[img]https://clan.cloudflare.steamstatic.com/images//27379329/0044ccdd3d392c0153697d38acfeee2e7668ee0a.jpg[/img] [h1]New Prestige Class: Assassin[/h1] [h3][i]A remorseless murderer who kills for money and the sheer thrill of death-dealing.[/i][/h3] A mercenary undertaking his task with cold, professional detachment, the assassin is equally adept at espionage, bounty hunting, and terrorism. At his core, an assassin is an artisan, and his medium is death. Trained in a variety of killing techniques, assassins are among the most feared classes. The assassin is the master of dealing quick, lethal blows. Assassins also excel at infiltration and disguise. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their training in anatomy, stealth, poison, and the dark arts allows them to carry out missions of death with shocking, terrifying precision. [b]Base Classes:[/b] Most rogues, monks, and bards who choose this class become examples of the classic assassin skulking in the shadows with a blade carrying certain death. Fighters, ex-paladins, rangers, druids, and barbarians operate as warrior assassins, with as much ability to kill in combat as from the shadows. Sorcerers, wizards, and clerics may be the most terrifying assassins of all, for with their spells they can infiltrate and slay with even greater impunity. While nearly any class is capable of becoming an assassin, rogues suit the part more than any other, from both an ability viewpoint and an ideological one. Though they make excellent allies during combat, assassins excel in more clandestine situations, and the best assassins are the ones the victims never knew existed. [b]Role:[/b] Assassins tend to be loners by nature, seeing companions as liabilities at best. Sometimes an assassins missions put him in the company of adventurers for long stretches at a time, but few people are comfortable trusting a professional assassin to watch their backs in a fight, and are more likely to let the emotionless killer scout ahead or help prepare ambushes. [b]Alignment:[/b] Due to its necessary selfishness and callous indifference toward taking lives, the assassin class attracts those with evil alignments more than any others. Because the profession requires a degree of self-discipline, chaotic characters are ill suited to becoming these shadowy killers. Neutral characters sometimes become assassins, frequently thinking of themselves as simple professionals performing a job, yet the nature of their duties inevitably pushes them toward an evil alignment. [b]Non-adventurers:[/b] Assassins work in guilds or secret societies found hidden in cities or based in remote fortresses in the wilderness. Sometimes they serve more powerful evil characters singly or in a group. Occasionally an assassin works alone, but only the most capable are willing to operate without any sort of support or backup. [h3]Prerequisites:[/h3] [b]Alignment:[/b] Evil. [b]Skills:[/b] Disguise 4 ranks, Hide 8 ranks, Move Silently 8 ranks. [b]Special:[/b] Kill someone for no other reason than to join the assassins. [h3]Class Features:[/h3] [b]Level Limit:[/b] 10. [b]Hit Dice:[/b] d6. [b]Base Attack Bonus:[/b] Average. [b]Good Saves:[/b] Reflex. [b]Key Abilities:[/b] Dexterity, Strength, Constitution. [b]Class Skills:[/b] Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope. [b]Skill Points per Level: 4 + Int modifier. [b]Weapon Proficiency:[/b] Crossbow (hand, light, or heavy), dagger, dart, rapier, sap, shortbow, and short sword. [b]Armor Proficiency:[/b] Light armor. [b]Bonus Feats:[/b] Gains an extra feat every 4 levels after 10th level (14, 18...). [b]Spells:[/b] Assassins cast limited arcane spells with Intelligence and need not prepare in advance. [h3]Class Abilities:[/h3] [h3]Death Attack[/h3] If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has an additional effect: If the victim fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier), he dies. While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target, but cannot use attack actions on the victim. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes his save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack. Special: Any prestige class feature that calculates a save DC using the class level should add only half the character’s class levels above 10th. [h3]Sneak Attack[/h3] If a rogue (or any other class with this ability) can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. A rogue can sneak attack 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 sneak attacks. The rogue 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 rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. [h3]Save Bonus against Poison[/h3] The assassin gains a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two additional levels the assassin gains. [h3]Uncanny Dodge[/h3] Retains Dex bonus to AC even flat-footed, except immobilized. Special: When a character would gain uncanny dodge a second time (for her second class), she instead gains improved uncanny dodge, if she does not already have it. [h3]Improved Uncanny Dodge[/h3] You can no longer be flanked (so rogues cannot use flank attacks to sneak attack you), unless the attacker has at least 4 rogue levels higher than the sum of your class levels that gained uncanny dodge. [h3]Auto Gained Abilities:[/h3] Lv 1 Sneak Attack +1d6, Death Attack Lv 2 Save Bonus against Poison +1, Uncanny Dodge Lv 3 Sneak Attack +2d6 Lv 4 Save Bonus against Poison +2 Lv 5 Sneak Attack +3d6, Improved Uncanny Dodge Lv 6 Save Bonus against Poison +3 Lv 7 Sneak Attack +4d6 Lv 8 Save Bonus against Poison +4 Lv 9 Sneak Attack +5d6 Lv 10 Save Bonus against Poison +5 [h3]Others:[/h3] Brute Throw also applies to Sling Fixed: Divine Favor and Prayer luck bonuses stack bug Fixed: access save/load menu items in battle Some windows can be confirmed with spacebar Optimized some UIs Updated French text (by Soifran) [h1]New Adventure Mode Dev Preview #4:[/h1] [h3]Dungeons[/h3] As common adventuring locations, dungeons can be subdivided into various types, such as caves, ruins, remnants, temples, towers, and graveyards, etc. These dungeons have different shapes and are located in different terrain environments, and also affect the types of monsters inhabiting them; for example, animals usually inhabit caves, while undead creatures are more likely to roam around graveyards. [img]https://clan.cloudflare.steamstatic.com/images//27379329/835d72d681b6f54c65bf77bd7d52f485a4e882be.jpg[/img] [img]https://clan.cloudflare.steamstatic.com/images//27379329/194d4c2b2e9dbf12d00e88525af7f5f164ad52bb.jpg[/img] [img]https://clan.cloudflare.steamstatic.com/images//27379329/852336b0182979fa321f3fa84d06692bbf24dc07.jpg[/img] [img]https://clan.cloudflare.steamstatic.com/images//27379329/cb4dfeb1a7182eabbc8b449a409bc874f12b6e09.jpg[/img] [img]https://clan.cloudflare.steamstatic.com/images//27379329/44c19fb925f6ddb49f14cca8dec730911e94bb32.jpg[/img] [img]https://clan.cloudflare.steamstatic.com/images//27379329/0a18915db80fddc622496a6059a51a782372ebaa.jpg[/img] [img]https://clan.cloudflare.steamstatic.com/images//27379329/a7d9ddd93405195c699ba7d06e377acd9c5f7a8e.jpg[/img] [img]https://clan.cloudflare.steamstatic.com/images//27379329/94c98a6355d76def61e3b7f71c4b4a80c38f083e.jpg[/img] [img]https://clan.cloudflare.steamstatic.com/images//27379329/6bc128b34a1c352cc4b729744411cd873fcc3470.jpg[/img] [img]https://clan.cloudflare.steamstatic.com/images//27379329/3573dd5508d7a8f34dca298f6ee5f04a45488c7c.jpg[/img] [img]https://clan.cloudflare.steamstatic.com/images//27379329/f6df2a75efd89f08073c2d0351ac9562b2cfab10.jpg[/img] [img]https://clan.cloudflare.steamstatic.com/images//27379329/79d82fa0b5fb028984f023b6f411cae6f5261de7.jpg[/img] [img]https://clan.cloudflare.steamstatic.com/images//27379329/e1d6b082a0aedaf2130f7483ff16b374fbd1177f.jpg[/img] [img]https://clan.cloudflare.steamstatic.com/images//27379329/e0258de95b95d76f6f0d8a8e9ed9352069c1ee8b.jpg[/img] [img]https://clan.cloudflare.steamstatic.com/images//27379329/34083a4396399ccdec81c0bd41e9b9ed50278244.jpg[/img] [img]https://clan.cloudflare.steamstatic.com/images//27379329/c45b7dc4d6f603b0e68d497847501d7c32922f90.jpg[/img] [h3]Next, we'll work on (rough list):[/h3] Adventure mode, and its predecessor works: player races (Minotaur, Centaur), feats and spells, etc. [b]Note:[/b] If you have any suggestions or feedback, please feel free to leave them in this announcement or send to support@lowmagicage.com (attach your saves if necessary: game folder/saves).