While anyone can kill for money, that does not make them an Assassin. In fact, few would be so bold as to self proclaim that name upon themselves, for in the Realm of Strife Assassins are a truly exceptional class of individuals who tightly guard their secrets. Operating in secrecy, Assassins are highly skilled at striking their prey from hiding, leaving them debilitated or dead, without even knowing whom or what has brought about their demise. That is unless they are being paid to send a clear message, in which case their victims will die knowing all too well whom they have wronged. Regardless of task at hand, a true assassin does not become personally involved with their marks, generally taking a cold and detached approach to the business of death.
In plying their trade, Assassins will use any and all tools at their disposal to ensure the job is completed in a professional and timely manner. Further setting them apart from your average street enforcer is their ability to supplement their impressive array of skills with magic. Viewing the Spiritual powers as an effective tool for completing a contract, their approach is a utilitarian one. Assassins most often use Spirit powers to mask their presence, assist in infiltration, or to disable those that stand between them and their mark. Only rarely will an Assassin resort to using flashy Spirit powers in an offensive nature, preferring for their work to be discreet and unnoticed above all else, until it is too late.
Typical Roles: Support/Utility, Stealth, Melee Damage, Ranged Damage
Class Mechanic: Spirit and Stealth
Damage Types: Physical, Spirit (Arcane, Elemental, Natural)
Available Races: Wild Elf, Halfling, Human, Half-Elf, Orc, Half-Orc, Kayden
Initial Gold: varies by race from 152 to 240
During Character Creation you may choose to use the Default Stat Line, before racial modifiers, instead of rolling for stats, or if after rolling ten sets of stats you don’t like the results
Natural Armor Proficiency: Cloth
Trainable Armor Proficiency: Leather
Natural Weapon Proficiency: Knives, Bows
Trainable Weapon Proficiency: Swords, Hand Weapons, Crossbows
Class Passive Skill: Utility Caster
Class Secondary Skill: (choose one) Bounty Hunter, Acrobat, or Weapon Specialist (of Assassins’s choice)
note: If wishing to specialize in a weapon type that the Assassin does not have as a starting proficiency, you may save the point to be spend at a later date
Assassins use the following chart for leveling up:
HP Dice: Slight 1d8, 1d6 (Small), 1d10 (Large)
- Add bonus spirit gain from intellect bonuses if applicable
- Max Spirit Powers Known does not include Tier 0 powers
- Leveling up only increases the capacity for known Spirit Powers, to actually learn new powers see Learning New Spirit Powers for details
- Re-calculate Base Stealth each level
- New stealth abilities require training unless they are upgrades (i.e. Rank1 Stealth Shot -> Rank2 Stealth Shot), see Learning New Stealth Abilities for details
Specializations are recommended for advanced players only, and are accomplished through the Secondary Skill system (see Specialist Skills). Assassins may choose to specialize their skills in up to one weapon use, one combat style, one spirit study and/or one stealth path, but can not have more than two specializations in total.
- Max one Weapon Specialist skill (choose from: Knives, Bows, Swords, Hand Weapons, Crossbows)
- Max one Combat Specialist skill (choose from: Freehand, Paired Weapon, Freestyle, Sharp Shooter, Skirmisher, Peltast)
- Max one Spirit Specialist skill (choose from: Devastation, Destruction, Conjuration, Alteration, Fortification)
- Max one Stealth Specialist skill (choose from: Thievery, Dirty Fighting, Assassination, Avoidance, Subterfuge)
Assassins gain titles based on their rank and standing within an organization of other Assassins. This system of gaining titles is referred to as Guilds.
Assassin Guilds typically operate in the shadows, their very existence little more than rumor among the common folk. This is preferred, as it allows Assassin guilds to ply their trade of death without drawing unwanted attention. In criminal underworld and black market circles, they are perhaps more well known, but ultimately their secrets are closely guarded. Once becoming a member of a particular Assassins guild it is inadvisable to break from them, as it a guaranteed method of gaining a mark on your head. In order to safeguard the secrets of their guild those who you once called allies and associates, will now tirelessly pursue you. To join an Assassin’s Guild is a lifelong decision.
While any guild is a valuable source of resources, Assassin Guilds are unique, in that they maintain a library of Guild Spirit Books. It is forbidden to remove these texts from their libraries, as it is forbidden for an Assassins to carry their own personal Spirit Book. As such one of the primary function of an Assassins guild it to allow access to these libraries to learn the spirit powers appropriate to the mission at hand. This emphasizes efficient planning and forethought into any task. While Assassin guilds are very secretive by nature, if anyone from the outside could be said to understand their goings on, it would be the Mage Wardens, for they have a vested interest in maintaining the Laws of Spirit Powers, even among these most secretive practitioners. Conversely, many Assassins Guilds work hard to remain on good terms with the Mage Wardens, for they can be an excellent source of work. It is not unknown for the Mage Wardens to take out contracts on Renegade spell casters that are beyond their reach, or that must be dealt with quietly.
Most Assassin Guilds do not wish to draw undue attention to themselves and as such, respect the Laws of Magic, if not the laws of man. These means Assassins guilds are typically dedicated to a single School of Spirit powers. However it is rumored that some Guilds shirk the authority of the Mage Colleges and maintain forbidden texts in their libraries. If this were indeed true, it would be a close guarded secret.
The standard Guild based title ups for Assassins are as follows:
|Title||Level||Qualifications||Rewards & Consequences|
A Spell Thief is an Assassin that takes on work outside of a guild. This could be because they’ve never had the opportunity to join one, out of ignorance of their existence or perhaps simply because there is no Assassin’s Guild operating in their vicinity (often the case in more remote areas). More significant would be an Assassin refusing to join a Guild, an unwise choice, particularly early in an Assassin’s career.
In other cases a Spell Thief may have once belonged to a Guild, but chose to leave them or was forced out. Reasons for leaving or being kicked out of a Guild can vary considerably, from irreconcilably disagreeing with some aspect of their governance, severe guild misconduct, or taking on freelance work or failing to pay full Guild cut on a contract. In most cases Guilds with simply order a contract on your life rather than deal with the unpleasant business of informing you that you are no longer welcome in the Guild. As such Spell Thieves that have broken away from an existing Guild are very rare and most will simply be Assassins that have never joined a guild.
The life of a Spell Thief can be a very difficult one, as there will almost always be a price on their head by Guilds that want to make an example of those who would shirk their authority. Worse yet, if a Spell Thief is found to be breaking the laws of Spiritual Powers (by mixing Spirit powers) they may be further be labelled as a Renegade Spell Thief, earning the ire of both the Mage Wardens and the Assassin Guilds, who will now be competing for your head.
Luckily it can be difficult to prove that a Spell Thief is breaking the laws of Spirit Powers because they do not keep a spirit book and rely solely on their memory to store spells for later use. Therefore there is no evidence to prove they are a Renegade unless they are caught in the act of using powers from multiple Schools.
Spell Thieves do not have access to a Guild Spirit Book therefore cannot learn new powers in the same way as Guild-ed Assassins. As such they have developed a technique all its own and instead replace the Memorize Power with a new Tier 0 power called
- take on work outside of the authority of a Guild, either because of not belonging to one, having been kicked out, or caught secretly attempting to avoid guild cut/dues
Rewards & Consequences
- Gain Tiers at the minimum level requirement for non-outlawed titles
- with the exception of guild resources, retain any other title rewards gained prior to becoming a Spell Thief)
- No access to Guild Spirit Books, therefore cannot learn new powers in the same way as other Assassins
- Instead gain Steal Power (Tier0 Spirit Power) which replaces Memorize Power
- Mage Wardens and Assassins may be competing for your head
Silus the Halfing (aka the Herald of the Void)
more coming soon…