World:Wavermoth/Wavermoth Classes/Fera Assassina

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Fera Asasina

The Fera Asasina are an ancient group of spies and assassins, though they were unorthodox in their ways. A Fera Asasina is only selected when a child is born alongside a mammal, or a child is born at the exact moment that an egg hatches, earlier than other eggs of that species hatch. The creature, at the time of hatching, is just as healthy as one who would have hatched on time.

This group of assassins trains in the use of ranged weaponry and rely upon their companions as guards when their enemies get too close. The shadows and animals of the wilds are their allies, and they have become good friends. Fera Asasina think of their companions as their siblings, and there is never more than one animal born alongside the assassin. Fera Asasina are naturally attracted to shadows and the night, as are their siblings.


Adventures

The Fera Asasina takes the role of a warden of the wilds. They are rarely paid to do their duty but occasionally they may be persuaded to take quarry for pay. Rangers often stumble across the Fera in the woods and when they do so they head back the way they came, for they know someone shall die in that area soon, and they do not wish to be amongst the dead. The Fera are often said to be able to transform into animals as most only ever see their companions.


Characteristics

The Fera Asasina are skilled assassins able to hide where most would be spotted in an instant. Catching a Fera off guard is nearly impossible; they are trained to hide from and spot their quarry no matter where they may reside. They may not be skilled in melee combat, but that is when their animal sibling will descend upon the enemy, giving their brother or sister time to get far enough away to rain arrow shafts of doom upon their enemy.


Alignment

Fera Asasina are often enough neutral when it comes to the law, and tend more towards good when it comes to moral decisions, though they are a very diverse group and are trained under different masters, so they may be of any alignment.


Religion

Fera Asasina often do not revere deities but those that do gravitate towards those of stealth and nature. Obad Hai, Corelan larethian, Ehlonna, Yondalla, Olidamarra and the like.


Background

Fera Asasina were once a ritualistic order of woodland protectors that guarded, with skill, stealth, and the aid of those animals that were born into the order, the wilds from those that would harm it. Now they are more formally trained and accept jobs for pay as any group of assassins might, with one caveat; they will only take a job, formally, if it is to rid the world of a person or persons that would cause true harm to people.

There are still bands of Fera that live in the wilds and perform the old rites, but they do respect those that are not from the wilds that are truly born alongside a "Fera Assentia" Ascended Feral. The animals that are born alongside true Fera Asasina.


Races

All races that are close to the wilds and have a desire to protect and yet have no qualms about murder to do that job are born as Fera Asasina, and most are not always aware of their fate until much later in life.


Other classes

Fera are odd when working with certain classes. The fighter might not always realize the Fera is there so it is oftentimes not a problem. Spell casters are lovely decoys for the Fera, and when reassured they are safe they will walk proudly out to the open as bait for the Fera to pick off like flies. Paladins are wary of their actions and thus Fera do not like the company of them but they will tolerate each other so long as the paladin does not catch the Fera committing cold murder.


Role

The Fera Assassina is a scout and ranged damage dealer. They excel at remaining undetected, while still being able to deal death from afar.

Important abilities

Dexterity is perhaps the Fera Assassina's most important ability. It makes her ranged attacks hit more often, it makes her harder to spot, it makes her harder to hit if she does get found. Intelligence is also important for skills, and Wisdom or boosting some of her more important skills. Constitution is important for anyone that expects to get hit.

Class table

Fera Asasina - Hit Die: d6
Level BAB Saving Throws Special Abilities
Fort Ref Will
1 +1 +0 +2 +0 Animal companion
2 +2 +0 +3 +0 Trackless step
3 +3 +1 +3 +1 Sniper's shot +1d8
4 +4 +1 +4 +1 Poison use
5 +5 +1 +4 +1 Uncanny dodge
6 +6/+1 +2 +5 +2 Shot of shadow 1/day
7 +7/+2 +2 +5 +2 Sniper's Shot +2d8
8 +8/+3 +2 +6 +2
9 +9/+4 +3 +6 +3
10 +10/+5 +3 +7 +3
11 +11/+6/+1 +3 +7 +3 Sniper's shot +3d8, Shot of shadow 2/day
12 +12/+7/+2 +4 +8 +4 Improved uncanny dodge
13 +13/+8/+3 +4 +8 +4 Hide in plain sight
14 +14/+9/+4 +4 +9 +4
15 +15/+10/+5 +5 +9 +5 Sniper's shot +4d8
16 +16/+11/+6/+1 +5 +10 +5 Shot of shadow 3/day
17 +17/+12/+7/+2 +5 +10 +5
18 +18/+13/+8/+3 +6 +11 +6
19 +19/+14/+9/+4 +6 +11 +6 Sniper's shot +5d8
20 +20/+15/+10/+5 +6 +12 +6

Class Skills - Balance, Bluff, Climb, Craft, Decipher script, Disguise, Escape artist, Forgery, Gather information, Handle Animal, Hide, Jump, Knowledge (Local), Knowledge (Nature), Listen, Move silently, Open lock, Profession, Search, Sleight of hand, Spot, Survival, Use rope


Skill points per level - (6 + INT Mod) x 4 at first level, and (6 + INT Mod) at every level after first.


Weapon and armor proficiency - Fera Asasina are predominately trained in the use of Ranged weapons, they are trained in very few melee weapons. They are proficient with all simple and martial Ranged weapons, plus the rapier, dagger, and Kukri. They are also proficient with light armor but not shields.


Animal companion - A Fera Asasina Starts with an animal companion that they are born with. This animal Was born alongside the Fera asasina and is not the same as other animals, its type changes to Magical beast (Although it retains The Animals Base statistics) and this animal can communicate telepathically with the Fera. The animals that a Fera asasina can have as a companion are, Cat, Dog, Bat, Rat, Snake (Tiny viper), Wolf, Raven, Monkey, Lizard, Owl, Hawk, Eagle, Toad, or a Weasel. If they are in a primarily aquatic campaign you can add, Octopus, Squid, Shark (Medium),and Manta Ray.

The Animal companion is as follows: The Animal companion grows and learns as its brother/sister does, gaining an extra D8 Hit Die per level of the Fera Asasina, These Extra Hit Die improve the Animals Base Atack Bonus And Base Saves. The Animal companion has the Same BaB as the Fera Asasina and the same Saves (Treat it as a Character whose level equals the animal's HD, the Skills and feats advance in the same manner as an animal however). If the companion would normally grow in size upon reaching a certain HD it does so, but only once. The Companion also Gains Bonuses to STR and DEX, +1 at level 3, +2 at level 6, +3 at level 9, +4 at level 12, +5 at level 15, and +6 at level 18, These are untyped bonuses and can not be removed. At 3rd level and every 2 levels thereafter (5,7,9,11 ETC..) The Animal Gains one of the abilities listed below.

The Fera Assassina Can never gain a new animal companion if the original one dies. If the Animal companion of a Fera assassina does die the fera immediatly suffers constitution damage equal to her level, this is permanent damage and can be healed only by a miracle or wish spell. This damage can kill the Fera Assassina.


Multiattack - Gain the Multiattack feat as a bonus feat if it has three or more natural attacks and does not already have the feat. If the animal does not have three natural attacks he instead gains another attack with its primary natural attack Albeit at a -5 penalty.


Evasion - If the animal companion is subjected to an attack that normally allows a reflex save for half damage, it takes no damage on a successful reflex save.


Devotion - The animals Devotion to his companion is so complete that it gains a +4 morale bonus to will saves.

Improved evasion - When subjected to an attack that allows a reflex save for half damage, an animal companion takes no damage on a successful save and half damage on a failed save.


Improved Natural weapon - The Natural weapon damage of the animal jumps up one step for the selected weapon as the feat by the same name, However this effect Stacks with the feat. this ability may be taken more than once. Its effects do not stack they just apply to a new Natural attack


Thickened Hide - The companions Natural armor improves by one step. This ability is able to be taken more than once. Its effects Stack


Trackless Step - at 2nd level the Fera Asasina no longer leaves a trail in natural surrounding and cannot be tracked. she may choose to leave a trail if she wishes.


Sniper's Shot - If a Fera asasina can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, the Fera asasina’s attack deals extra damage any time she is successfully hidden from sight more than 30 feet away from the target. This extra damage is 1d8 at 3rd level, and it increases by 1d8 every four Fera asasina levels thereafter. Should the Fera asasina score a critical hit with a sniper's shot, this extra damage is not multiplied. Melee attacks cannot activate a sniper's shot. A Fera asasina can Sniper's shoot only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to a Sniper's Shot. The Fera asasina must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Fera asasina cannot use a Sniper's Shot while striking a creature with concealment.


Poison use - At 4th level and higher, a Fera Asasina never risks accidentally poisoning herself when applying poison to a weapon. Nor Does she Risk poisoning herself when using it.


Shot of shadow - starting at 6th level, a Fera Asasina can make a Sniper's shot without risk of being found once per day. She can do this 1 more time per day at 11th level making the total 2/day. This is further jumped at 16th level to 3/day. To use this ability the Fera asasina must already be hidden.


Uncanny dodge - Starting at 5th level, a Fera Asasina can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a Fera Asasina already has uncanny dodge from a different class (a Fera Asasina with at least two levels of barbarian, for example), she automatically gains improved uncanny dodge (see below) instead.


Improved uncanny dodge - A Fera Asasina of 8th level or higher can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies another Fera Asasina the ability to sneak attack the character by flanking her, unless the attacker has at least four more Rogue levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum Rogue level required to flank the character.


Hide in plain sight - While in any sort of natural terrain, a Fera Asasina of 13th level or higher can use the Hide skill even while being observed.