||Combat Gear potion of bull’s strength (2), potion of resist fire, alchemist’s fire (2); Other Gear +1 leather armor, +1 sawtooth sabres (2), daggers (4), cloak of resistance +1, mask of the mantis, 27 pp
A mask of the mantis is the traditional headgear of a Red Mantis assassin. Designed to both conceal the wearer’s
identity and give the wearer a ferocious appearance, this mask has three daily charges that can be used to gain additional bonuses. As an action, the wearer can spend a charge to gain either darkvision to a range of 60 feet, the effects of see invisibility, the effects of deathwatch, or a +2 step bonus on Perception checks. Once a charge is spent, the effect granted persists for 30 minutes. Multiple effects can be active simultaneously. Charges automatically replenish in 24 hours.
To initiate a prayer attack, a Red Mantis assassin holds her sawtooth sabre (or sabres) out, point down, and weaves the blade in the air. She must be within 30 feet of and visible to her victim. Beginning a prayer attack is an action, and causes her victim to be fascinated by her unless he succeeds at an opposed Hard WIL save. She can maintain the fascination effect by concentrating. The victim can attempt a new save to escape fascination each time a threat (other than the assassin) appears. At any point after 3 turns, the assassin can make an attack against the target, provided the target is still fascinated which counts as ambushing said target.
A Red Mantis assassin can create a veil of red mist two times per day as a free action. The red shroud persists for 3 rounds. It grants a +1 bonus to AP and fast healing 2 each round. This mist cannot be dissipated by wind. If she is slain while this ability is active, she can choose whether to remain corporeal or to disintegrate into a cloud of red mist that leaves behind only her gear in order to deprive her enemies of access to her remains.
Artful Dodger: The Artful Dodger talent requires you to be Unburdened (ENC less than STRx2), and wearing nothing more restrictive than light armour. You possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail the roll.
Armour proficiency (+1 AP)
Sneak attack (+2 steps damage)
1st (4/day)—expeditious retreat, feather fall, magic weapon, vanish