Primate Murder
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As another tier 3 class, Assassin deserves an updated suggestion with a full 20 skills. Whispering Raiment Assassin class armor. FO light/dark armor Other resistances are weak to max out defenses MRM is fairly high, with a weakness to Magic 2-hit attack at +5 bth lean. Appearance: The original, but with a cloak of shadows. Description: Brush up on your cloak and dagger skills! Assassins use a combination of weapons and Shadow magic to take down their foes! Level 0: Cloak - Active Open a small portal to the Shadow Universe, offering your shadow self a reprieve from its home in return for some of its power. It is a barbed, hungry thing – but the varienty of abilities it unlocks makes one's shadow self a prized partner for any Assassin. You loose 15% melee hp at the start of every turn, and begin each battle with 2 Shadows. Click on the skill to consume one Shadow and gain +60 MRM for one round. Qc, 1/turn. Level 1: Dagger - Toggle Wield a second weapon in your off-hand to stab, slash or parry! Choose between 3 options: - Stab.* Make a save (Int/Luck vs Dex/Luck) with +0 bonus at the end of every turn. On success, deal an additional strike worth 50% melee. This is treated as a weapon attack. - Slash.** Make a save (Str/Luck vs End/Luck) with +0 bonus at the end of every turn. On success, the monster is inflicted with Bleed (power: .5 * DamDealt/ExpectedMeleeDamage). - Parry.*** Make a save (Dex/Luck vs Int/Luck) with +0 bonus at the end of every turn. On success, gain DefBoost (+37.5 MRM) for one round. Either way, you take +(25/1.4)% damage from all monster attacks while the toggle is active. *Calculate the proper moment to slip a blade past your foe's defences! **Brutally slash at your foe's arteries, leaving them Bleeding! ***Trust your reflexes to counter the monster's assault! Level 2: Backstab - Active Pass through the Shadow Universe to get a jump on your opponent, possibly slaying them outright! Perform a normal attack with 20% chance of dealing damage equal to monster's curent hp. Costs 1 Shadow. After level 10: If the monster is Seen, they are inflicted with Flinching at Shadows (+12 bth, -20 Status Weakness) for 3 rounds. The can resist (MainStat/Luck vs Cha/Luck) with +0 bonus. Level 3: Veiled Spell - Toggle Offload the gestures and incantations of the spell onto your shadow-self. It may take a bit longer then usual – but when you finally make your move, it will catch the monster completely off-guard! Pay 23% melee mp each turn to gain 1 charge. If you have 3 charges, your next spell consumes that much and autohits. Resets at the end of the battle. Level 4: Invisible Blade - Passive One cannot defend from that which they do not see. When you consume a Shadow, monster takes +(25/1.4)% damage for one round. Level 5: Expert Poisoner - Active Oftentimes, the difference between a cure and a poison is in the dosage Perform a normal attack. Afterwards, the monster is inflicted with Poison (power: 4 * DamDealt/ExpectedMeleeDamage) for 5 rounds. Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus. After lvl 10: If the monster is Seen, pay an extra 10% melee sp to inflict the monster with Disease (power=PoisonDamage). Same save as above. Level 6: Hire Hitokiri - Active Competent help is so hard to find. Summon a Hitokiri guest with a gold upkeep. It deals darkness damage and you can click on the arm to toggle between an autohit blade attack (with -35% penalty) and a poisoned needle attack that sacrifices 75% damage to inflict Poison (darkness element, power: 3) for 3 rounds. monster can resist (Cha/Luck vs End/Luck) with +0 bonus. You can click on Hitokiri's shadow to turn it into Shadow Hitokiri. In this form it has an additional sp upkeep of a standard guest and randomly deals light or dark element damage with *1.2 compensation. Additionally, depending on the mode, it either doubles the damage, or doubles both the damage and the poison's power. Level 7: Partial Possession - Toggle Allow the shadow to spread throughout your limbs, increasing your Dexterity and dagger skills past the physical limits of your body! Dex drive that also gives +20 bonus to Dagger skill saves. Costs hp. Level 8: Assassin Shade - Active Your shadow has learned some new tricks... Your shadow copies your form and attacks the monster. 2 hits at +10 bth lean, seeks between light and dark elements. Does damage of a standard spell with a minor elecomp bonus. Afterwards, you become Dazed (25% chance of inaction)* for 2 rounds if Melee/Ranged and 3 rounds if Magic. Usable once per battle. *Your shadow self attempts to seize control over your body! Level 9: Hidden Threat - Passive Your disappearance unnerves your foe, leaving them twitchy and revealing their weaknesses. Gain +25% Lucky Strike rate when you consume a Shadow. Level 10: Assassin's Eye - Active Observe your foe. Learn how they move, how they think – and how you can use it to kill them. Quickcast, 1/turn. Costs 50% melee sp. Monster makes 2 saves (MainStat/Luck vs Int) and (MainStat/Luck vs Dex) with +0 bonus. For each failed save, it's inflicted with Seen (power: 1) until the end of the battle. While Seen, monster has (SeenPower)% chance of taking damage equal to its current hp at the start of its turn. Level 11: Assassin's Mark - Passive Use the observations to bypass your mark's defenses, watching the realization slowly dawn in their eyes that only one of you will leave this place alive. Seen monsters gain the following two effects: - They loose 6 MRM. (no save) - All your weapon attacks, specials and spells inflict the monster with a stacking 'lean' (*1.1 incoming and outgoing damage). Monster can resist (Cha/Luck vs Cha/Luck) with -20 penalty to save. Level 12: Cunning Initiative - Passive/Toggle Whether you patiently wait in ambush or pretend to be a harmless civilian, you can eliminate chance entirely, relying on your Endurance or Charisma for assassinations. You can utilize magic or shadows whenever you wish to stack the odds even more in your favor. Passive: Use the highest of your End, Cha and Luck for initiative. You can click on the skill to toggle on one of the bonus effects: - Illusions. Pay 50% melee mp at the starts of the battle and gain +105 Initiative. - Shadow. You start the battle with only one Shadow, but gain +210 Initiative. Level 13: Crossbow - Active Add a concealed crossbow to the list of your weapons. It takes a bit of time to load, but shooting is the work of a moment. If you don't have any Bolts, you spend a turn and sp of a standard skill to gain 4 Bolts. If you have at least one Bolt, the skill becomes quickcast (1/turn) and deals 50% melee damage, following your weapon element. Costs 1 Bolt. Level 14: Sharpshooter - Active Sharpen your shooting skills! Choose between 3 different skills: - Foot Shot.* Deals damage of a standard attack and inflicts the monster with Pinned (renamed Entangled, -150 Dex). Monster can break free (MainStat/Luck vs Str/Luck) with +0 bonus to save. Costs 1 Bolt. - Gut Shot.** Deals damage of a standard attack and the monster starts Bleeding (power: 1). Monster can resists (MainStat/Luck vs End/Luck) with +0 bonus to save. Costs 2 Bolts. - Scattershot.*** Deals damage of a standard attack and you gain Hypercritical (+50% LS rate) for 3 rounds. Costs 3 Bolts. If the monster is Seen, your guest gains celerity.**** Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus. *Shoot your foe in the foot, pinning them to the ground and reducing their mobility. **If it bleeds, you can kill it. If it doesn't bleed... well, it's never too late to start. ***Every monster has a weakness. Test your foe's defenses to find where it will hurt the most. *****(MonsterName) reels from your assault, allowing your guest to strike again! Level 15: The Great Equalizer - Active It doesn't matter if they're rich or poor, good or evil, human or monster. All are equal before death. 4 hits of Harm damage at +6 bth lean. Does 1.5x damage of a standard skill with *.9 penalty for harm damage. Costs 4 Bolts. If the monster is Seen, it's inflicted with Desperation* (+20% damage, -17 MRM). Monster can resist (MainStat/Luck vs Cha/Luck) with +0 bonus to save. *Your foe finally recognizes that there's no escaping you and starts fighting with all the desperation of a cornered rat. Level 16: Backstab Opening - Passive Why start when you can end? If you won initiative, you can use Backstab as your first attack during the battle without consuming a Shadow. Level 17: Extended Possession - Toggle Allow the shadow-self further command over your body! While it is the one in control, your ability to cooperate becomes more important than strength or intellect - though disagreements and misunderstandings are inevitable. While the toggle is active, you gain the following effects: - All your weapon attacks use Cha as MainStat. - All your weapon attacks randomly use light or darkness element for damage. (compensation goes into daze reduction) - You become Dazed (5% chance of inaction).* *Your right arm goes... wait, not that right! The other right! Level 18: Hungry Shadows - Active Widen the rip between the Shadow Universe and this one, releasing several uncontrollable shadows that assault both you and your foe! Uses End, Dex and Luck for stat bonuses. 12 hits at +5 bth lean, seeks between light and dark elements. Does damage of a standard spell, with a minor elecomp bonus. Uses End as MainStat. Costs hp of a standard spell. If the monster is Seen, pay an additional 30% melee and make a save (End/Luck vs Cha/Luck) with -20 penalty. If you succeed, gain a Shadow. Level 19: Unfair Advantage - Active Werewolfs, vampires, werepyres - all of them have preternatural gifts that lend themselves well to assassination. Whether or not you belong to one of the Darkovian subraces, you can use their experience to put down Controlled, Fearful or Panicking enemies with extreme prejudice! Choose between 3 different skills: - Execution. Requires the monster to be Controlled. Perform a normal attack, replacing 1 round of Control with Fragile (1 round, (InactionChance*1.29/2) End loss). - The Mind Killer. Requires the monster to be Afraid. Perform a normal attack, replacing 1 round of Fear with EleVuln (1 round, + (InactionChance)% damage from all elements). - Slaying Mooks. Requires the monster to be Panicked. Perform a normal attack, consuming Panic and dealing + (DamageLoss*2*1.19)% damage. Level 20: Finishing Blow - Active Your target was dead the moment you took the job. Requires the monster to be under 50% MaxHP. Has (10 + 10*SeenPower)% chance of dealing 4 hits of damage equal to monster's current hp. Otherwise, the monster is inflicted with Countdown (renamed Burn, weapon element, power: 5) that lasts until the end of the battle. No save. Either way, the Seen effect is removed from the monster. Costs sp of a standard skill. Can only be used once per battle.
< Message edited by Primate Murder -- 9/3/2020 9:22:02 >
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