Assassin

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Classes

Class Summary

Becoming an Assassin is not for the weak at heart. It is your task to carry out various covert assignments usually involving the killing of another character. Since people sometimes don't get along very well, you should be one of the busiest people in the land. Don't let something as meaningless as a murder count or low karma bother you, there are plenty of places for you to carry on without the hassles of the more law-abiding citizens continually calling law enforcement on you. Stealth and a good disguise will take you a long way.

Starting Items

5d4 x 20 Gold

Iron Kryss

Hand Crossbow

Quiver of Bolts

Leather Armor

Plain shirt

Long pants

Boots

Lantern

Journal

Feats

Backstab

[Active] ]backstab Prerequisites: Dexterity of 50 or higher. Hiding Skill of 50 or higher.

Description: You are a creature of the shadows. As such, one of the skills you have learned is the ability to approach your target unseen and unheard. By taking them from behind, you are able to strike one of the critical areas of the body and inflict greater damage than normal. As you become more experienced, the damage you can inflict will increase.

Usability:This feat gives the player a special attack that they can use from behind enemies. Backstab from stealth will automatically hit, whereas backstab while visible will run standard hit chance formulas.

Acrobatic Combat

[Passive] Prerequisites: Dexterity of 60 or higher.

Description: You have honed your combat reflexes to a state above normal. Thus you can dodge attacks and even spells easier than you could before. You can also displace yourself with ease in a fight, rolling, or divert your opponent's attention by feinting an attack.

Usability: As said in the description, this feat allows one to dodge spells and attacks. This feat is quite nice for any character who can take it. It also grants two active abilities:

]roll - Moves the character forward two tiles, provided there is line of sight. Does not break stealth. Helpful for getting behind a target to backstab or escape a situation.

]feint - Causes your next attack to miss in exchange for causing a massive decrease in defense chance for the attack following it. Helpful to increase the hit chances of a weapon special attack or unhidden backstab.

Disguise

[Active] Prerequisites: Assassin, Thief, or Rogue classes.

Description: The character has learned the ability to use disguises and can use the disguise kit to its fullest extent [depending on skill]. The character is also granted a disguise kit to their inventory when choosing this feat.

Usability: This feat allows a character greater choices in preparing a disguise, along with adding a disguise kit to their pack when they take the feat.

Espionage

[Active] ]Eavesdrop and ]Cipher Prerequisites: Level 10 or higher.

Description: A cool head and a quick wit allows the rogue to understand the finer points of espionage, Eavesdropping at doors to hear what happens inside an deciphered hidden messages left in books an scrolls.

Usability: This feat allows a player to eavesdrop, or hear others conversations from further distances and through doors. It also allows a player to leave hidden messages within books, which only certain others can read.

Use Magic Device

[Passive] Prerequisites: The character must be level 10 or higher.

Description: You have learned how to use magical devices to emulate (or fake) spell casting. Devices include scrolls and wands crafted by mages.

Usability: A useful feat for every class able to take it. Something to consider (especially for rogues) is that the effectiveness of offensive spells depends on Magery and Evaluating Intelligence skills. However, being able to Teleport, Gate Travel and cast Invisibility, among other utility spells, make this a good feat to have if you have the point to spare.

Exotic Poisons

[Passive] Prerequisites: Level 5+

Description: This Feat allows Assassins the ability to create various poisons and their antidotes.

Usability: Provides a one time skill bonus of +50 Poisoning. It also allows one to create any poison at 100%. This is an almost necessary feat for any assassin.

Advanced Stealth

[Passive] Prerequisites: Stealth Skill 100+, and Acrobatic Combat Feat

Description: Assassins are masters of the shadows. This Feat allow the Assassin to conceal their presence where it would not be possible to do normally. Be it underbrush or a busy street. Assassins have the ability that makes them seem to disappear completely from sight.

Usability: Makes the assassin immune to passive detect hidden (be it from the skill or drow infravision). Moreover, it also grants the ability to run without breaking stealth, making this an excellent feat to have.

Grievous Wounds

[Passive] Prerequisites: Backstab

Description: Turning their expertise to murderous aims, the Assassin uses their carefully planned backstab to inflict a grievous and mortal would, rendering their target unable to be healed for a time.

Usability: Automatically Mortal Wounds the target when Backstab is used. Mortal wound prevents healing through bandages, spells and potions. This also stops all natural health regeneration and deals a brief bleed effect.

Crafting Feats

[Passive]

Please follow the link to learn more about Crafting Feats

Skills

(note: All other skills default to 0.0 each)

Combat

Fencing - 100.0

Poisoning - 100.0

Resist Spells - 100.0

Anatomy - 100.0

Tactics - 100.0

Swordsmanship - 80.0

Arms Lore - 80.0

Aim - 60.0

Healing - 60.0

Block - 60.0

Dodge - 100.0

Wrestling - 40.0

Crafting

Blacksmithing - 40.0

Carpentry - 40.0

Cooking - 60.0

Fletching - 40.0

Tailoring - 40.0

Tinkering - 40.0

Other

Alchemy - 100.0

Detect Hidden - 100.0

Fishing - 100.0

Disable Device - 100.0

Stealth - 100.0

Camping - 100.0

Taste ID - 80.0

Tracking - 80.0

Lumberjacking - 100.0

Mining - 100.0

Musicianship - 100.0

Bonuses / Restrictions

Class Feats & Items

Leather Armor only

No spellcasting ability

Races

The following races can become Assassin

Drow

Human

Goblin

Alignments

Adhering to their own individual morals, the Assassin can be any of the following alignments:

Lawful Evil

Neutral Evil

Chaotic Evil


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