Assassin - thief [minor]
age - 12.
Level 10
Stats:
Stregth - 7
Dexterity - 8 (declined) | 15 [speed and agility. Together with strength. Also concerns how good you are with your hands.]
Intelligence - 19 [speed of thought, capability to process and maintain new information, analysis imagination and thought. Concerns spell damage and spell pen]
Constitution - 10(3)
Wisdom - 12 [capability to learn and store information. Concerns memory, perception, mana]
Charisma - 12 [extra knoweldge has been received. has links to the soul. Benefits soul magic. Help mind magic. Gives a soul extra stregth. Subconciously emits an aura that makes others more perceptive to like you. Endear to you, or be inspired by you. Which gets negated by other’s charsima mod. Aura can be transmitted through words, spells, music or literature. Concerns bardic and mind magic.]
Level 1.
Class mod-
Health - .8
Mana - 1.0
Health - base*class_mod*constitution = 80 HP. Current = 30.
Mana - base*max(wisdom, avg(wisdom, (10 + charisma)/3)) = 121
Taken from Royal Road, this narrative should be reported if found on Amazon.
Spell pen - base*int_mod = 4.5
Spell damage - base*int_mod*2 = 9 (per mana point)
Skills
Dagger proficiency - 1. Increase dagger damage dealt by 1%.
Knife proficiency - 1. (falls under daggers).
Hidden weapon proficiency - 1. Allows for the use of sneak attack. Delivers extra damage based on dexterity and strength. Arcane damage. 10% extra damage on successful sneak attack. Must will save or suffer the damage.
Perception - 11. Perceive the world around you better. Allows you to detect traps and find weak spots more easily. Lets you read other people’s minds at higher level. 110% raises higher perception.
Slight of hand - 10. Lets the thief steal with added proficiency. Dependant on willpower and execution on dexterity. 100% added chance of success, increase proficiency, when trying to do something without the other noticing.
Spells
Coat dagger - 10. Deliver arcane aura to the chosen dagger. Combines with the use of sneak attack. Allows for 10 mana at current strength.
Minor necrosis - 12. Let’s the user coat the weapon with necrosis damage. Attacks made by this weapon are more likely to fester. If used with necrosis mana would deliver extra damage based on mana strength.
Bleed - 3. Forces blood to gush the victim’s wounds. Removes some of their strength and delivers constitution damage. Currently .3 damage for strength. .2 for constitution.