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Whispers of Death: A Sourcebook for Assassin Characters
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<blockquote data-quote="Messageboard Golem" data-source="post: 2009719" data-attributes="member: 18387"><p>"Whispers of Death" is the first offering by Sundered Blade Games. Not counting table of contents, d20 license, and sample character sheets for assassins (one blank, several filled out for NPCs), this PDF has about 26 pages devoted to new rules about the assassin. This includes a page and a half appendix which is simply the assassin prestige class reprinted from the DMG.</p><p></p><p>5 prestige classes are given, all of which could deservedly be called an assassin- but they are very different kinds of assassins. All are evil, all have the death attack ability, and all have sneak attack damage, but besides that they vary a good deal. Unless stated otherwise, they do not have spell-casting ability.</p><p></p><p>The Mask could be a beggar, serving girl or passerby who strikes without warning. Fewer skill points, but this is made up for with bonuses to disguise checks, and diplomacy and bluff checks used against the target. They can also slip poison into food or drink with a successful pick pocket check.</p><p></p><p>The Shadowstalker is the over-the-walls and in-the-shadows kind of assassin, the black-clad figure who can penetrate a well-guarded fortress, eliminate their target, and disappear as if by magic. They get fewer skill points, but gain bonuses to stealth related activities. They also acquire the ability to hide in plain sight.</p><p></p><p>The Slayer has a commando's directness rather than a rogue's sneakiness- it is a hit man kind of assassin, suited for fighters as well as rogues. It makes ample use of the feint ability to get sneak attacks in regular melee combat.</p><p></p><p>The Sniper, as may be inferred from the name, is a specialist with missile weapons. Sneak attacks and death attacks can both be done at range. Not at a very great range, though- the ranged death attack caps out at only 30 ft., and the ranged sneak attack is at a maximum of 75 ft.. Of all the versions of the assassin, this is the blandest.</p><p></p><p>The Shadowblade struck me as being a little too strong. Only d6 hit dice, but a fighter's BAB progression. He can meld with shadows up to 3 times a day, can hide in plain sight, can use a few spells (up to 4th level), and has the sneak attack progression of a standard rogue. Quite likely to be useful as a super-elite kind of assassin.</p><p></p><p>With the possible exception of the Shadowblade, all the prestige classes seem mechanically sound. They can be used to create very distinct types of assassin, or can be combined to customize a particular character. The Mask and Shadowstalker classes (which have only 5 levels each) are especially good for adding a degree of specialization to an existing character.</p><p></p><p>Next comes a number of good, balanced feats like Blink of an Eye (reduces the hide penalty after a diversion to only -5 instead of -10), or Flat-Bladed Strike (can do subdual damage with sneak attacks). Disruptive Strike is an interesting one- by forgoing 3d6 of sneak attack damage it allows one to make a sneak attack against an undead creature. </p><p></p><p>The section on New Equipment includes silenced armor (quieter, but stiffer- increases the armor penalty for balance, tumble and escape artist checks), footpads (padded footware, gives a penalty to climb checks). Reservoir rings, needle crossbows, and weapon black. They are good, balanced, well-priced items. </p><p></p><p>The session on Assassin "Styles" introduces a new mechanic. A style requires time and xp to learn, and has level pre-requisites. No costs are given, but it would seem reasonable to price a style like a magic item or like spell research. Like a new magic item or unique spell, they provide a little extra flexibility or power at the cost of time, gold and experience.</p><p></p><p>One style (the Shadows of Light) allow chaotic good or neutral good characters to ignore the alignment requirements for the various assassin prestige classes. Not all campaigns will have individuals who use their assassin skills for the greater good, but some DM's may choose otherwise.</p><p></p><p>The Mercykiller style focusses on death attacks used to paralyze victims, and on dealing subdual damage with sneak attacks. Regular death attacks are penalized. The Spirit Hunter style focusses on the difficult task of fighting the undead. Increasing ranks of this style diminish the cost of using Disruptive Strike. </p><p></p><p>Finally, the Venom Shadow style focusses on poison use. It bumps up the save DC's a little, gives a small bonus to one's pick pocket check when slipping poison into someone's food or drink, and gives immunity to one type of poison.</p><p></p><p>How much should an assassin expect to be paid for a job? Whispers of Death gives a chart which is very much like the experience award chart in the DMG, only with gold pieces instead of experience points. While this makes sense from one point of view, it leads to some strange results: hiring an 8th level assassin to kill a CR 5 target is worth 400 gp. But an 11th level assassin will get only 200 gp for the same job. Huh?</p><p></p><p>4 assassin guilds are set out. Each sample organization is detailed with a particular "path"- the order in which a character multiclasses and acquires feats in a particular organization. This is very valuable both for DM's who design NPC's, and for players who wish their characters to join such organizations, and want to know what classes and feats to take.</p><p></p><p>A few assasin spells and magic items are given. <em>Minor Invisibility</em> is a first level spell that lasts 10 minutes per level, and allows the caster to remain invisible as long as you don't move. The <em>shadow</em> weapon quality causes the weapon to ignore armor and enhancement bonuses to AC, but such a weapon cannot harm constructs or undead. There is even an assassin artifact- a +5 shadow longsword with a 20 intelligence and a 36 ego, plus a number of nifty special abilities: invisibility for half an hour, 3 times per day, a +4 enchantment bonus to dexterity (this might be a typo for enhancement), a +10 bonus to hide and move silently, and a few other bonuses of about this magnitude.</p><p></p><p>Special character sheets for assassin characters conclude Whispers of Death, including filled out sheets for sample NPCs. </p><p></p><p><strong>Conclusion</strong></p><p>It's a great book, and well worth its $5 cost.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2009719, member: 18387"] "Whispers of Death" is the first offering by Sundered Blade Games. Not counting table of contents, d20 license, and sample character sheets for assassins (one blank, several filled out for NPCs), this PDF has about 26 pages devoted to new rules about the assassin. This includes a page and a half appendix which is simply the assassin prestige class reprinted from the DMG. 5 prestige classes are given, all of which could deservedly be called an assassin- but they are very different kinds of assassins. All are evil, all have the death attack ability, and all have sneak attack damage, but besides that they vary a good deal. Unless stated otherwise, they do not have spell-casting ability. The Mask could be a beggar, serving girl or passerby who strikes without warning. Fewer skill points, but this is made up for with bonuses to disguise checks, and diplomacy and bluff checks used against the target. They can also slip poison into food or drink with a successful pick pocket check. The Shadowstalker is the over-the-walls and in-the-shadows kind of assassin, the black-clad figure who can penetrate a well-guarded fortress, eliminate their target, and disappear as if by magic. They get fewer skill points, but gain bonuses to stealth related activities. They also acquire the ability to hide in plain sight. The Slayer has a commando's directness rather than a rogue's sneakiness- it is a hit man kind of assassin, suited for fighters as well as rogues. It makes ample use of the feint ability to get sneak attacks in regular melee combat. The Sniper, as may be inferred from the name, is a specialist with missile weapons. Sneak attacks and death attacks can both be done at range. Not at a very great range, though- the ranged death attack caps out at only 30 ft., and the ranged sneak attack is at a maximum of 75 ft.. Of all the versions of the assassin, this is the blandest. The Shadowblade struck me as being a little too strong. Only d6 hit dice, but a fighter's BAB progression. He can meld with shadows up to 3 times a day, can hide in plain sight, can use a few spells (up to 4th level), and has the sneak attack progression of a standard rogue. Quite likely to be useful as a super-elite kind of assassin. With the possible exception of the Shadowblade, all the prestige classes seem mechanically sound. They can be used to create very distinct types of assassin, or can be combined to customize a particular character. The Mask and Shadowstalker classes (which have only 5 levels each) are especially good for adding a degree of specialization to an existing character. Next comes a number of good, balanced feats like Blink of an Eye (reduces the hide penalty after a diversion to only -5 instead of -10), or Flat-Bladed Strike (can do subdual damage with sneak attacks). Disruptive Strike is an interesting one- by forgoing 3d6 of sneak attack damage it allows one to make a sneak attack against an undead creature. The section on New Equipment includes silenced armor (quieter, but stiffer- increases the armor penalty for balance, tumble and escape artist checks), footpads (padded footware, gives a penalty to climb checks). Reservoir rings, needle crossbows, and weapon black. They are good, balanced, well-priced items. The session on Assassin "Styles" introduces a new mechanic. A style requires time and xp to learn, and has level pre-requisites. No costs are given, but it would seem reasonable to price a style like a magic item or like spell research. Like a new magic item or unique spell, they provide a little extra flexibility or power at the cost of time, gold and experience. One style (the Shadows of Light) allow chaotic good or neutral good characters to ignore the alignment requirements for the various assassin prestige classes. Not all campaigns will have individuals who use their assassin skills for the greater good, but some DM's may choose otherwise. The Mercykiller style focusses on death attacks used to paralyze victims, and on dealing subdual damage with sneak attacks. Regular death attacks are penalized. The Spirit Hunter style focusses on the difficult task of fighting the undead. Increasing ranks of this style diminish the cost of using Disruptive Strike. Finally, the Venom Shadow style focusses on poison use. It bumps up the save DC's a little, gives a small bonus to one's pick pocket check when slipping poison into someone's food or drink, and gives immunity to one type of poison. How much should an assassin expect to be paid for a job? Whispers of Death gives a chart which is very much like the experience award chart in the DMG, only with gold pieces instead of experience points. While this makes sense from one point of view, it leads to some strange results: hiring an 8th level assassin to kill a CR 5 target is worth 400 gp. But an 11th level assassin will get only 200 gp for the same job. Huh? 4 assassin guilds are set out. Each sample organization is detailed with a particular "path"- the order in which a character multiclasses and acquires feats in a particular organization. This is very valuable both for DM's who design NPC's, and for players who wish their characters to join such organizations, and want to know what classes and feats to take. A few assasin spells and magic items are given. [i]Minor Invisibility[/i] is a first level spell that lasts 10 minutes per level, and allows the caster to remain invisible as long as you don't move. The [i]shadow[/i] weapon quality causes the weapon to ignore armor and enhancement bonuses to AC, but such a weapon cannot harm constructs or undead. There is even an assassin artifact- a +5 shadow longsword with a 20 intelligence and a 36 ego, plus a number of nifty special abilities: invisibility for half an hour, 3 times per day, a +4 enchantment bonus to dexterity (this might be a typo for enhancement), a +10 bonus to hide and move silently, and a few other bonuses of about this magnitude. Special character sheets for assassin characters conclude Whispers of Death, including filled out sheets for sample NPCs. [b]Conclusion[/b] It's a great book, and well worth its $5 cost. [/QUOTE]
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