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<blockquote data-quote="niko718" data-source="post: 7545" data-attributes="member: 1469"><p><strong>Kinda works...but suggest</strong></p><p></p><p><span style="color: red"> <strong> If you are going to use this ability, then I suggest something like this.</strong> </span></p><p></p><p></p><p><strong> Fearful Reputation (Ex):</strong> The Assassin’s reputation has become so feared that just by looking at him there is a chance that the target will become paralyzed with fear. It takes effect automatically when the assassin performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within range who witness the action may become paralyzed from fear.</p><p>This ability affects only opponents with fewer Hit Dice or levels than the assassin has. An affected opponent can resist the effects with a successful Will save with a DC of 10 + the assassin's level + assassin's Charisma modifier. An opponent who succeeds at the saving throw is immune to the assassin's frightful presence for one day.</p><p>If the opponent fails the save, they will be paralyzed for a duration that is dependent on the assassin's level.</p><p></p><p>To determine the duration that a target is paralyzed after failing a will check, see the list below.</p><p></p><p></p><p><strong> Level of Assassin / duration of paralysis of target </strong></p><p></p><p>1-3 <strong>/</strong> 1 round and will be <strong><em>shaken </em></strong> after paralysis expires</p><p>4-6 <strong> / </strong> 2 rounds and will be <strong><em>frightened </em></strong>after paralysis expires</p><p>7+ <strong> / </strong> 3 rounds and will be <strong><em>panicked </em></strong> after paralysis expires</p><p></p><p></p><p><strong> Various Effects </strong></p><p></p><p><strong><em> Paralyzed: </em></strong> A paralyzed or held character cannot move, speak, or take any physical action. He is rooted to the spot, frozen and helpless. Not even friends can move his limbs. He may take purely mental actions, such as casting a spell with no components.</p><p>Paralysis works on the body, and a character can usually resist it with a Fortitude saving throw. Hold is a mind-affecting enchantment, and a character usually resists it with a Will saving throw.</p><p>A winged creature flying in the air at the time that it is held or paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.</p><p></p><p><strong><em> Shaken: </em></strong> A shaken character suffers a -2 morale penalty on attack rolls, checks, and saving throws. Shaken is a less severe fear condition than frightened or panicked.</p><p></p><p> <strong><em>Frightened: </em></strong> A creature that is frightened flees as well as it can. If unable to flee, the creature may fight. It suffers a -2 morale penalty on attack rolls, checks, and saving throws. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.</p><p>Frightened is like shaken, except that the creature must flee, if possible. Panicked is a more extreme condition of fear.</p><p></p><p><strong><em> Panicked: </em></strong> A panicked creature suffers a -2 morale penalty on saving throws and must flee. A panicked creature has a 50% chance to drop what he's holding, chooses his path randomly (as long as he is getting away from immediate danger), and flees any other dangers that confront him. If cornered, a panicked creature cowers. A creature may use a special ability or spell to escape.</p><p>|Panicked is a more extreme state of fear than shaken or frightened.</p><p></p><p><span style="color: red"><strong>The above suggested ability makes more sense to me and has no limit as how often as it is used. As for the duration of the shaken, frightened, and panicked effects, I will leave this up to you. </strong></span></p></blockquote><p></p>
[QUOTE="niko718, post: 7545, member: 1469"] [b]Kinda works...but suggest[/b] [COLOR=red] [b] If you are going to use this ability, then I suggest something like this.[/b] [/COLOR] [b] Fearful Reputation (Ex):[/b] The Assassin’s reputation has become so feared that just by looking at him there is a chance that the target will become paralyzed with fear. It takes effect automatically when the assassin performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within range who witness the action may become paralyzed from fear. This ability affects only opponents with fewer Hit Dice or levels than the assassin has. An affected opponent can resist the effects with a successful Will save with a DC of 10 + the assassin's level + assassin's Charisma modifier. An opponent who succeeds at the saving throw is immune to the assassin's frightful presence for one day. If the opponent fails the save, they will be paralyzed for a duration that is dependent on the assassin's level. To determine the duration that a target is paralyzed after failing a will check, see the list below. [b] Level of Assassin / duration of paralysis of target [/b] 1-3 [b]/[/b] 1 round and will be [b][i]shaken [/i][/b] after paralysis expires 4-6 [b] / [/b] 2 rounds and will be [b][i]frightened [/i][/b]after paralysis expires 7+ [b] / [/b] 3 rounds and will be [b][i]panicked [/i][/b] after paralysis expires [b] Various Effects [/b] [b][i] Paralyzed: [/i][/b] A paralyzed or held character cannot move, speak, or take any physical action. He is rooted to the spot, frozen and helpless. Not even friends can move his limbs. He may take purely mental actions, such as casting a spell with no components. Paralysis works on the body, and a character can usually resist it with a Fortitude saving throw. Hold is a mind-affecting enchantment, and a character usually resists it with a Will saving throw. A winged creature flying in the air at the time that it is held or paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown. [b][i] Shaken: [/i][/b] A shaken character suffers a -2 morale penalty on attack rolls, checks, and saving throws. Shaken is a less severe fear condition than frightened or panicked. [b][i]Frightened: [/i][/b] A creature that is frightened flees as well as it can. If unable to flee, the creature may fight. It suffers a -2 morale penalty on attack rolls, checks, and saving throws. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee, if possible. Panicked is a more extreme condition of fear. [b][i] Panicked: [/i][/b] A panicked creature suffers a -2 morale penalty on saving throws and must flee. A panicked creature has a 50% chance to drop what he's holding, chooses his path randomly (as long as he is getting away from immediate danger), and flees any other dangers that confront him. If cornered, a panicked creature cowers. A creature may use a special ability or spell to escape. |Panicked is a more extreme state of fear than shaken or frightened. [COLOR=red][b]The above suggested ability makes more sense to me and has no limit as how often as it is used. As for the duration of the shaken, frightened, and panicked effects, I will leave this up to you. [/b][/color] [/QUOTE]
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