Post by Inertial_Fey on Jan 2, 2007 1:55:45 GMT -5
"Bartering, magic and assassination, those are your three skills. You can use your skills of the trade to take an item from someone, use your magic to aid you in your trade. And if you cant get what is needed... you can use your skills of assassination when they are not expecting."
-Master Dequin talking to his apprentice.
Behind the mercenaries and shrewed traders are the trade Assassins which govern the ATC from the core. On every ATC ship, in every trade post and every city a Trade assassins can be found either making the trade or lurking in the shadows.
ATC Trade assassins are not as they would seam, Each member is skilled in the arts of magic and stealth to help enforce the evil will of their company. They act as assassins at the will of their benifactors and kill without mercy.
All trade assassins have some sort of magic capabilities that they use to aid in they missions
Trade Assassins typically head trade routs but also act as body guards to aid in tough bargening situations. Often times however they are sent on missions of assassination.
Base Requirements:
-Alighment: any evil
-sneak attack: D6
-must beable to cast detect thoughts as a spell.
-Move Silently: 8 ranks
-hide: 8 ranks
-intimidate: 8 ranks
-appraise: 5 ranks
special: must be initiated by a master of the Trade Assassins.
Level Bab Fort Ref Will Special Spells
1st 0 0 +2 0 Initiate Member, Sneak attack 1D6 +1 arcane spells
2nd +1 0 +3 0 Poison Use, Darkvision 60ft
3rd +2 +1 +3 +1 Paralsys tough +1 arcane spells
4th +3 +1 +4 +1 Uncanny dodge, sneak attack 2D6
5th +3 +1 +4 +1 Full member, dreadful presense +1 arcane spells
6th +4 +2 +5 +2
7th +5 +2 +5 +2 Sneak Attack 3D6 +1 arcane spells
8th +6 +2 +6 +2 Improved Uncanny Dodge
9th +6 +3 +6 +3 Mind Reader +1 arcane spells
10th +7 +3 +7 +3 Trade Assassin, sneak attack 4D6, fingers of death
Class Features:
Weapons and Armor:
Trade Assassins gain no armor or weapon profiency
The Trade Oath:
When a character joins the class they must take an oath of loyalty to the ATC, one that can only be broken at death.
Membership:
At first level the trade Assassin is an iniate member. They on basic missions of theift or to aid in minor trades, they are aloud free passage aboard any ATC ship. At level five they become a full member and are sent on missions of assassination and are often given control of a trade rout, they also receive fundings of 5000pg from the trade company to aid on their missions (money that must be paid back). At level ten they become a trade assassin and become part of a kabul that looks over a region. They can initiate new members and take on missions of the highest importance, they also receive funding of 10,000gp (which must be paid back)
Sneak attack:
Trade Assassins gain a sneak attack at 1st, 4th, 7th, and 10th level. This stacks with already existing sneakattack.
Poison use:
At level two a trade Assassins may use poison without affecting themselves
Darkvision 60ft:
At level two trade Assassins becomes adabt at seeing in the dark.
Paralsys touch:
At level three a trade assassins can make a touch attack to paralsys their enemies (DC 10+TW level) this ability may be used three times a day
Uncanny dodge:
At level four a trade assassins gets uncanny dodge and at level 8 receives improved uncanny dodge. If the trade assassins already has uncanny dodge, they recieve improved uncanny dodge at level four instead.
Mind reader:
At level nine while using detect thoughts they can detect specific thoughts to aid against an enemy and receive a +5 on all charasma based checks against a specific individual.
Fingers of death:
At level ten a trade assassin becomes so adept at murder they can use nothing but their bare hands to create a finishing blow, by crushing the windpipe of their foe. A trade assassin must study their enemy for 3 round and must make a range touch attack. The enemy must succede a fort save of 10+trade wizard level or be instantly slain. if they succede in the save regardless take 2D6 damage (not including sneak attack), become winded and are unable to speak for 2D4 rounds. Creatures without decernable atonomy, undead, or wearing a neck garder are immune to this attack.
-Master Dequin talking to his apprentice.
Behind the mercenaries and shrewed traders are the trade Assassins which govern the ATC from the core. On every ATC ship, in every trade post and every city a Trade assassins can be found either making the trade or lurking in the shadows.
ATC Trade assassins are not as they would seam, Each member is skilled in the arts of magic and stealth to help enforce the evil will of their company. They act as assassins at the will of their benifactors and kill without mercy.
All trade assassins have some sort of magic capabilities that they use to aid in they missions
Trade Assassins typically head trade routs but also act as body guards to aid in tough bargening situations. Often times however they are sent on missions of assassination.
Base Requirements:
-Alighment: any evil
-sneak attack: D6
-must beable to cast detect thoughts as a spell.
-Move Silently: 8 ranks
-hide: 8 ranks
-intimidate: 8 ranks
-appraise: 5 ranks
special: must be initiated by a master of the Trade Assassins.
Level Bab Fort Ref Will Special Spells
1st 0 0 +2 0 Initiate Member, Sneak attack 1D6 +1 arcane spells
2nd +1 0 +3 0 Poison Use, Darkvision 60ft
3rd +2 +1 +3 +1 Paralsys tough +1 arcane spells
4th +3 +1 +4 +1 Uncanny dodge, sneak attack 2D6
5th +3 +1 +4 +1 Full member, dreadful presense +1 arcane spells
6th +4 +2 +5 +2
7th +5 +2 +5 +2 Sneak Attack 3D6 +1 arcane spells
8th +6 +2 +6 +2 Improved Uncanny Dodge
9th +6 +3 +6 +3 Mind Reader +1 arcane spells
10th +7 +3 +7 +3 Trade Assassin, sneak attack 4D6, fingers of death
Class Features:
Weapons and Armor:
Trade Assassins gain no armor or weapon profiency
The Trade Oath:
When a character joins the class they must take an oath of loyalty to the ATC, one that can only be broken at death.
Membership:
At first level the trade Assassin is an iniate member. They on basic missions of theift or to aid in minor trades, they are aloud free passage aboard any ATC ship. At level five they become a full member and are sent on missions of assassination and are often given control of a trade rout, they also receive fundings of 5000pg from the trade company to aid on their missions (money that must be paid back). At level ten they become a trade assassin and become part of a kabul that looks over a region. They can initiate new members and take on missions of the highest importance, they also receive funding of 10,000gp (which must be paid back)
Sneak attack:
Trade Assassins gain a sneak attack at 1st, 4th, 7th, and 10th level. This stacks with already existing sneakattack.
Poison use:
At level two a trade Assassins may use poison without affecting themselves
Darkvision 60ft:
At level two trade Assassins becomes adabt at seeing in the dark.
Paralsys touch:
At level three a trade assassins can make a touch attack to paralsys their enemies (DC 10+TW level) this ability may be used three times a day
Uncanny dodge:
At level four a trade assassins gets uncanny dodge and at level 8 receives improved uncanny dodge. If the trade assassins already has uncanny dodge, they recieve improved uncanny dodge at level four instead.
Mind reader:
At level nine while using detect thoughts they can detect specific thoughts to aid against an enemy and receive a +5 on all charasma based checks against a specific individual.
Fingers of death:
At level ten a trade assassin becomes so adept at murder they can use nothing but their bare hands to create a finishing blow, by crushing the windpipe of their foe. A trade assassin must study their enemy for 3 round and must make a range touch attack. The enemy must succede a fort save of 10+trade wizard level or be instantly slain. if they succede in the save regardless take 2D6 damage (not including sneak attack), become winded and are unable to speak for 2D4 rounds. Creatures without decernable atonomy, undead, or wearing a neck garder are immune to this attack.