Difference between revisions of "Assassin Sage Abilities"

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This page describes the sage abilities that an assassin is able to possess.
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Each field has a set number of studies that have links leading to a deeper description of each.
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Starting at 1st level, assassins gain one field and one study within that field. This reflects the knowledge that the assassin has been able to gather while studying their calling. This knowledge is then expanded as the assassin increases in level, for it is presumed that the assassin is naturally inquisitive, exchanging techniques with others, tending to their weapons, physically improving their bodies at every opportunity, growing more adept and able with respect to principles of war, managing animals, murder, criminality and so on.
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This is true even if the player never expresses their intention to gather knowledge, as not every moment of 'downtime' is actively accounted for during play.
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Take note that all assassins possess assassination to some degree, even if they haven't the knowledge points to be rated as amateurs. See Murder, below, for details.
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Fields/Studies
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Animal Training
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Camelback Riding
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Dog Training
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Falconry
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Flying Mounts
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Horseback Riding
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Grace
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Guile
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Jack of all Trades
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Murder
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Poisoning
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Mastery of Arms
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Balance
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Puissance
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Unarmed Combat
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Skullduggery
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Backstabbing
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Empowerment
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Heightened Senses
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Setting Traps
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Sure-footedness
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See Assassin

Revision as of 02:12, 10 February 2020

This page describes the sage abilities that an assassin is able to possess.

Each field has a set number of studies that have links leading to a deeper description of each.

Starting at 1st level, assassins gain one field and one study within that field. This reflects the knowledge that the assassin has been able to gather while studying their calling. This knowledge is then expanded as the assassin increases in level, for it is presumed that the assassin is naturally inquisitive, exchanging techniques with others, tending to their weapons, physically improving their bodies at every opportunity, growing more adept and able with respect to principles of war, managing animals, murder, criminality and so on.

This is true even if the player never expresses their intention to gather knowledge, as not every moment of 'downtime' is actively accounted for during play.

Take note that all assassins possess assassination to some degree, even if they haven't the knowledge points to be rated as amateurs. See Murder, below, for details.

Fields/Studies Animal Training Camelback Riding Dog Training Falconry Flying Mounts Horseback Riding Grace Guile Jack of all Trades Murder Poisoning Mastery of Arms Balance Puissance Unarmed Combat Skullduggery Backstabbing Empowerment Heightened Senses Setting Traps Sure-footedness

See Assassin