locks and ability to squeeze through small places, Mek discovered several areas that had been untouched for centuries below the huge city. Sometimes, however, doors are locked for a reason. During one such excursion, the young locksmith found himself ambushed by a pair of chokers after unlocking an ancient door. Realizing he was in over his head, he fled the battle and passed through the door he had recently opened. With the chokers hot on his heels, Mek held the door closed with his body, hoping he could think of someway to save himself. As he held the handle of the door, blazing pain began to emanate from his elbow. Gritting his teeth, Mek looked down and saw a small but familiar purple, green, and blue tattoo appear on his elbow. Shocked that he had developed a dragonmark, though somewhat dismayed that he wouldn’t get to enjoy it long; he stepped away from the door. Within seconds, a boom issued forth as the chokers threw themselves at the door, thinking to easily pass through after the dwarf. To their dismay (and Mek’s relief), the door was held fast and locked. Examining the door, Mek realized his dragonmark had granted him the ability to create an Arcane Lock. Thanking Kol Korran, Mek returned to the surface with a new appreciation for his lot in life. Later, he returned to the area and destroyed the clutch of chokers with careful application of abjuration magic and splash weapons. Following the battle, he recovered an enchanted short sword made from a purple-hued metal. Taking the discovery as a sign from Kol Korran, Mek named the weapon Dhava, the dwarvish word for exterminator, in honor of his success. He lavishes much attention and care on Dhava, insuring it is always sharp, oiled, and ready for combat. Mek believed the appearance of the Mark of Warding was a sign for him to return to his homeland and begin his training as a Silver Key. He finished his arcane studies and began the long journey home. Presenting himself before House Kundarak at Korunda’s Gate, Mek revealed his dragonmark and declared his interest in pursuing a career in the Silver Keys. After passing several difficult tests, which Mek secretly thought trivial compared to his experiences under Sharn, he joined the elite order as an apprentice. He currently works in support of his House in whatever tasks they assign him. -FF |
| Marcus Majarra05-01-07, 02:33 AM | Well, a 3rd-level dwarf rogue with a good Education (feat) can qualify for membership in the Silver Keys. |
| MatrixJumper05-01-07, 03:52 AM | How did you pull that off? Silver Key requires 4 ranks of Knowledge (A&E) to qualify. Honestly: I obviously screwed it. :surrender I indeed started with the 5/1 build and after some time (and talks with another player) decided to focus more on the trap/lock side while he focussed on acrobatics/sneak attack. I simply overlooked that Knowledge (A&E) would only be 3.5 ranks at best ... Perhaps I just throw away Nimble Fingers (the SK boni are already enormous) and take education to fix this as Marcus suggests. And FF, of course thank you for "Mek". He has been helpful :) |
| taski05-01-07, 04:34 AM | Feat Index: Trap (http://wizards.com/default.asp?x=dnd/lists/feats&tablefilter=trap) That's a list of all feats that have the word "trap" in them. Not all of the results make sense, but it's a place to start. :) Here's another: The 3.5 Breaking and Entering Thread (http://boards1.wizards.com/showthread.php?t=385357), it's old, but still somewhat useful. I'd like to hear more about your character. I have my own lock & trap focused thief, but she's a half-elf, and more likely to steal from Kundarak than to help them (unless they pay well). |
| AlHazred05-07-07, 10:16 PM | Thanks muchly for the Education feat trick - I'd completely forgotten it and was thinking about how to punch up a dwarf rogue/silver key in my game... But why take Dragonmark Heir? You get Heir's Mark from the SK PrC - so that PrC has the same effect on your dragonmark powers as DM. |
| MatrixJumper05-08-07, 03:42 AM | Well, I planned to go for Dragonmark Heir, because of the easy way to geht the higher Dragonmarks and more uses for them. As far as I remember the Heirs Mark ability only gives higher casterlevel and DCs for the powers you already posses (which means one would have to give up to further feats and still not having as much powers). Thanks for the links Taski, they are very helpfull :) |
| AlHazred05-08-07, 02:09 PM | Hmmm... True. But it doesn't really get you that much, though. I mean, explosive runes and glyphs are nice, but the Silver Key is more concerned with penetrating wards than setting them up. And guards and wards only really helps you in your own demense. Mordenkainen's faithful watchdog isn't bad for a burglar, though. And the nondetection is decent, sure. But I figure by the time you get to a level where you'll be taking DM levels, you'll have a magic item that does that. |
| MatrixJumper05-08-07, 02:24 PM | Oh I see the Silver Keys also setting up traps an the like, or at least making suggestions to paying customers after "testing" their security measures. But to be honest, I primarily planned to take the Heir because ... well it fits so well to my picture of the house noble :) Someone who really has no reason to go adventuring at all ;) |
| Raziel_Brokodar05-11-07, 03:43 AM | Well, a 3rd-level dwarf rogue with a good Education (feat) can qualify for membership in the Silver Keys. That's my general path. ;) |