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<blockquote data-quote="Bootchie!" data-source="post: 4844807" data-attributes="member: 43434"><p><strong>Pinnacle (#735)</strong></p><p></p><p><strong>Shaken </strong>(Pronounced Shock'-in)</p><p>Human, Skill 7 assassins</p><p>St: 18 (+1/+2)</p><p>IT: 12</p><p>IN: 4</p><p>SM: 15</p><p>DX: 15</p><p>AP: 3</p><p>HTK: 45</p><p>AC: 4</p><p>MV: 12" </p><p>Att: 2</p><p>Dm: Hand 2d6 or by weapon+1d6</p><p>Alignment: LE</p><p>Weapons: short sword</p><p>Armor: None</p><p>Magic Items: None</p><p>Specials: See Below</p><p></p><p>Shaken have all the abilities of a regular assassin including: Disguise, Use of assassination table (when attacking with surprise, see standard rule book for percentages), Pick Pockets 55%, Open Locks 42%, Find/Remove Traps 40%, Move Silently 40%, Hide in Shadows 31%, hear noise 20%, Climb Walls 90%, Read Languages 25%, Back Stab at Triple Damage.</p><p></p><p>GM NOTE: Shaken may not speak alignment languages.</p><p>When Shaken die, they reupt in smoking sores and burn to ashes destroying all evidence of their existence (the 1st level clerical Command spell "Die" will trigger this effect, killing a live Shaken immediately.) </p><p></p><p>Special: Each Shaken can spend one hit point per melee round to run at 20". They can cast the following spells at a cost of twice the spell level in HTK: <em>Detect Magic, levitate, Fireball, Teleport</em>.</p><p>For Example, a 5d6 Fireball will cost the Shaken 10HTK.</p><p>Shaken blood is a potent poison. If swallowed, it does 4d6 HTK of damage. A successful save vs. Poison halves the damage.</p><p>Due to their alchemical tampering, Shaken cannot be healed. their tongues have been removed so they cannot speak. Their minds cannot be magically read in any way.</p><p>The Shaken are fanatic single-minded killers, bred and trained from infants and magically altered to be perfect killers. they do exactly as told by their masters.</p><p></p><p><strong>Howlers</strong> (Anti-Magic Snow and Wind Storms)</p><p>HTK: n/a</p><p>AC: n/a</p><p>MV: 36"</p><p>Att: n/a</p><p>DM: n/a</p><p>Alignment: True Neutral</p><p>Weapons: None</p><p>Armor: None</p><p>Magic Itmes: None</p><p>Specials: <em>Dispel Magic </em>at 105%, initiates a <em>Plummet</em> on successful attack during a climb.</p><p></p><p>Howlers are intelligent snow and windstorms. There are 200 Howlers constantly swirlign around Pinnacle mountain but none around the Shaken Factory.</p><p>A Howler's precognative powers are attuned to powerful magic spells. The more powerful the magic about to be cast, the higher percentage chance Howlers will appear before the magic is cast and consume the spell energy instantly. For each spell level, there is a 10% chance a Howler will sense it before it is cast.</p><p>Even if it fails such a roll, a Howler can sense nearby spells and 1d4 Howlers will arrive at the site of a spell-casting on Pinnacle in 1d3 segments after a spell is cast.</p><p>Each Howler has a 105% chance (minus the caster's level x5) per round to obliterate the spell. Spells with a quick casting time and either very brief or permanent durations (like <em>Cure, Neutralize Poison, Command, Mending, </em>etc.) will usually work because the magic is over before the Howlers can arrive.</p><p>The Howler functions as a Level 2 <em>Telekinesis</em> spell and can pick up and sweep away objects of up to 50 pounds in weight. If attacked it will try to blow its attacker(s) off Pinnacle mountain for a <em>Fall</em> or <em>Plummet </em>(see <em>Special Events Tables)</em>. Howlers must rest every 4d10 rounds. When they do so, they coalesce into a hazy man-shaped form.</p></blockquote><p></p>
[QUOTE="Bootchie!, post: 4844807, member: 43434"] [b]Pinnacle (#735)[/b] [B]Shaken [/B](Pronounced Shock'-in) Human, Skill 7 assassins St: 18 (+1/+2) IT: 12 IN: 4 SM: 15 DX: 15 AP: 3 HTK: 45 AC: 4 MV: 12" Att: 2 Dm: Hand 2d6 or by weapon+1d6 Alignment: LE Weapons: short sword Armor: None Magic Items: None Specials: See Below Shaken have all the abilities of a regular assassin including: Disguise, Use of assassination table (when attacking with surprise, see standard rule book for percentages), Pick Pockets 55%, Open Locks 42%, Find/Remove Traps 40%, Move Silently 40%, Hide in Shadows 31%, hear noise 20%, Climb Walls 90%, Read Languages 25%, Back Stab at Triple Damage. GM NOTE: Shaken may not speak alignment languages. When Shaken die, they reupt in smoking sores and burn to ashes destroying all evidence of their existence (the 1st level clerical Command spell "Die" will trigger this effect, killing a live Shaken immediately.) Special: Each Shaken can spend one hit point per melee round to run at 20". They can cast the following spells at a cost of twice the spell level in HTK: [I]Detect Magic, levitate, Fireball, Teleport[/I]. For Example, a 5d6 Fireball will cost the Shaken 10HTK. Shaken blood is a potent poison. If swallowed, it does 4d6 HTK of damage. A successful save vs. Poison halves the damage. Due to their alchemical tampering, Shaken cannot be healed. their tongues have been removed so they cannot speak. Their minds cannot be magically read in any way. The Shaken are fanatic single-minded killers, bred and trained from infants and magically altered to be perfect killers. they do exactly as told by their masters. [B]Howlers[/B] (Anti-Magic Snow and Wind Storms) HTK: n/a AC: n/a MV: 36" Att: n/a DM: n/a Alignment: True Neutral Weapons: None Armor: None Magic Itmes: None Specials: [I]Dispel Magic [/I]at 105%, initiates a [I]Plummet[/I] on successful attack during a climb. Howlers are intelligent snow and windstorms. There are 200 Howlers constantly swirlign around Pinnacle mountain but none around the Shaken Factory. A Howler's precognative powers are attuned to powerful magic spells. The more powerful the magic about to be cast, the higher percentage chance Howlers will appear before the magic is cast and consume the spell energy instantly. For each spell level, there is a 10% chance a Howler will sense it before it is cast. Even if it fails such a roll, a Howler can sense nearby spells and 1d4 Howlers will arrive at the site of a spell-casting on Pinnacle in 1d3 segments after a spell is cast. Each Howler has a 105% chance (minus the caster's level x5) per round to obliterate the spell. Spells with a quick casting time and either very brief or permanent durations (like [I]Cure, Neutralize Poison, Command, Mending, [/I]etc.) will usually work because the magic is over before the Howlers can arrive. The Howler functions as a Level 2 [I]Telekinesis[/I] spell and can pick up and sweep away objects of up to 50 pounds in weight. If attacked it will try to blow its attacker(s) off Pinnacle mountain for a [I]Fall[/I] or [I]Plummet [/I](see [I]Special Events Tables)[/I]. Howlers must rest every 4d10 rounds. When they do so, they coalesce into a hazy man-shaped form. [/QUOTE]
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