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Black Flame Zealot Variant: White Flame Assassin
Prerequisites To qualify to become a white flame assassin, a character must fulfill all the following criteria: Alignment: Any nonevil. Skills: Hide 8 ranks, Knowledge (religion) 4 ranks, Knowledge (History) 4, Move Silently 8 ranks. Feats: Weapon Focus (Shortsword), Iron Will, Quick Draw. Martial Maneuvers: Must know at least two maneuvers from the Desert Wind discipline, and one from the Diamond Mind or Shadow Hand disciplines. Martial Stances: Must know at least one stance. Special: Sneak attack damage +1d6. Must have slain an enemy of the order, or order’s philosophy to join. Unlike other such requirements, this need not be purely to join the order.
The White Flame Assassin Hit Dice: d6
LV BA Fort Ref Will MK* MR** SK*** Special 1st +0 +0 +2 +2 1 0 0 Death Attack, Resolved Heart 2nd +1 +0 +3 +3 0 0 0 Poison Use 3rd +2 +1 +3 +3 1 1 0 Sneak Attack +1d6, 4th +3 +1 +4 +4 0 0 0 - 5th +3 +1 +4 +4 1 0 1 Fateful Stride 6th +4 +2 +5 +5 0 1 0 Sneak Attack +2d6 7th +5 +2 +5 +5 1 0 0 Sacred Flame 8th +6 +2 +6 +6 0 0 0 - 9th +6 +3 +6 +6 1 1 0 Sneak Attack +3d6 10th +7 +3 +7 +7 0 0 0 Immolation
Class Skills The White Flame Assassin’s class skills are Balance, Climb, Concentration, Craft, Escape Artists, Hide, Jump, Knowledge (Religion), Knowledge (History), Listen, Martial Lore*, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Rope Skill Points at Each Level: 4 + Int modifier
Class Features: Weapon and Armor Proficiency: White Flame Assassins gain no proficiency in any weapon or armor. Maneuvers: At each odd numbered level, you gain one new maneuver from the Desert Wind, Diamond Mind, or Shadow Hand disciplines. You must meet a maneuver’s prerequisites to learn it. You add your full White Flame Assassin levels to your initiator level to determine your total initiator level and your highest level maneuvers known. Every three levels you gain an additional maneuver readier per day. Stances Known: At 5th level, you learn a new martial stance from the Desert Wind, Diamond Mind or Shadow Hand disciplines. You must meet a stance’s prerequisites to learn it. Death Attack: As the assassin ability describes on 180 of the Dungeon Master’s Guide. If the White Flame Assassin has this class feature from another class, he may add White Flame Assassin class levels together with the class levels of other classes to calculate the save DC of his death attack. Resolved Heart: The White Flame Assassin is immune to fear, magical or otherwise. Unlike a Paladin’s aura of courage, this confers no special benefits to his companions. Poison Use: At 2nd level, a white flame assassin gains the ability to use poison safely, as the assassin ability. Fateful Stride: Once per day at 5th level and higher, a white flame assassin can take a single step and pass through obstacles or distances as the spell dimension door. The white flame assassin’s caster level is equal to half his character level. Sacred Flame: Beginning at 6th level, at will, a white flame assassin can command a single melee weapon in his possession to burn with a deadly fire. The weapon gains the flaming ability, dealing 1d6 points of fire damage per successful attack in addition to its normal weapon damage. Once per day, as a free action, the white flame assassin can instead bestow the flaming burst property on a weapon in his possession for 1 minute. Immolation: When a white flame assassin reaches 10th level, any creature killed by his death attack or sneak attack is immediately and utterly consumed by fire. The only way to restore life to a slain being in this manner is to use true resurrection or a carefully worded wish spell followed by resurrection, or miracle.
*Maneuvers Known **Maneuvers Readied ***Stances Known
twilightwyrm · Sat Apr 10, 2010 @ 09:39am · 0 Comments |