Agent/Assasin/Mercenary


Description

Trained in stealth, this class varies depending on character alignment. This class is centric on speed and agility. Sneaking through the shadows to accomplish tasks without ever being seen.

Not only asassination but treasure hunting and outright theft are also in the array of skills an agent must know.

This class is most at home with a dagger, a weapon that by its very nature is meant to be concealed, much like the class its self.


Abillities

Sneak/Hide: This class is exceptional at moving without being seen or heard. If there's a place to hide an agent can exploit it. Also walking and even running without making a sound. are quite possible to this class. This includes controlling one's breath as not to be heard breathing.



Sneak Attack: What would any soldier of fortune be without the abillity to attack before an enemy becomes aware. The sneak attack is actually a combination of abillities including the abillity to dodge around someone to attack from behind which involves high speed and agillity, silent footing, as well as the abillity to pass near less intelligent monsters even in plain sight without triggering an agressive response. Also important to the sneak attack is the abillity to quickly bring a weapon into play without the weapon its self being seen. Useful for getting in the first attack against bosses while they're still occupied making an intimidating entrance.

Escape: A master of stealth knows that fights are ultimately a waste of time. Anyone can run from a fight but this class has the abillity to make the enemy give up pursuit entirely. Involved in escape are tallents of leaving a false trail, setting up decoys, and causing your enemy to lose sight, sound, and smell of you.

Substitution: The next level of escape tactic, imported from the far east. It's the abillity to switch places with an object quickly leaving your oponent so sure that he's struck you that it takes him a moment to realize he's only hit a log, or pile of leaves. It's one part speed, one part illusion. This abillity is not available at the outset. It is unlocked after finishing one quest in which escape is used.

Pick pocketing: It's exactly what it sounds like. Stealthily slipping by someone to relieve them of their valuables without their ever knowing.

Lock Picking: There are three ways of getting through a locked door. Use the key, pick the lock, or bust it down. Lock picking is clearly the practice of the second of those options. A pick, stick, pin, knife or other instrument may be needed but with time and concentration locks can be opened. This requires a good deal of dexterity which comes with experiance. Basic keyed locks can be picked from the outset but combination locks will require one quest before the abillity is available.

Play Dead: When worst comes to worst, it's sometimes necessary to convince persuers that you're not among the living. It takes quite a bit of skill but one can slow their breathing to a silent undetectable rate, and remain motionless, even slow the heart in order to convince a potential adversary that it's no longer necessary to kill you. Of course an itch while doing this might very well go from annoying to maddening. This abillity is unlocked after completing a quest in which sneak/hide is used.

Smoke Bomb: Agents, Assassins, and Mercenaries are not going to rival alchemists in education any time soon but no matter how poor a grasp one has on chemistry every agent, assassin, and mercenary out there makes sure to burn into memory this one vital recipe which encorporates a mixture of coal, sulfur, and saltpeter, being just slightly different a mixture from gunpowder. This abillity is available at the outset but you must purchase the materials to make smoke bombs yourself.

Qualities

Physical Prowess: This class is highly agile and fast of foot.

Treasure sense: This class is known for its expert treasure hunting skills. As many missions require not destroying something but finding something of value. As such this class has an accute sense for when something of value is nearby.

Pathsmanship: Quite simply put, this class never gets lost. Mazes are easily navigated, and a keen sense of direction makes finding a destination easy. As such this class makes an ideal guide for questing parties.

Fast Fingers: While an agents hands aren't as steady and precise as an experianced craftsman or alchemist, they're still far more skilled than the untrained man.

Light Feet: the Agent/mercenary/assassin class is a highly trained stealth type. To that end even the natural walk of an agent is nearly silent to avoid tipping off anyone to their presence.
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