Inventor Kits

Stealth Hunter

The devices made by inventors can be used to suit many purposes. Some inventors decided to specialize in the art of thieving. Their inventions grant them abilities of stealth and precision. It is recommended that the thieving abilities are chosen.

Social rank: Most assassins come from the middle class. Roll 2d6 to determine their rank.

2d6 roll         Social rank

    2             Lower Class

  3-8            Lower Middle Class

 9-12           Upper Middle Class

Requirements: To take this kit the inventor must have a minimum Dexterity of 15 and a Charisma of 12. Stealth Hunters can’t be lawful good.

Weapon proficiencies: A stealth hunter doesn’t take the usual penalties in one small melee weapon of his choice.

Recommended nonweapon proficiencies: direction sense, disguise, forgery, tracking, reading lips, modern languages, herbalism, tumbling.

Equipment: Only light tools and weapons should be carried and no armor heavier than studded leather may be worn.

Recommended traits: Alertness, ambidexterity, glibness, keen senses, precise memory.

Possible inventions: Red DOT Laser, Stealth Clothing, Shadow Projector, Sound Absorber and Alchemical Poisons.

Benefits: Through his specialized interests the stealth hunter receives a +10% bonus to all thieving abilities he possesses. He can improve the abilities with inventions like the shadow projector and the sound absorber. Items like the Red DOT Laser (Distant Object Targeting system) will make aiming with your repeating crossbow a lot easier. Devices that affect thieving skills can be invented with a +10% success bonus.

Hindrances: One big hindrance is that the Stealth Hunter is restricted in his choice of armor just like a thief. Persons that know his profession will mostly react disapproving. Reaction rolls are made with a penalty of -4.

Wealth: Standard

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