Difference between revisions of "Assassin Sage Abilities"

From The Authentic D&D Wiki
Jump to navigationJump to search
 
(35 intermediate revisions by 2 users not shown)
Line 1: Line 1:
 
[[File:assassin-sage-abilities.jpg|thumb|440px|]]
 
[[File:assassin-sage-abilities.jpg|thumb|440px|]]
  
Below can be found a list of the [[Knowledge Points|knowledge]] [[Sage Field|fields]] and [[Sage Study|studies]] available to the [[Assassin (class)|Assassin Class]].  Starting at [[Experience Level|1st level]], the assassin gains one field, and one study within that field.  There are four fields:  
+
Below can be found a list of the [[Knowledge Points|knowledge]] [[Sage Field|fields]] and [[Sage Study|studies]] available to the [[Assassin (class)|Assassin Class]].  Starting at [[Experience Level|1st level]], the assassin gains one field, and one study within that field.  This choice is left entirely to the player.  There are four fields to choose from:
::'''Animal Training''': the act of teaching animals specific responses to specific conditions or stimuli.  Training may be for the purposes of companionship, work, detection, protection, entertainment and more.
 
  
::'''Grace''': the achievement of elegance and refinement in personal attitude and skill, enabling action in a smooth, relaxed manner amidst the obstacles offered by the forces of law and authority.
+
:: '''[[Animal Training (sage field)|Animal Training]]''': the act of teaching [[Animal|animals]] specific responses to specific conditions or stimuli.  Training may be for the purposes of companionship, work, detection, protection, entertainment and more.  Includes breeding and veterinary skills.
  
 +
:: '''[[Grace (sage field)|Grace]]''': practicing elegance and refinement in the art of murder, personal attitude and skill, while possessing a relaxed manner amidst the obstacles offered by the forces of law and authority.
  
 +
:: '''[[Mastery at Arms (sage field)|Mastery at Arms]]''': increases the efficacy and efficiency of using weapons in combat, enabling superior advantage over an adversary.
  
 +
:: '''[[Skulduggery (sage field)|Skulduggery]]''': the participation in underhanded or unscrupulous behaviour, enabling practices that are disreputable, unethical or illegal.
 +
<br>
  
Each field has a set number of studies that have links leading to a deeper description of each.
+
The studies within these fields are each described more thoroughly on their own pages — and in turn are a number of [[Sage Ability|sage abilities]] that await possession by player characters and others.  Following are a list of studies sorted by their field.<br>
 +
<br>
  
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.
+
==== Animal Training ====
 +
* '''[[Camelback Riding (sage study)|Camelback Riding]]''': the use of a [[Camel (domestic)|camel]] as transportation and for the purpose of combat.
  
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.
+
* '''[[Dog Training (sage study)|Dog Training]]''': the employment of [[Dog (domestic)|dogs]] for defense, attack, transport and work.
  
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.
+
* '''[[Falconry (sage study)|Falconry]]''': includes the use of [[Falcon|falcons]], [[Hawk|hawks]], [[Eagle|eagles]] and [[Owl|owls]] for the purpose of [[Hunting (sage ability)|hunting]] and reconnaissance work.
  
Fields/Studies
+
* '''[[Flying Mounts (sage study)|Flying Mounts]]''': includes the use of [[Hippogriff|hippogriffs]], [[Pegasus|pegasi]] and other flying mounts, for transportation and combat.
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
+
* '''[[Horseback Riding (sage study)|Horseback Riding]]''': like other mounts on this list, describes the use of the [[Horse (domestic)|horse]] for transportation, combat and work.
 +
<br>
 +
 
 +
==== Grace ====
 +
* '''[[Guile (sage study)|Guile]]''': the practice of encouraging innocents to trust the speaker, while allowing the character to appear ordinary in the presence of others.
 +
 
 +
* '''[[Jack-of-all-Trades (sage study)|Jack-of-all-Trades]]''': the accumulation of low-level skills from non-assassin classes, enabling the character to successfully act as a trader, official, religious figure or other professional.
 +
 
 +
* '''[[Murder (sage study)|Murder]]''': a study of the art of killing, including [[Assassination (sage ability)|assassination]], execution and the incitement of lynching and mass slaying.  All assassins possess assassination to some degree, even if they haven't taken murder as a study; further details may be read on the link.
 +
 
 +
* '''[[Poisoning (sage study)|Poisoning]]''': the subtle art of introducing [[Poison (substance)|poisons]] effectively into common [[Food|food]] and drink, and upon the weapon's blade.  Includes [[Prepare Ingestive Poisons (sage ability)|preparation]].
 +
<br>
 +
 
 +
==== Mastery at Arms ====
 +
* '''[[Physical Balance (sage study)|Physical Balance]]''': describes the combatant's ability to improve their balance and footwork while fighting or performing labour.
 +
 
 +
* '''[[Puissance (sage study)|Puissance]]''': a collection of enhanced weapon skills and [[Combat|combat]] proficiencies that make the individual more dangerous as an opponent.
 +
 
 +
* '''[[Unarmed Combat (sage study)|Unarmed Combat]]''': improvements in the character's ability to fight without weapons, increasing opportunities to hit and cause damage when [[Pummelling|pummelling]], [[Grappling (hand-to-hand)|grappling]] and [[Overbearing|overbearing]].
 +
<br>
 +
 
 +
==== Skulduggery ====
 +
* '''[[Backstabbing (sage study)|Backstabbing]]''': a blow that strikes at the weak point in a humanoid, enabling a less certain chance of death but a more certain chance of crippling an opponent.
 +
 
 +
* '''[[Empowerment (sage study)|Empowerment]]''': training the mind to act wholly in concert with the body, to achieve higher focus and a greater mental flow.
 +
 
 +
* '''[[Heightened Senses (sage study)|Heightened Senses]]''': improves sensitivity in the character's five senses, enabling a higher degree of perception and self-protection.
 +
 
 +
* '''[[Setting Traps (sage study)|Setting Traps]]''': setting up mechanical devices for the purpose of detaining, damagine, wounding, injuring or killing unwanted trespassers.
 +
 
 +
* '''[[Sure-footedness (sage study)|Sure-footedness]]''': climbing and negotiating difficult or rough surfaces safely, or with great secrecy and silence.
 +
<br>
 +
 
 +
== Awarding Knowledge Points ==
 +
At 1st level, the assassin player character will gain 12 knowledge points in their chosen study.  A d8-1 is rolled for the other studies in the assassin's chosen field, producing a result of 0 to 7 each.  A d4-1 is rolled for all other studies in all other fields, producing a result of 0 to 3 each.  Therefore, the assassin will accumulate sufficient points in every study to most likely become an amateur in all or most studies.  Be sure to read the sage abilities page for additional details.
 +
 
 +
This accumulation is assumed to occur steadily, through everyday discussions with NPCs in settled places, chance reading of books, experiment and insight, whether or not the character ever expresses their intention to gather this knowledge.  Time in the campaign is often skirted over ... so we may assume the character spoke to someone in their profession along a road, at a tavern, perhaps finding a shelf of books (and poking through them) during an afternoon's shopping or whenever.
 +
 
 +
Once the character has gained sufficient levels, the number of both fields and studies are increased. Furthermore, as levels are gained, so are knowledge points, enabling characters to progress from amateur to authority, and thence to expert and sage.  At 5th, 9th and 13th levels, the assassin will gain a new study in a field that the assassin possesses.  At 7th and 13th levels, the assassin will gain a new field.

Latest revision as of 22:53, 2 May 2023

Assassin-sage-abilities.jpg

Below can be found a list of the knowledge fields and studies available to the Assassin Class. Starting at 1st level, the assassin gains one field, and one study within that field. This choice is left entirely to the player. There are four fields to choose from:

Animal Training: the act of teaching animals specific responses to specific conditions or stimuli. Training may be for the purposes of companionship, work, detection, protection, entertainment and more. Includes breeding and veterinary skills.
Grace: practicing elegance and refinement in the art of murder, personal attitude and skill, while possessing a relaxed manner amidst the obstacles offered by the forces of law and authority.
Mastery at Arms: increases the efficacy and efficiency of using weapons in combat, enabling superior advantage over an adversary.
Skulduggery: the participation in underhanded or unscrupulous behaviour, enabling practices that are disreputable, unethical or illegal.


The studies within these fields are each described more thoroughly on their own pages — and in turn are a number of sage abilities that await possession by player characters and others. Following are a list of studies sorted by their field.

Animal Training

  • Horseback Riding: like other mounts on this list, describes the use of the horse for transportation, combat and work.


Grace

  • Guile: the practice of encouraging innocents to trust the speaker, while allowing the character to appear ordinary in the presence of others.
  • Jack-of-all-Trades: the accumulation of low-level skills from non-assassin classes, enabling the character to successfully act as a trader, official, religious figure or other professional.
  • Murder: a study of the art of killing, including assassination, execution and the incitement of lynching and mass slaying. All assassins possess assassination to some degree, even if they haven't taken murder as a study; further details may be read on the link.


Mastery at Arms

  • Physical Balance: describes the combatant's ability to improve their balance and footwork while fighting or performing labour.
  • Puissance: a collection of enhanced weapon skills and combat proficiencies that make the individual more dangerous as an opponent.


Skulduggery

  • Backstabbing: a blow that strikes at the weak point in a humanoid, enabling a less certain chance of death but a more certain chance of crippling an opponent.
  • Empowerment: training the mind to act wholly in concert with the body, to achieve higher focus and a greater mental flow.
  • Heightened Senses: improves sensitivity in the character's five senses, enabling a higher degree of perception and self-protection.
  • Setting Traps: setting up mechanical devices for the purpose of detaining, damagine, wounding, injuring or killing unwanted trespassers.
  • Sure-footedness: climbing and negotiating difficult or rough surfaces safely, or with great secrecy and silence.


Awarding Knowledge Points

At 1st level, the assassin player character will gain 12 knowledge points in their chosen study. A d8-1 is rolled for the other studies in the assassin's chosen field, producing a result of 0 to 7 each. A d4-1 is rolled for all other studies in all other fields, producing a result of 0 to 3 each. Therefore, the assassin will accumulate sufficient points in every study to most likely become an amateur in all or most studies. Be sure to read the sage abilities page for additional details.

This accumulation is assumed to occur steadily, through everyday discussions with NPCs in settled places, chance reading of books, experiment and insight, whether or not the character ever expresses their intention to gather this knowledge. Time in the campaign is often skirted over ... so we may assume the character spoke to someone in their profession along a road, at a tavern, perhaps finding a shelf of books (and poking through them) during an afternoon's shopping or whenever.

Once the character has gained sufficient levels, the number of both fields and studies are increased. Furthermore, as levels are gained, so are knowledge points, enabling characters to progress from amateur to authority, and thence to expert and sage. At 5th, 9th and 13th levels, the assassin will gain a new study in a field that the assassin possesses. At 7th and 13th levels, the assassin will gain a new field.