The Assassin (Sample Character)

The Assassin is a first-level sample character for Champions of the Spheres, suitable for use as a PC or as an NPC. Information on its build rules, and how to adjust for different rules, is included below. This character was created by the community.


The Assassin
Human Troubadour 1
CN Medium humanoid (human)
Init +3; Perception +4

Defense

AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +2

Offense

Speed 30 ft.
Melee War Razor +3 (1d4+1/19-20)
Ranged Hand Crossbow +3 (1d4+1/19-20)
Space 5ft.; Reach 5ft.

Magic

Caster Level 1; MSB +1, MSD 12, Concentration +4
Tradition Blood Magic (Boons: Deathful Magic, Fortified Magic, Overcharge; Drawbacks: Draining Casting, Extended Casting, Somatic Casting (2), Verbal Casting, Limited Divination: Sense (Divination)); CAM Cha
Spell Points 4
Divination sphere - DC 13, Duration concentration, Range Medium (110 ft.), Talents Dowsing, Witness The City
- divine (dowsing, magic; 1sp: witness the city)

Martial

Tradition Guild Training (Alchemy sphere (poison) package; Equipment sphere: Finesse Fighting, Rogue Weapon Training; Fencing sphere); PAM Cha
Alchemy sphere - DC 13, Packages poison
- poison (fatigue)
Equipment sphere - DC 13, Talents Finesse Fighting, Rogue Weapon Training
- discipline (proficient w/ blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short bow, short sword, starknife, switchblade knife, sword cane, war razor, and whip)
- finesse fighting (may use Dex instead of Str for melee attack rolls)
Fencing sphere - DC 13
- fatal thrust (+1d6 precision damage)
Scout sphere - DC 13, Talents Lurker
- lurker (extra-sensory senses still require a Perception check to detect)
- scout (swift action, identify creature's weaknesses)

Statistics

Str 13, Dex 16, Con 12, Int 10, Wis 10, Cha 16
Base Atk +0; CMB +1; CMD 14
Feats Extra Combat Talent (2); Associated Feats Lurker in Darkness, Weapon Finesse
Skills Acrobatics +7, Bluff +7, Diplomacy +7, Disguise +7, Escape Artist +7, Perception +4, Sense Motive +4; Associated Skills Craft (alchemy) +4, Stealth +7
Gear hand crossbow, war razor, and 42 gp worth of other equipment

Special Abilities

Alchemy Sphere Training in the Alchemy combat sphere teaches you how to quickly and efficiently combine volatile chemicals for new or enhanced effects.

When you gain the Alchemy sphere, you gain 5 ranks in the Craft (alchemy) skill, plus 5 ranks per additional talent spent in the Alchemy sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Craft (alchemy) skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature. You also gain the Formulae or Poison packages. (Selected: Poison)

Alchemy: Poison Package You may create a special poison as a standard action, or a move action if you have access to an alchemist’s lab or alchemist’s crafting kit. This special poison forces the opponent to make a successful Fortitude save against it (saving throw DCs are determined using the normal formula for combat sphere talents but substituting ranks in Craft (alchemy) for base attack bonus) or become fatigued for 1 minute. This poison may be contact, ingested, inhaled, or injury (chosen when created), but you cannot increase its DC by using multiple doses.

Some (toxin) talents have additional effects when a creature fails multiple saving throws against a poison; these toxins can affect a creature who has already failed a saving throw against their effects if the target is exposed to additional applications of the same toxin on subsequent rounds, requiring an additional saving throw, though a single target cannot be affected by the same (toxin) more than once per round.

The necessary ingredients for creating poison are contained within an alchemy crafting kit or alchemist’s lab and are otherwise gathered over the course of a given day; there is no monetary cost to creating a poison. You may apply this poison to a weapon as part of the same standard or move action used to create it and do not risk poisoning yourself when doing so.

After creating a poison, you may make a melee touch attack against a target (if using a contact poison) or throw the poison (if using an inhaled poison) as a standard action. A poison remains potent until used or for 1 round +1 per 4 ranks in Craft (alchemy) you possess, whichever comes first. Inhaled poisons are considered splash weapons that fill up a 10 ft. cube when used.

(Toxin) talents modify your poison in some way, causing it to have a variety of different effects. You may apply a single (toxin) talent to your poison at the time of creation.

Divination Sphere You possess the divination sphere. You have Limited Divination (Sense), so you cannot use Sense talents.

Divination: Divine You may divine to gain information. To divine, you must spend 10 minutes meditating, although you may spend a spell point to decrease this time to a single standard action. Divining always has a duration of concentration, but you must spend a full-round action concentrating (you can take no other action, not even walking); you are flat-footed while divining.

When you divine, you detect the strength and location of all magical auras within Medium range. You do not know the exact caster level of an item or spell, but you may sense the aura’s general strength according to the chart on the Divination page. To determine the spell school or sphere of the effect, you must pass a Knowledge (arcana) check with a DC equal to 15 + 1/2 the caster level.

A magical aura lingers after its original source dissipates (in the case of a spells and sphere effects) or is destroyed (in the case of a magic item). In such a case, divining reveals an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power.

When using Spellcraft to identify the properties of a magic item, you may use divine in place of the detect magic spell. Outsiders and elementals are not magical in and of themselves, but if they are summoned, the conjuration effect registers. Divining can penetrate most barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Divination: Dowsing You may spend a spell point to divine the location of a creature or object within range. This may be a specific creature or object or a kind of creature or object, but either way you must have a clear mental image of the creature or object to divine for it (thus, you could not divine broadly for traps, creatures of a broad creature type, etc.). If divining for a kind of creature or object, you only locate the closest item of that kind. This method of using divine is not blocked by wood or stone, but is still blocked by lead.

Divination: Witness the City You may spend a spell point to see, hear, smell, feel, and even taste a torrent of past scenes and pieces of conversations related to anything in a settlement you are currently in. At the end of each of your turns for the duration of this divination, make a single Diplomacy check to gather information as though you had spent 1d4 hours talking to local people, without having to use an action to do so. Multiple Diplomacy checks made to gather information on the same topic always grants the same information as the first check. You can use your Perception bonus in place of your Diplomacy bonus if you so wish. However, you can only make a number of such checks equal to 1/2 your caster level (minimum 1) each time you use this talent.

Note: Settlements range in population size from fewer than 20 (thorp) to greater than 25,000 (metropolis). In order to maintain the balance of this talent, it is suggested that when working with particularly large settlements that GMs restrict the use of the talent to districts of the settlement.

Equipment: Finesse Fighting You may use your Dexterity modifier in place of your Strength modifier when calculating your melee attack rolls with light weapons and weapons with the finesse weapon special feature. You may take this talent a total of two times. If taken a second time, whenever you make an attack using your Dexterity bonus on attack rolls and your Strength bonus on melee damage rolls, you may also add 1/2 your base attack bonus (minimum 1) as a bonus on that damage roll. Associated Feat: Weapon Finesse.

Equipment: Rogue Weapon Training You gain proficiency with the blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip. Additionally, you gain a +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person. At +10 base attack bonus, this competence bonus increases to +4.

Fencing Sphere Fencers are quick fighters who use nimble footwork and expert feints to open up their target before landing a fatal blow.

When you gain the Fencing sphere, you gain 5 ranks in the Bluff skill, plus 5 ranks per additional talent spent in the Fencing sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Bluff skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature. You gain the following ability: Fatal Thrust.

Fencing: Fatal Thrust Whenever you make an attack action or an attack of opportunity against a target that is within 30 ft. and that you are flanking, that is flat-footed, or that has lost its Dexterity bonus to AC (such as through a successful feint), you deal an additional +1d6 precision damage to the target. This damage is not multiplied on a critical hit. This damage increases by an additional 1d6 precision damage for every 5 points of base attack bonus you possess.

A fencer may apply the effects of a single (exploit) talent to any fatal thrust.

Limited Divination (Sense) You cannot use any (sense) abilities from the Divination sphere.

Method Acting Every non-base persona a troubadour possesses possesses its own unique abilities, based upon what trope that persona falls into, and as the troubadour steps into those roles, he acquires those abilities. Each persona may possess only one trope. If the troubadour gains a skill rank, feat, or talent as part of his base persona that was also granted to him by a persona, he may immediately replace that skill rank, feat, or talent on the non-base persona.

Each trope grants a trope benefit at 1st level, as well as access to a list of persona quirks. Each persona gains one persona quirk of the troubadour’s choice at 3rd level and every 2 levels thereafter from those granted by its trope or tropes. Unless specified otherwise, a persona quirk cannot be granted to the same persona more than once.

Performers Synergy (Ex) A troubadour has played so many parts in his life that he can pull expertise from them at a moment’s notice to give himself insight and resilience of mind and heart. Whenever the troubadour is in his base persona, he gains a +1 morale bonus to all saving throws. This bonus increase by 1 at 5th level and every 4 levels thereafter.

At 10th level, the troubadour’s ability to perform a variety of parts means he no longer needs to prepare a persona to access a trope’s benefit. As a move action, the troubadour can grant his base persona one trope of his choice, so long as he has at least one persona with that trope. He does not, however, gain any persona quirks. The troubadour retains this trope indefinitely, until he spends another move action to choose a different trope benefit to gain, which then replaces the first. Abilities with a limited number of uses (such as the lover or cunning servant trope powers) share their uses between the base persona and any other personas that possess them.

At 20th level, the troubadour can grant his base persona two trope benefits as a move action, rather than only one.

Personas (Ex) A troubadour is an expert actor, who not only can appear to become someone different, but with practice and dedication can begin to think and act like them as well. For all intents and purposes, when the troubadour adapts a persona, he becomes another person entirely. A troubadour can only adopt one persona at a time.

Along with his true self (his ‘base persona’, which may never be changed), the troubadour begins play with two additional personas of his own creation. These alternate personas can have the same characteristics as his base persona, but may also have a different name, a different appearance, a different alignment (but only within 1 step of the troubadour’s true alignment), and may even be of a different race (although the troubadour does not gain that race’s size, racial abilities, etc.). These changes can qualify the troubadour for feats and other abilities that would normally be outside his ability to gain, but for the purpose of all feats, talents, and abilities, the troubadour only gains the benefits while in a persona that meets all the prerequisites.

A troubadour gains an additional persona for every 5 troubadour levels he possesses, and gains these personas instantly when he gains the appropriate level, as it is assumed he has been working on these new personalities in his spare time during his adventures.

Although a persona may possess any number of traits, adopting a persona is not the same as appearing as that persona. If a persona possesses the same race and appearance as the troubadour, no disguise is required (however, any creature familiar with two or more personas with the same face will immediately recognize they are the same person). However, the troubadour may choose to mix a persona with a disguise, allowing the persona to appear as a completely different person. In this case, a Disguise check is required, but only when the troubadour encounters people familiar with two or more of his personas, when the troubadour suffers a penalty to his Disguise check (for example, when the troubadour is attempting to pass himself off as a different race, size, or gender) or in other situations where the troubadour is attempting to derive a specific benefit from his disguise or otherwise hide his true identity (for example, when using an orc persona to gain access to an orc stronghold).

It takes 10 minutes for a troubadour to prepare a persona, during which time the troubadour usually applies makeup and costume, recites lines, or performs other mental exercises to shift themselves into the character. This change is as much mental as physical, and while the troubadour can don a Disguise as part of this change, items that apply quick disguises (such as a hat of disguise) do not reduce this required time. A troubadour can change his prepared persona at any time, provided he can spend 10 minutes preparing the new persona. Once a persona has been prepared, the troubadour can switch between his base persona and his prepared persona as a free action, usable once per round. Switching to his base persona does not remove any disguise, but breaking character in any way (reverting to a base persona or switching to a different persona without changing appearance) immediately reveals the truth about the troubadour’s multiple personas (although with GM permission, some fast Disguise and Bluff checks might manage to hide the truth).

It is possible for a troubadour to permanently change one of his personas into a completely different persona, but doing so requires 5 days of work. This follows the rules for creating a magic item (8 hours of work per day, this work may be divided up over multiple days, and development may be done while traveling on foot or mounts, but doing so reduces the amount of time that may be dedicated per day in half (4 hours), and such work on the move is only half as effective (netting only 2 hours of development)).

While working to create a new persona, the troubadour must choose an old persona for it to replace, other than his base persona. This persona is removed from the troubadour’s list of personas at the time he begins work on the new persona. The troubadour may cease work on one persona to begin creating a different persona, but all work on the previous persona is lost when the change is made. If the troubadour is attempting to recreate a persona he used in the past (same name, same alignment, same abilities as far as were available at the level it was last used), development takes half the usual time.

Although a troubadour does not need to hide his true face to adopt a persona, if the people the troubadour is interacting with are not aware that the troubadour possesses other personas, he gains a number of special benefits.

So long as knowledge about his multiple personas is unknown, Knowledge checks about one of the troubadour’s personas do not reveal information about the other personas.

Any attempts to scry or otherwise locate the troubadour only work if the troubadour is currently in the persona the creature is attempting to locate (or if the creature knows that the two personas are the same individual). Otherwise, the spell or ability has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

Beyond these, there may be other benefits, as determined by the GM. For example, so long as two personas are not connected to the same individual, criminal activity and other actions taken by one persona do not affect the social standing of the other personas.

Note: If the troubadour possesses the dual identity class feature (such as from vigilante class levels), he may choose to make his vigilante identity a persona, gaining the benefits of the method acting class feature while in his vigilante identity. The troubadour uses the lesser time required when changing into a vigilante persona.

The Assassin has 'drow assassin' and 'halfling bard' as persona's prepared, but may spend 10 minutes to replace a prepared persona with a new one. The character can switch between prepared personas once each round as a free action. Attempts to gather information or scry on persona that the character is not currently using fails.
- CE male Drow Assassin (Scoundrel trope)

  • Sneak Attack (+1d4)

- CG female Halfling Bard (Lover trope)

  • Bardic Performance 6 rounds per day

Scout Sphere Training in the Scout sphere teaches you how to hide from danger, identify potential threats and hazards, track opponents through almost any environment, and identify a creature’s key weaknesses. When you gain the Scout sphere, you gain 5 ranks in the Stealth skill, plus 5 ranks per additional talent spent in the Scout sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Stealth skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.

All practitioners of the Scout sphere gain the following ability: Scout.

Scout: Lurker Creatures using unusual forms of sensory perception such as blindsight, greensight, or tremorsense cannot automatically foil your use of Stealth; such creatures must make a Perception check as normal to detect you when you make use of the Stealth skill.

Lurker foils divination spells and Divination sphere sense abilities in the manner described above, but has no effect on spell, sphere, spell-like, or supernatural abilities specifically used to uncover information about you rather than enhancing the user’s perception, such as when scrying or using the Divination sphere‘s divine abilities.

Scout: Scout As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.


Build Rules

20 Point Buy. If higher, raise Charisma. If lower, reduce Strength and Wisdom.

Suggested Growth

Future combat talents should focus in the Alchemy, Fencing, or Scout spheres.

Future magic talents should focus in the Divination sphere. It may however be beneficial to dip into any of the following spheres: Alteration, Illusion, Mind, or Warp spheres.

Notes

This character has no traits selected.

Similarly, besides weapons (hand crossbow and war razor), no gear or equipment have been preselected. The character has 42 gp left to purchase equipment. Buy what you need, but note that somatic casting interferes with armor and shields.


Playing The Assassin

The assassin uses divinations in their 'base persona' to find targets. Once a target has been reached identified, the character switches to the 'drow assassin' persona and takes out the target with poisoned weapons.

When not hunting or tracking down targets, the character spends their time in the 'halfling bard' persona entertaining nobles or peasants alike.


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