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<blockquote data-quote="Akhkharu" data-source="post: 6944" data-attributes="member: 346"><p>I don't really like the idea that assassin's get spells so:</p><p>Basically take the assassin as in the DmG but with the following changes. </p><p>Removed spells.</p><p>Added Silent Step</p><p>Added Fearful Reputation</p><p></p><p>Silent Steps: The Assassin has become so adapt at moving around silently that he can travel at normal speed while trying to move silently. </p><p></p><p>Fearful Reputation: The Assassin’s name has become so feared that just mentioning it is thought to bring his attention to you. Those that do speak his name, whisper it in hushed silence while making the sign to ward off the evil spirits. Anyone within 30 ft. must make a Will Save DC 12 + Cha + Assassin level. Those who failed the save becomes shaken. This increases to frightened at level 7 and terrified at level 10. This is a supernatural ability and can be done a total of Cha + Assassin level times per day. </p><p>Shaken: Characters who are shaken suffer a –2 morale penalty to attack rolls, saves, and checks.</p><p>Frightened: Characters who are frightened are shaken, and in addition they flee from the source of their fear as quickly as they can, although they can choose the path of their flight. Other than that stipulation, once they are out of sight (or hearing) of the source of their fear, they can act as they want. However, if the duration of their fear continues, characters can be forced to flee once more if the source of their fear presents itself again. Characters unable to flee can fight (though they are still shaken).</p><p>Panicked: Characters who are panicked are shaken, and in addition they have a 50% chance to drop what they’re holding, and they run away from the source of their fear as quickly as they can. Other than running away from the source, their path is random. They flee from all other dangers that confront them rather than facing those dangers. Panicked characters cower if they are prevented from fleeing.</p><p></p><p>Thoughts/comments/suggestions?</p></blockquote><p></p>
[QUOTE="Akhkharu, post: 6944, member: 346"] I don't really like the idea that assassin's get spells so: Basically take the assassin as in the DmG but with the following changes. Removed spells. Added Silent Step Added Fearful Reputation Silent Steps: The Assassin has become so adapt at moving around silently that he can travel at normal speed while trying to move silently. Fearful Reputation: The Assassin’s name has become so feared that just mentioning it is thought to bring his attention to you. Those that do speak his name, whisper it in hushed silence while making the sign to ward off the evil spirits. Anyone within 30 ft. must make a Will Save DC 12 + Cha + Assassin level. Those who failed the save becomes shaken. This increases to frightened at level 7 and terrified at level 10. This is a supernatural ability and can be done a total of Cha + Assassin level times per day. Shaken: Characters who are shaken suffer a –2 morale penalty to attack rolls, saves, and checks. Frightened: Characters who are frightened are shaken, and in addition they flee from the source of their fear as quickly as they can, although they can choose the path of their flight. Other than that stipulation, once they are out of sight (or hearing) of the source of their fear, they can act as they want. However, if the duration of their fear continues, characters can be forced to flee once more if the source of their fear presents itself again. Characters unable to flee can fight (though they are still shaken). Panicked: Characters who are panicked are shaken, and in addition they have a 50% chance to drop what they’re holding, and they run away from the source of their fear as quickly as they can. Other than running away from the source, their path is random. They flee from all other dangers that confront them rather than facing those dangers. Panicked characters cower if they are prevented from fleeing. Thoughts/comments/suggestions? [/QUOTE]
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