Aderon • Assassin (Public Access: RO Owner:aderon)
Harbingers
The Harbingers are masked assassins that originate from Asar'Kal. Contracts made by people outside the guild and these are comunicated by guild contractors, people enthralled by the guild master, in cities and towns, such as tavern keepers. The assassins rarely meet but when they do their identites are kept secret by their magical masks. Assassins are paid via magical note that appears on them once the contract is fufilled and can turn it into the contractors in the cities and towns for the reward. The contract can be given out multiple times to different assassins so it is possible to have more than one assassin on the target, only the Harbinger that completes the task is paid.
Mask: Each mask was originally a powerful wizard, they were killed and their faces flayed. The mask is a solid black mask with a twisted face on it. The mask can take on any shape and image disguising the wearer. It grants a +5 disguise bonus base but each mask has a unique power. The mask is a sentient creature that can communicate with the wearer. Each has a name and attitude but little of their previous life is remembered. Each mask ultimately wants to be owned by a guild master for it unlocks their full abilites. Once the mask is put on it can not be removed before death or a Remove Curse spell. If a person dons it and does not join the guild they will not be able to use any of its powers and it will do its best to get the owner killed.
1. Walker - Obtain the Mask of the Harbinger and stalk and kill an unaware person as soon as possible. This desire becomes a compulsion and requires a DC 15 WILL save to ignore. After killing a person the Harbinger must drink the blood of the victim and say "(Name of Mask) I invoke you! You and I are one being, we are joined in blood, I am the Harbinger!"
To obtain a contract a Harbinger must speak to a contractor. The contractor will be capable of identifying Harbingers but not their identity. If the contract is accepted a small note will be given with the details of the kill.Once a contract is fufilled a scroll tube will be transported onto your person. This tube is magically sealed and is to be read by a contractor. The contractor will follow the instructions and pay the owed ammount. A Harbinger may only have one contract out at a time. If the contract is fufilled the note will vanish. If a the contract is to be abandoned the Harbinger must burn the note.There are also different kinds of contracts. Walkers are generally given standard contracts, as a Harbinger advances in the guild more difficult or trickey types on contracts are given. Types of contracts ranging from easiest to hardest: Mathro, Artho, Conthro, Valthro.. Contract
The mask allows you to identify Contractors by seeing an invisible guild sigil placed on the inside of their leaft arm. Contactor
The assassin can perform deadly attacks from any distance. Sneak attack can be done from any distance. Assassination
2. Stalker - To advance to the next rank the Harbinger must complete a Artho contract.
The Harbinger can now cast Darkvision at will. Shadow Sight
3. Hunter - To advance to the next rank the Harbinger must complete a Conthro contract.
The assasin is granted powers of shadow and can hide from all forms of sight (Dark vision, blind sight, tremor sense). Veil of shadows
4. Seeker - To advance to the next rank the Harbinger must find the blood of a vampire or succubus or obtain a piece of a lich and consume it. The blood of a rank 4 or higher Harbinger will work as well.
The assassin gains a sense of when he is near the target of a contract. Death's intuition
The assassin can move from one shadow to the other. This movement can not exceed 100 feet in any direction and counts as a move action. Shadow Step
5. Executioner - To advance to the next rank a Harbinger must find complete a Valthro contract.
The assassin can cloak himself in shadows even when being viewed. The Harbinger can attempt to hide at -10 at any time, if he is obscured by darkness, fog or similar effects it is only a -5. Shadow's Embrace
6. Fiend- To obtain the next rank a Harbinger must find and kill a member of the Harbingers equal to or higher in rank.
The assassin can steal the soul of anyone he kills. This can only be done 1/day as a full round action and the target gets a DC 20 WILL save. If they fail they lose their soul to the Harbinger and can not be ressurected unless the soul is released. This soul can be traded like currency with certain creatures, like devils. The soul can be used by the Harbinger to reroll any check or action, in doing so the soul is destroyed. To be used the soul must be a sentient creature. Some souls have more value than others, however the Harbinger is not capable of discerning between one soul or another. Soul Capture.
7. Whisperer - To obtain the next rank a Harbinger must perform the ritual of the speaker: DC 25 Ritual, on the 30th of any month at 12am go to a place vested in magical energies (these places will be recognized and felt by the mask). Place a drop of blood onto the mask of a Harbinger slain. Use the tounge of a powerful wizard (LvL 12 or higher) by placing a nail made from iron through it and pin it to the mask. Speak the words: I call to you Speaker, I hear your voice, I give to you a sacrifice of blood, power and magic. I am the Harbinger and I serve your will. I am the whisperer and will carry your message to the worthy."
The assassin learns a word of death and may cast it upon his targets. If the target is below 50 HP he may whisper the word and the target dies outright. The ability has an effective range of 5ft, useable 1/day. Whisper of the Speaker.
8. Lord of the Harbingers - To obtain this rank a Harbinger must find and kill the current Lord of Harbingers.