|d=The shadiest of all the classes, assassins see life as expendable and unimportant. Even their own life is trivial, someone will kill them sooner or later. That's life. Life is short and thus assassins tend to get to the point quickly, literally. Some-what of a martial artist, there is something Zen about the assassin's way, not unlike the Samurai in that they have strong inner motivation, though care nothing for honor. Assassins try to increase hatred between people in the hopes of creating more job opportunities for themselves. If you're an Assassin, don't think twice about killing someone, care little for your own life and cut to the chase!
|d=The shadiest of all the classes, Assassins see life as expendable and unimportant. Even their own life is trivial, someone will kill them sooner or later. That's life. Life is short and thus Assassins tend to get to the point quickly, literally. Some-what of a martial artist, there is something Zen about the Assassin's way, not unlike the {{L|Class|Duelist}} in that they have strong inner motivation, though care nothing for honor. Assassins try to increase hatred between people in the hopes of creating more job opportunities for themselves. If you're an Assassin, don't think twice about killing someone, care little for your own life and cut to the chase!
|r1=Martial Arts,Acrobatics,Hitman
|r1=Martial Arts,Acrobatics,Hitman
|r2=Weapons Mastery,Slay,Careful Planning
|r2=Weapons Mastery,Slay,Careful Planning
Revision as of 08:49, 21 January 2025
Metadata.The shadiest of all the classes, Assassins see life as expendable and unimportant. Even their own life is trivial, someone will kill them sooner or later. That's life. Life is short and thus Assassins tend to get to the point quickly, literally. Some-what of a martial artist, there is something Zen about the Assassin's way, not unlike the Duelist in that they have strong inner motivation, though care nothing for honor. Assassins try to increase hatred between people in the hopes of creating more job opportunities for themselves. If you're an Assassin, don't think twice about killing someone, care little for your own life and cut to the chase!
Restrictions
Armor Restrictions
Assassins lose all abilities they gain from this class if they wear armor with an AV greater than 2.
Limitation:You may only Hide in the location you have prepared and you do not get the attribute improvement from this ability. You also do not remain hidden if you leave this location.
Improvement:You may Hide regardless of the environment (cover, lighting, etc.) that you prepare.
Requirements:You are in a location with shadows, dim light, three-quarters cover, or some other feature which the GM determines is appropriate for being hidden. You must remain in areas that maintain these conditions to stay hidden.
You become hidden. As you do this, you may roll 1d20 + SNK. If this is greater than your passivesneak (10 + SNK), then you use it as your hidden DC. If not, use your passivesneak.
When you are hidden, you cannot be seen. This condition is always associated with some hidden DC it takes to see you. Unless otherwise noted, it's your passivesneak (10 + SNK). Other creatures will only be able to see you (or know that you're there) if they use some relevant ability that lets them do so, if their passiveperception (10 + PER) is greater than your hidden DC, or if enabled to by some other effect. In most cases, a creature trying to see you will have some check which must pass your hidden DC.
While hidden, if someone knows where you are but is unable to see you, any attacks they make against you are done with disadvantage. Similarly, any attacks you make against someone that can't see you are done with advantage. Attacking causes you to no longer be hidden.
Your hands count as weapons for the purposes of abilities that target or are delivered by (although they cannot be shattered or destroyed). You may attack with them and their damage die is now 1d4.If proficient:The damage die is instead 1d6.If fluent:The damage die is instead 1d8.
Your hands count as shields for the purposes of abilities that target them (although they cannot be shattered or destroyed). You may block with them and their BV is +1.
When you use Hitman, you may instead prepare an area up to 15 feet by 15 feet. In addition, you resist being surprised in towns and other urban areas. You also gain Reactive Hide.
If proficient:The size of area you can prepare is (P + 2) × 5 feet by (P + 2) × 5 feet.If fluent:The size of area you can prepare is (F + 2) × 5 feet by (F + 2) × 5 feet.
Target takes an additional 5 damage. This has all damage types of the triggering attack. If this damage would reduce the target to 0 or fewer HP, they are killed instead. If the triggering attack was a critical hit, this deals 10 damage instead.
You are an expertinnkeeper. You have advantage on innkeeper checks use to locate and learn about creatures in the same town or urban area as you. It is up to the GM to determine the exact nature of the information you receive, but some examples follow.
You spend a short rest preparing a vial of poison for your own uses. Once the vial is prepared, you may either apply it to a weapon, which can then be used for a single Poison Strike, or get it ready to put on some other item, which can in turn be applied with Poison Item. Once prepared, the poison only lasts 24 hours before it expires.
Target makes a creature become poisoned. The poison deals 1d6toxic damage. The way the item delivers this to its user depends on the nature of the item. If it's food or drink, it's when the item is consumed. The GM may approve other cases as well. The item only delivers the poison effect once.End condition:Target dies.If proficient:The poison instead deals 1d8toxic damage.If fluent:The poison instead deals 1d10toxic damage.