Name: Weylan Race: Human Class: Shadow Assassin Level 6
Strength: 12 Dexterity: 15 Constitution: 14 Willpower: 12 Intelligence: 12 Charisma: 10
Manapool: 110 MP Mana regeneration: 14/ hour
Advantage: Shadow Affinity
Affinity for shadow magic, shadows, and darkness in general. Advantages when learning and casting shadow magic.
Resistance to shadow magic.
Increased chance to recognize illusions from shadow magic.
Non-magical effects: Bonuses to sneaking and hiding. Bonus to attack and damage rolls when in shadow or complete darkness. Bonus increases when actively using magic to manipulate shadows.
Disadvantage: Live in Interesting Times
Increases the probability of rare and unique events and quests. Increases the probability of very rare and unique random loot. Easier access to rare or forbidden character classes and abilities.
Feats:
Shadow Sight *
Shadow Manipulation *
Magic Talent (Shadow Affinity Mana only) *
Assassin's Movement (True temporal effect. Twenty percent speed increase in combat or while moving at maximum speed. Permanently slightly enhances all movement skills and effects.)
Phantom Veil (Temporarily blend into the surroundings, increasing stealth and evasion.)
Slippery Mind (When subjected to a mind control effect, you can make an attempt to evade its influence. This attempt can be used once per day.)
Danger Sense
2x [Not yet chosen]
Skills:
Acrobatic Dodge (Journeyman I)
Analysis (Layman I)
Basic Accounting (Layman III)
Climbing (Apprentice VII)
Crossbow (Apprentice VI)
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Dual-handed Combat (Layman V)
Knives and Daggers (Apprentice IX)
Mana Control (Apprentice I)
Mind Block (Journeyman I) - Skill feat (Journeyman): Protected Sleep (Mind Block remains active even during sleep and unconsciousness.)
Picking Locks (Layman I)
Poison Lore (Layman VI)
Resist Pain (Apprentice IX)
Shadow Skating (Apprentice I)
Stealth (Journeyman II)
- Skill feat (Journeyman): Shadebound Agility (You become extraordinarily nimble while sneaking, allowing you to make quick, agile movements without compromising your stealth. You do not trigger traps or pressure plates while moving stealthily.)
Streetwise (Apprentice III)
Sneak Attack (Apprentice IX)
Sword Staff (Journeyman IX): Includes Short-sword, Quarterstaff and Spear usage.
- Skill feat (Journeyman): Shadow Feint (While fainting, shadowy illusions of your weapon deviate from its actual course to confuse your target, making harder to parry your strikes.)
Teaching (Apprentice II)
Trap Lore (Apprentice III)
Spells:
Shadow Gate (Apprentice IV) - Level 3 shadow magic spell.
Connect two shadows you can perceive and open a gate between them.
Shadow Twin (Apprentice II) – Level 3 shadow magic spell
This spell lets your shadow take on your form and fight beside you. It's only irritating in sunlight, where the difference is obvious. In shadowy or dark areas, it is be a devastating distraction.
Equipment:
Spell Focus Finger-length staff with three mythril inlayed runes.
Made by Malvorik. Uses your mana to power one of three spells: Clean, Minor Repair and Dry.
Sword-Staff Looks like a short sword in the smallest size. Variable length, staff retracts into extradimensional storage space inside the blade. Hidden Blade on the opposite end, retractable.
Mental Connection Enchantment: Wielder always knows the orientation and length of the blade, even though the grip is round. Sword-Staff feels like a extension of the wielders body.
The blade has the following enchantments (possible through the mythril alloy): Minor Increased Sharpness, Break Resistance and Slow Self-Repair. If it is damaged, it is fully restored after a few days. Minor scratches and blemishes disappear overnight. You can save yourself the trouble of polishing it or sharpening the blade. Of course, it also counts as a magical weapon when it comes to bypassing the resistance abilities of monsters.
Assassins Shadow Dagger Increased damage and armor penetration in darkness or shadow.
Just a rusty knife in direct light.
Floats when induced with shadow affinity mana, due to an umbranium core.
Boots of the Assassin Silent Steps Enchantment (switchable).
Gloves of the Assassin Invisible, acid-proof, can't be penetrated by needles and blowgun darts. Very practical against a range of poison traps in doors and chests.
But best of all: The gloves vibrate when a magic trigger is within a hand's width of them. Warning: Does not react to mechanical traps, acid or poison.
Dungeon-made Chainmail Sleeveless chainmail. The rings are seamlessly manifested directly from a single piece of hardened steel, making the chainmail highly resistant to even chain-breaking arrows and spear thrusts. Each ring contains a fine core of mythril. Provides a small degree of protection against magic, especially fire magic. It absorbs spells up to level 1 and fire spells even up to level 3. The protective enchantment needs a few minutes to regenerate after a hit. Each individual ring is wrapped in dark fabric. Seamlessly woven. That means it makes practically no noise.
Leather arm and leg protectors
Armband of the Steward Copper bangle. Plain, with only a wider part bearing the seal of Mulnirsheim.
"Officially, it is the seal of the city and is worn by all important representatives of the baron. Show it to the guards in the city or here at the manor and you will be let through immediately. This is also a magical artifact. You cannot remove it without my permission. I can use it to find you at any time. But it also has a useful effect. If you draw a circle around the crest with your finger, it casts a spell that makes you odorless. Handy for escaping dogs or anubians. Works once a day and lasts for about an hour. Get a good night's sleep. Tomorrow your training begins in two classes. You won't actually be able to multiclass, at least not yet, but you need to learn skills and knowledge from both classes. You won't have much free time left."
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