<!-- Google tag (gtag.js) --> <script async src="https://www.googletagmanager.com/gtag/js?id=G-G26W6267FY"></script> <script> window.dataLayer = window.dataLayer || []; function gtag(){dataLayer.push(arguments);} gtag('js', new Date()); gtag('config', 'G-G26W6267FY'); </script> **[Hub](Hub.md) / [[Prism]] / [Prism Character Creation](Prism%20Character%20Creation.md) / [Prism Classes](Prism%20Classes.md)** >[!infobox|n-th wsmall] >###### <font size="+2">[[Assassin.webp|Assassin]]</font> >![[Assassin.webp]] > ###### <small>Art by [Nara](Narà.md)</small> # Assassin (Work in Progress) An Assassin is a Wanderer, one that sells their skills at death to those that many afford them. You are no mere murderer however, you are a professional, your standards of effectiveness putting you above the common spiller of blood. A single strike of the blade may simply end a life or may change history, and there are those that would pay you well for either. Why did you become an Assassin? Were you instructed as a child, lost to circumstance? Was it the family business? Perhaps a requirement of your faith? Maybe you simply like the deep fonts of red color that are painted from your victims. Whatever the origin of your skills may be, Assassins are wanderers seeking to utilize their talents, to perfect them, to evolve into even greater predators. ### [Thrill of the Kill](Thrill%20of%20the%20Kill.md) <small>(Level 1)</small> Keywords - *[Mundane](Mundane.md)*, *[Tactics](Tactics.md)*, *[Empower](Empower.md)*, *[Imbue](Imbue.md)* Whenever the Assassin would critically hit or defeat an enemy the Assassin gains a point of [Adrenaline](Adrenaline.md). (2 if both occur) Whenever the Assassin would make an attack against an enemy with no allies adjacent to it, the Assassin may spend [Adrenaline](Adrenaline.md) to imbue that attack with [Keen](Keen.md). The tier of which is equal to the number of [Adrenaline](Adrenaline.md) points spent this way. The maximum [Adrenaline](Adrenaline.md) a character can have is equal to their maximum Action Points. [Adrenaline](Adrenaline.md) fades at the end of combat. ### [Light Weapon Specialist](Light%20Weapon%20Specialist.md) <small>(Level 1)</small> This character gains a [Weapon Augment](Weapon%20Augment.md) to a qualifying weapon they are proficient with. It gains another of these augment at levels 3, 6, and 9. ### [Combat Acumen](Prism%20(Testing)/Classes/Core%20Classes/Wanderer/Class%20Features/Combat%20Acumen.md) <small>(Level 1)</small> Keywords - *[Mundane](Mundane.md)*, *[Strategy](Strategy.md)* APC - 1 Target - 1 Creature Range - 120ft The Assassin attempts an ability check against a creature within range. The Assassin may use [Initiative](Initiative.md), [Grace](Grace.md), or [Wit](Wit.md). The DC of this check is 10 + the creature's CR. If the Assassin should succeed, they may learn the ability scores, an offensive statistic, a defensive statistic, movement, senses, a special ability, a piece of equipment, a trait, or an effect the target may have. Learning a special ability also reveals the names of the special abilities that creature has. The same is true for equipment, traits and effects. ### [Ruthless Efficiency](Ruthless%20Efficiency.md) <small>(Level 2)</small> Keywords - *[Mundane](Mundane.md)*, *[Empower](Empower.md)* Whenever the Assassin would succeed with the [Combat Acumen](Prism%20(Testing)/Classes/Core%20Classes/Wanderer/Class%20Features/Combat%20Acumen.md) action, they gain 1 [Adrenaline](Adrenaline.md) point. ### [Character Path](Character%20Paths.md) <small>(Level 3)</small> "The assassin's journey unfolds in silence; no new skill reveals itself this night, only the shadowed path that sharpens resolve and patience." ### [Precise Strike](Precise%20Strike.md) <small>(Level 4)</small> Keywords - *[Mundane](Mundane.md)*, *[Empower](Empower.md)*, *[Afflict](Afflict.md)*, *[Tactics](Tactics.md)* Whenever the Assassin would hit an enemy with an attack with a light weapon, that enemy is afflicted with Tier I [Bleed](Bleed.md). If that attack was a critical hit, the tier of this [Bleed](Bleed.md) is increased by I. If this attack consumed the [Marked](Marked.md) affliction, increase the tier of this [Bleed](Bleed.md) by I. (If all three occur, it's Tier III) ### [Danse Macabre](Danse%20Macabre.md) <small>(Level 5)</small> Keywords - *[Mundane](Mundane.md)*, *[Empower](Empower.md)*, *[Imbue](Imbue.md)* Whenever the Assassin would afflict the [Wounded](Wounded.md)/[Shattered](Shattered.md) affliction or defeat an enemy with an attack that had the [Keen](Keen.md) imbuement, the [Keen](Keen.md) imbuement increases its duration by 1 round. If it had no duration, it gains a duration of 1 round. ### [Character Path](Character%20Paths.md) <small>(Level 6)</small> "The assassin feels no new power rise this night; only the quiet truth that the path ahead is shaped by patience, choice, and the weight of every step." ### [Ruthless Momentum](Ruthless%20Momentum.md) <small>(Level 7)</small> Keywords - *[Mundane](Mundane.md)*, *[Empower](Empower.md)*, *[Imbue](Imbue.md)* Whenever the Assassin would defeat an enemy they are imbued with [Prepared](Prepared.md), the Tier of which is equal to the Assassin's [Prowess](Prowess.md), [Stamina](Stamina.md), or [Initiative](Initiative.md). ### [Solo Work](Solo%20Work.md) <small>(Level 8)</small> Keywords - *[Mundane](Mundane.md)*, *[Strategy](Strategy.md)* The Assassin can spend time casing, staking out, and observing a location, organization, or other similar entity. The Assassin uses a single [Combat Acumen](Prism%20(Testing)/Classes/Core%20Classes/Wanderer/Class%20Features/Combat%20Acumen.md) check on each creature type, effect, or information on these creatures' movement or habits. Allowing the Assassin to use their time to prepare for the coming confrontation. ### [Character Path](Character%20Paths.md) <small>(Level 9)</small> "No new power dawns this night; only the final path awaits, a silent road, carved by choices still unspoken and destinies unclaimed." ### [Master of Death](Master%20of%20Death.md) <small>(Level 10)</small> Keywords - *[Mundane](Mundane.md)*, *[Empower](Empower.md)*, *[Economy](Economy.md)*, *[Afflict](Afflict.md)* Whenever the Assassin would defeat an enemy, the next attack against an enemy that deals damage, afflicts that creature with the [Wounded](Wounded.md)/[Shattered](Shattered.md) affliction. This enemy can only be affected in this manner if its CR is lower or equal to the previous enemy.