master arminas
First Post
This is another idea that I have been working, a return to the original Assassin class from 1st edition AD&D for Pathfinder. The prestige class in 3.0, 3.5, and Pathfinder just doesn't seem like a real assassin to me. Plus, I want a class that even neutral characters can join. And the reason for that is simple: in many ways I am a child of the modern film era, and I love James Bond. In my humble opinion, Bond was an assassin. Yet, he was not evil. And I don't think that necessarily one should have to be evil to be an assassin in Pathfinder.
Once again, I would love your input, even if it is critical or if you simply want to say you don't like. All critiques are welcome.
Master Arminas
The Pathfinder Assassin Base Class
A mercenary who undertakes his task with cold, professional detachment, the assassin is equally adept at espionage, bounty hunting, and terrorism. At his core, an assassin is an artisan, and his medium is death. Trained in a variety of killing techniques, assassins are among the most feared of all classes.
Many assassins belong to shadowy guilds that co-exist alongside existing thieves’ guilds. Unlike the purely local thieves’ guild, the guilds of assassins are part of a network that coordinates activities across the world. The assassin’s guild is often difficult to locate, but many powerful persons in the world know of them and their activities—and hire them for their own nefarious purposes.
In addition to those guild assassins that are solely mercenary in philosophy (and often quite evil in alignment), almost every major nation and organization employs their own assassins, however much they may publicly deny it. Unlike the miscreants of the guilds, these assassins do not kill for money; they serve their state or their church, eliminating threats and solving problems in an extremely direct fashion.
Upon rare occasions, a guild assassin or a state assassin may find themselves left out in the cold, due most often to an assignment gone wrong. These lone assassins tend to associate themselves with adventuring parties, where they continue to use the skills they have learned to make their own way in the world. Such individuals have no protection of either state or guild, however, and sometimes find themselves as marked targets for those who want to see them silenced—forever.
Role: Assassins tend to be loners by nature, seeing companions as liabilities at best. Sometimes an assassin’s missions put him in the company of adventurers for long stretches at a time, but few people are comfortable trusting a professional assassin to watch their backs in a fight, and are more likely to let the emotionless killer scout ahead or prepare ambushes.
Alignment: Any non-good.
Hit Die: d8
BAB: Medium
Good Saves: Fort and Reflex
Class Skills: Acrobatics (Dex); Bluff (Cha); Climb (Str); Craft (Int); Disable Device (Int); Disguise (Cha); Diplomacy (Cha); Escape Artist (Dex); Intimidate (Cha); Knowledge (Local) (Int); Linguistics (Int); Perception (Wis); Profession (Wis); Ride (Dex); Sense Motive (Wis); Sleight of Hand (Dex); Stealth (Dex); and Swim (Str).
Skill Points per Level: 6 plus Intelligence modifier
Weapon and Armor Proficiency: Assassins are proficient with all simple weapons, plus the bolo, garrote, handaxe, kukri, net, sap, starknife, short sword, and throwing axe. Assassins are proficient with light armor. They are not proficient with medium or heavy armor or shields.
AC Bonus (Ex): When wearing no armor or light armor and carrying no more than a light load, the assassin adds his Intelligence bonus (if any) to his AC and his CMD. In addition, an assassin gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four assassin levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the assassin is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any type of armor, when he uses a shield, or when he carries a medium or heavy load.
If the Assassin has this class feature from levels in the monk class, add his monk and assassin class levels to determine his effective level for this class feature. The character can only apply either his Wisdom bonus or his Intelligence bonus, but not both. He may choose which one applies.
Alignment Mask (Su): An assassin confounds spells such as know alignment and abilities such as detect evil. When these abilities are used against an assassin, the assassin always registers as neutral, despite his true alignment.
Assassinate (Ex): An assassin can sometimes land a blow that is particularly deadly. In order to successfully conduct such an attack the assassin must use either a light weapon or a ranged weapon, and he must be proficient in its use. Furthermore, one of the following conditions must be met: (a) the target must not be aware of the assassin’s presence (either through the use of magic such as the spell invisibility or through mundane methods such as the Stealth skill) or (b) the target must not consider the assassin to be an imminent threat. For example, an assassin could use the Disguise skill to pretend to be one of several dozen homeless beggars squatting outside a castle gate. If either of these two conditions are met, the assassin can make a surprise attack as a standard action against his target. If this attack successfully hits, the target suffers a critical hit, regardless of whether or not the assassin rolled a critical threat. If the assassin rolls, and then confirms, a critical hit, the damage multiplier is increased again by a factor of 1.
The target must be a corporeal creature that is subject to the effects of critical hits. An assassin can use a ranged weapon for this attack, but only if the target is within 30 feet. An assassin can use a sap (or blackjack), an unarmed strike, or other nonlethal weapon to deliver an assassinate attempt that deals nonlethal damage instead of lethal damage. He cannot deal nonlethal damage with any weapon that normally inflicts lethal damage, not even if the assassin takes the usual -4 penalty on his attack roll.
At 4th level, and every four assassin levels gained thereafter, the critical multiplier on a successful assassinate attack increases by 1, to a maximum increase of 5 at 20th level.
If the assassin uses either a sap, an unarmed strike, or another weapon that deals nonlethal damage with this ability, he may choose to inflict nonlethal damage instead of lethal damage. As assassins only seldom bother to take prisoners, this ability to deal nonlethal damage normally sees little use. Upon occasion, however, an employer wants the mark returned alive; when this is so, the assassin will use this ability to deal nonlethal damage to incapacitate his opponent.
Assassins tend to either use punching daggers, kukris, and similar weapons that are easy to conceal, or a projectile weapons such as a crossbows or blowguns when making an assassinate attempt. Experienced assassins will often coat their weapons with poison before attempting to use this ability.
Master of Disguise (Ex): An assassin gains a +2 competence bonus on all Disguise skill checks. At 6th level, and every five assassin levels gained thereafter, the bonus on this skill checks increases by +2, to a maximum bonus of +8 at 16th level.
Unarmed Strike (Ex): At 2nd level, an assassin gains Improved Unarmed Strike as a bonus feat. An assassin’s unarmed attack may be made with his fists, elbows, knees, feet, or even his head. This means that an assassin may make unarmed strikes with his hands full.
Usually an assassin’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
An assassin deals more damage with his unarmed strikes than normal, and as he gains levels the damage from his unarmed strikes also increases. At 2nd level, an assassin deals 1d6 damage with an unarmed. This increases to 1d8 at 6th level, to 1d10 at 11th level, and to 2d6 at 16th level. This damage is for a medium sized assassin; smaller or larger characters use the damage listed in the Monk core class as appropriate for the damage value given above.
An assassin with levels in the monk class treats his monk level as one level higher for each level the character possesses as an assassin for the purpose of determining his unarmed damage.
Fast Stealth (Ex): Starting at 2nd level, an assassin can move at full speed when using the Stealth skill.
Fast Movement (Ex): At 2nd level, an assassin’s land speed is faster than the norm for his race by +10 feet. This benefit only applies when he is unarmored and carrying no more than a light load. This bonus stacks with any other bonuses to the assassin’s land speed (such as the effects of an expeditious retreat spell, a haste spell, or any other effect that increases an assassin’s speed).
Blind-fight (Ex): At 3rd level, an assassin gains Blind-Fight as a bonus feat.
Poison Use (Ex): Beginning at 3rd level, an assassin never risks accidentally poisoning himself when applying poison to a weapon. He also gains Skill Focus (Craft (Poison)) as a bonus feat.
Acrobatics (Ex): At 4th level, an assassin gains a +2 competence bonus on all Acrobatics and Climb skill checks. At 9th level, and every five assassin levels gained thereafter, this bonus increases by +2, to a maximum bonus of +8 at 19th level.
Improved Feint (Ex): At 5th level, an assassin gains Improved Feint as a bonus feat, even if he does not normally meet the prerequisites. If the assassin already has selected Improved Feint as a feat, he instead gains one feat of his choice, but in this case the assassin must meet all the listed prerequisites for the feat selected.
Uncanny Dodge (Ex): At 6th level, an assassin can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. An assassin with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see combat) against him.
If an assassin already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Evasion (Ex): At 7th level, an assassin can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the assassin is wearing light armor or no armor. A helpless assassin does not gain the benefit of evasion.
Touch of Death (Ex): Starting at 8th level, an assassin gains his most feared attack—the touch of death. When the assassin succeeds in an assassinate attack, the target must make a Fortitude save (DC of 10 plus ½ the assassin’s class level + the assassin’s Intelligence modifier). If the target fails the save he dies immediately. If the target succeeds, then there is no additional effect (other than the normal damage inflicted by the assassinate attack, see above).
If the assassin uses a sap or unarmed strike to deal non-lethal damage in an assassinate attempt, this ability renders the target unconscious on a failed save instead of dead. This functions exactly like the sleep spell except there is no hit die limit.
Vanish from Sight (Ex): At 9th level, an assassin can use the Stealth skill while being observed as long as the following conditions are met: (a) there must be concealment within one move action of the assassin’s current position and (b) those who are observing the assassin are distracted, even if for an instant. If both of these conditions are met, the assassin can use the Stealth skill in order to hide. Many assassins carry thunderstones, flashbombs, and smoke bombs for just such a purpose. Alternatively, the assassin may use the Bluff skill in order to feint to distract any observers.
Improved Uncanny Dodge (Ex): An assassin of 10th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target has assassin levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Improved Blind-fight (Ex): At 11th level, an assassin gains Improved Blind-fight as a bonus feat, even if he does not meet the normal prerequisites for this feat.
Trackless Step (Ex): At 11th level, the assassin leaves no trail and cannot be tracked by non-magical means or by the use of scent. An assassin of this level cannot be detected by scent as well.
Trap Detection (Ex): At 12th level, an assassin adds 1/2 his assassin class level to Perception skills checks made to locate traps, but he receives no bonus on Disable Device checks to disarm traps. An assassin cannot use Disable Device to disarm magical traps.
Improved Evasion (Ex): At 13th level, the assassin’s evasion ability improves. He still takes no damage on a successful Reflex save against attacks, but henceforth he takes only half damage on a failed save. A helpless assassin does not gain the benefit of improved evasion.
Poison Mastery (Ex): At 14th level, an assassin becomes immune to all poisons. Any poisons that he personally crafts receive a +2 bonus to their save DC.
Bleeding Wounds (Ex): At 15th level, an assassin deals 1d6 points of bleed damage anytime he makes a successful critical strike against an opponent or when he hits an opponent while using his assassinate ability.
Blindsense (Ex): At 16th level, an assassin gains blindsense out to a distance of 30 feet.
Nondetection (Sp): Starting at 16th level, an assassin has a constant nondetection effect, as per the spell, on his person and his equipment. This ability has an effective caster level equal to the assassin’s class level.
Greater Blind-fight (Ex): At 17th level, an assassin gains Greater Blind-Fight as a bonus feat, even if he does not meet the normal prerequisites for this feat.
Live to Fight Another Day (Sp): At 18th level, an assassin can use word of recall, as per the spell, as a swift action once per day.
Greater Feint (Ex): At 19th level, an assassin gains Greater Feint as a bonus feat, even if he does not meet the normal prerequisites for this feat.
Grandfather of Assassins (Ex): Upon reaching 20th level, an assassin has reached the peak of his abilities. If the Grandfather of Assassins is hit by an attack that would reduce him to 0 or fewer hit points, he may make a Reflex save against a DC of 10 + the damage dealt. A successful save places the assassin at 1 hit point, while a failed save results in full damage. On a successful save, the Grandfather also feigns death. To any cursory examination, he appears to be dead (even minor magical means such as the spell deathwatch are fooled by this ability). While feigning death, the Grandfather remains aware of his surroundings and can take purely mental actions (usually to use word of recall on his next turn). The Grandfather may use this ability only once per day.
Once again, I would love your input, even if it is critical or if you simply want to say you don't like. All critiques are welcome.
Master Arminas
The Pathfinder Assassin Base Class
A mercenary who undertakes his task with cold, professional detachment, the assassin is equally adept at espionage, bounty hunting, and terrorism. At his core, an assassin is an artisan, and his medium is death. Trained in a variety of killing techniques, assassins are among the most feared of all classes.
Many assassins belong to shadowy guilds that co-exist alongside existing thieves’ guilds. Unlike the purely local thieves’ guild, the guilds of assassins are part of a network that coordinates activities across the world. The assassin’s guild is often difficult to locate, but many powerful persons in the world know of them and their activities—and hire them for their own nefarious purposes.
In addition to those guild assassins that are solely mercenary in philosophy (and often quite evil in alignment), almost every major nation and organization employs their own assassins, however much they may publicly deny it. Unlike the miscreants of the guilds, these assassins do not kill for money; they serve their state or their church, eliminating threats and solving problems in an extremely direct fashion.
Upon rare occasions, a guild assassin or a state assassin may find themselves left out in the cold, due most often to an assignment gone wrong. These lone assassins tend to associate themselves with adventuring parties, where they continue to use the skills they have learned to make their own way in the world. Such individuals have no protection of either state or guild, however, and sometimes find themselves as marked targets for those who want to see them silenced—forever.
Role: Assassins tend to be loners by nature, seeing companions as liabilities at best. Sometimes an assassin’s missions put him in the company of adventurers for long stretches at a time, but few people are comfortable trusting a professional assassin to watch their backs in a fight, and are more likely to let the emotionless killer scout ahead or prepare ambushes.
Alignment: Any non-good.
Hit Die: d8
BAB: Medium
Good Saves: Fort and Reflex
Class Skills: Acrobatics (Dex); Bluff (Cha); Climb (Str); Craft (Int); Disable Device (Int); Disguise (Cha); Diplomacy (Cha); Escape Artist (Dex); Intimidate (Cha); Knowledge (Local) (Int); Linguistics (Int); Perception (Wis); Profession (Wis); Ride (Dex); Sense Motive (Wis); Sleight of Hand (Dex); Stealth (Dex); and Swim (Str).
Skill Points per Level: 6 plus Intelligence modifier
Weapon and Armor Proficiency: Assassins are proficient with all simple weapons, plus the bolo, garrote, handaxe, kukri, net, sap, starknife, short sword, and throwing axe. Assassins are proficient with light armor. They are not proficient with medium or heavy armor or shields.
AC Bonus (Ex): When wearing no armor or light armor and carrying no more than a light load, the assassin adds his Intelligence bonus (if any) to his AC and his CMD. In addition, an assassin gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four assassin levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the assassin is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any type of armor, when he uses a shield, or when he carries a medium or heavy load.
If the Assassin has this class feature from levels in the monk class, add his monk and assassin class levels to determine his effective level for this class feature. The character can only apply either his Wisdom bonus or his Intelligence bonus, but not both. He may choose which one applies.
Alignment Mask (Su): An assassin confounds spells such as know alignment and abilities such as detect evil. When these abilities are used against an assassin, the assassin always registers as neutral, despite his true alignment.
Assassinate (Ex): An assassin can sometimes land a blow that is particularly deadly. In order to successfully conduct such an attack the assassin must use either a light weapon or a ranged weapon, and he must be proficient in its use. Furthermore, one of the following conditions must be met: (a) the target must not be aware of the assassin’s presence (either through the use of magic such as the spell invisibility or through mundane methods such as the Stealth skill) or (b) the target must not consider the assassin to be an imminent threat. For example, an assassin could use the Disguise skill to pretend to be one of several dozen homeless beggars squatting outside a castle gate. If either of these two conditions are met, the assassin can make a surprise attack as a standard action against his target. If this attack successfully hits, the target suffers a critical hit, regardless of whether or not the assassin rolled a critical threat. If the assassin rolls, and then confirms, a critical hit, the damage multiplier is increased again by a factor of 1.
The target must be a corporeal creature that is subject to the effects of critical hits. An assassin can use a ranged weapon for this attack, but only if the target is within 30 feet. An assassin can use a sap (or blackjack), an unarmed strike, or other nonlethal weapon to deliver an assassinate attempt that deals nonlethal damage instead of lethal damage. He cannot deal nonlethal damage with any weapon that normally inflicts lethal damage, not even if the assassin takes the usual -4 penalty on his attack roll.
At 4th level, and every four assassin levels gained thereafter, the critical multiplier on a successful assassinate attack increases by 1, to a maximum increase of 5 at 20th level.
If the assassin uses either a sap, an unarmed strike, or another weapon that deals nonlethal damage with this ability, he may choose to inflict nonlethal damage instead of lethal damage. As assassins only seldom bother to take prisoners, this ability to deal nonlethal damage normally sees little use. Upon occasion, however, an employer wants the mark returned alive; when this is so, the assassin will use this ability to deal nonlethal damage to incapacitate his opponent.
Assassins tend to either use punching daggers, kukris, and similar weapons that are easy to conceal, or a projectile weapons such as a crossbows or blowguns when making an assassinate attempt. Experienced assassins will often coat their weapons with poison before attempting to use this ability.
Master of Disguise (Ex): An assassin gains a +2 competence bonus on all Disguise skill checks. At 6th level, and every five assassin levels gained thereafter, the bonus on this skill checks increases by +2, to a maximum bonus of +8 at 16th level.
Unarmed Strike (Ex): At 2nd level, an assassin gains Improved Unarmed Strike as a bonus feat. An assassin’s unarmed attack may be made with his fists, elbows, knees, feet, or even his head. This means that an assassin may make unarmed strikes with his hands full.
Usually an assassin’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
An assassin deals more damage with his unarmed strikes than normal, and as he gains levels the damage from his unarmed strikes also increases. At 2nd level, an assassin deals 1d6 damage with an unarmed. This increases to 1d8 at 6th level, to 1d10 at 11th level, and to 2d6 at 16th level. This damage is for a medium sized assassin; smaller or larger characters use the damage listed in the Monk core class as appropriate for the damage value given above.
An assassin with levels in the monk class treats his monk level as one level higher for each level the character possesses as an assassin for the purpose of determining his unarmed damage.
Fast Stealth (Ex): Starting at 2nd level, an assassin can move at full speed when using the Stealth skill.
Fast Movement (Ex): At 2nd level, an assassin’s land speed is faster than the norm for his race by +10 feet. This benefit only applies when he is unarmored and carrying no more than a light load. This bonus stacks with any other bonuses to the assassin’s land speed (such as the effects of an expeditious retreat spell, a haste spell, or any other effect that increases an assassin’s speed).
Blind-fight (Ex): At 3rd level, an assassin gains Blind-Fight as a bonus feat.
Poison Use (Ex): Beginning at 3rd level, an assassin never risks accidentally poisoning himself when applying poison to a weapon. He also gains Skill Focus (Craft (Poison)) as a bonus feat.
Acrobatics (Ex): At 4th level, an assassin gains a +2 competence bonus on all Acrobatics and Climb skill checks. At 9th level, and every five assassin levels gained thereafter, this bonus increases by +2, to a maximum bonus of +8 at 19th level.
Improved Feint (Ex): At 5th level, an assassin gains Improved Feint as a bonus feat, even if he does not normally meet the prerequisites. If the assassin already has selected Improved Feint as a feat, he instead gains one feat of his choice, but in this case the assassin must meet all the listed prerequisites for the feat selected.
Uncanny Dodge (Ex): At 6th level, an assassin can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. An assassin with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see combat) against him.
If an assassin already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Evasion (Ex): At 7th level, an assassin can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the assassin is wearing light armor or no armor. A helpless assassin does not gain the benefit of evasion.
Touch of Death (Ex): Starting at 8th level, an assassin gains his most feared attack—the touch of death. When the assassin succeeds in an assassinate attack, the target must make a Fortitude save (DC of 10 plus ½ the assassin’s class level + the assassin’s Intelligence modifier). If the target fails the save he dies immediately. If the target succeeds, then there is no additional effect (other than the normal damage inflicted by the assassinate attack, see above).
If the assassin uses a sap or unarmed strike to deal non-lethal damage in an assassinate attempt, this ability renders the target unconscious on a failed save instead of dead. This functions exactly like the sleep spell except there is no hit die limit.
Vanish from Sight (Ex): At 9th level, an assassin can use the Stealth skill while being observed as long as the following conditions are met: (a) there must be concealment within one move action of the assassin’s current position and (b) those who are observing the assassin are distracted, even if for an instant. If both of these conditions are met, the assassin can use the Stealth skill in order to hide. Many assassins carry thunderstones, flashbombs, and smoke bombs for just such a purpose. Alternatively, the assassin may use the Bluff skill in order to feint to distract any observers.
Improved Uncanny Dodge (Ex): An assassin of 10th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target has assassin levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Improved Blind-fight (Ex): At 11th level, an assassin gains Improved Blind-fight as a bonus feat, even if he does not meet the normal prerequisites for this feat.
Trackless Step (Ex): At 11th level, the assassin leaves no trail and cannot be tracked by non-magical means or by the use of scent. An assassin of this level cannot be detected by scent as well.
Trap Detection (Ex): At 12th level, an assassin adds 1/2 his assassin class level to Perception skills checks made to locate traps, but he receives no bonus on Disable Device checks to disarm traps. An assassin cannot use Disable Device to disarm magical traps.
Improved Evasion (Ex): At 13th level, the assassin’s evasion ability improves. He still takes no damage on a successful Reflex save against attacks, but henceforth he takes only half damage on a failed save. A helpless assassin does not gain the benefit of improved evasion.
Poison Mastery (Ex): At 14th level, an assassin becomes immune to all poisons. Any poisons that he personally crafts receive a +2 bonus to their save DC.
Bleeding Wounds (Ex): At 15th level, an assassin deals 1d6 points of bleed damage anytime he makes a successful critical strike against an opponent or when he hits an opponent while using his assassinate ability.
Blindsense (Ex): At 16th level, an assassin gains blindsense out to a distance of 30 feet.
Nondetection (Sp): Starting at 16th level, an assassin has a constant nondetection effect, as per the spell, on his person and his equipment. This ability has an effective caster level equal to the assassin’s class level.
Greater Blind-fight (Ex): At 17th level, an assassin gains Greater Blind-Fight as a bonus feat, even if he does not meet the normal prerequisites for this feat.
Live to Fight Another Day (Sp): At 18th level, an assassin can use word of recall, as per the spell, as a swift action once per day.
Greater Feint (Ex): At 19th level, an assassin gains Greater Feint as a bonus feat, even if he does not meet the normal prerequisites for this feat.
Grandfather of Assassins (Ex): Upon reaching 20th level, an assassin has reached the peak of his abilities. If the Grandfather of Assassins is hit by an attack that would reduce him to 0 or fewer hit points, he may make a Reflex save against a DC of 10 + the damage dealt. A successful save places the assassin at 1 hit point, while a failed save results in full damage. On a successful save, the Grandfather also feigns death. To any cursory examination, he appears to be dead (even minor magical means such as the spell deathwatch are fooled by this ability). While feigning death, the Grandfather remains aware of his surroundings and can take purely mental actions (usually to use word of recall on his next turn). The Grandfather may use this ability only once per day.
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