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Super NatheQuest: Assassin

I've been slowly working on Super NatheQuest for a few months now. This here is a super secret Advanced Class: the Assassin.


Assassin

Attribute Requirement: Dexterity 12 & Strength 12 & Intelligence 12
Prime Attribute: Dexterity
Alignment: C
Weapon and Armor Allowed: Any weapon; leather armour and shields

XP: As Cleric
Everything Else: As Thief

Abilities

Master of Disguise: A disguise assumed by an Assassin has an 11% - [Assassin level] chance of being noticed. Disguise checks are made daily. Increase the odds of discovery by 10% for each of the following which are true:

Assassin Arts: Assassins have the following talents:

The above skills are accomplished on a 2-in-6.

Mankiller: Add 1 to Hit and Damage against humanoid foes (Two-armed, two-legged, mammalian, human sized, etc). At 4th and 7th level this bonus improves by 1.

From 3rd level onward, the Assassin strikes vital blows against humanoid opponents on an unmodified to-hit roll of 20. The foe must make a Physique Save or die instantly.

Poison Maker: Assassins are experts at making poison and venom. With 1 week and the proper sources they can whip up a poison.

Fight With Anything: Everyday items such as spoons or footstools are lethal weapons in the hands of an Assassin and deal 1d6 damage. On a damage roll of 4+ improvised weapons break. Because they have studied aerodynamics, Assassins can use anything as a thrown weapon.

Even the fingertips of an assassin are dagger sharp and deal 1d6-1 damage.

Assassin Poisons

Each toxin is described by its Onset time, Method (Ingestion, contact, or venom), and Cost.

Poisons must either be ingested or make contact with the skin to take effect. Venom is usually coated on a bladed weapon or sharp projectile in order to effectively enter the bloodstream. Once a blade is coated, it will last for 10 minutes before losing its potency due to exposure to oxygen. Otherwise, venom is applied after a successful Hit—missed attacks do not consume the venom.

Each poison type has a Class, which determines the rarity of ingredients:

Blackrot (Class III)
O: immediate M: venom C: 1000gp

A deadly necrotic poison that turns the flesh into a rotten undead mass. On failed Physique Save-4 the victim takes 1d6+1 damage. This save then repeats on each subsequent round as the decay spreads through the body. Unless all Blackrot is amputated the victim will die. Those killed by Blackrot rise as zombies on a 2-in-6. These zombies spread Blackrot with their bite.

Cytovenom (Class I)
O: immediate M: venom C: 200gp

Those struck must make a Physique Save or suffer 1d6 damage. The Save is repeated each round until successful, at which point the effect ends.

Dreamdrink (Class II)
O: immediate M: ingestion C: 200gp

Bottled dream from the Faelands. The liquid smokes and has twinkling stars inside it, each sip is a miracle for the tongue. On failed Physique Save the victim falls into an unbreakable sleep for 1 day. Dreams whispered into the bottle take effect when the victim falls asleep.

Ghostjam (Class II)
O: 1d6 minutes M: contact C: 500gp

A white jelly. If smeared over the mouth of a creature before its death then the jelly will trap their soul. The soul-filled jam becomes thick with the damned. On a failed Physique Save the victim becomes possessed by the ghost for 1d6 hours. The spirit will only take a host whose shape they share.

Neurovenom (Class I)
O: immediate M: venom C: 200gp

Those struck must make a Physique Save or become paralyzed and unable to move for 1d6 rounds. Even on a successful Save, the venom numbs the limbs and imposes a -4 penalty to Hit for 10 minutes.

White Moon (Class III)
O: immediate M: ingestion C: 1000gp

A poison carefully made from the deadly petals of Devil’s Lotus. Those affected must make a Physique Save or die. Huge creatures (like Dragons or Giants) instead take 5d6 damage.