Assassin

đź’ˇ Requirements: None Prime requisite: DEX Hit Dice: 1d4 Maximum level: 14 Armor: Leather, shields Weapons: Any Languages: Alignment, Common

Assassins are adventurers who specialize in the arts of infiltration and killing by stealth. They sometimes form guilds whereby their illicit services may be hired.

Alignment: Assassins may not be lawful.

Adjust ability scores: During character creation, assassins may not lower STR.

Assassin Skills

Assassins can use the following skills with the chance of success shown.

Assassin Skills Chance of Success

Level AS CS HN HS MS
1 0 87 1-2 20 60
2 0 88 1-2 25 65
3 0 89 1-3 30 70
4 -1 90 1-3 35 75
5 -1 91 1-3 40 80
6 -2 92 1-3 43 85
7 -2 93 1-4 46 90
8 -3 94 1-4 50 95
9 -3 95 1-4 53 99
10 -4 96 1-4 56 99
11 -4 97 1-5 60 99
12 -5 98 1-5 63 99
13 -5 99 1-5 66 99
14 -6 99 1-5 70 99

Rolling Skill Checks

Hear noise: Is rolled on 1d6. If the roll is within the listed range of numbers, the skill succeeds.

Assassination: Is not rolled as a check. Other skills: Are rolled on d%, with a result of less than or equal to the listed percentage indicating success.

Player Knowledge

The referee should roll for HN, HS, and MS on the player’s behalf, as the assassin does not immediately know if the attempt was successful. If an HS or MS roll fails, the referee knows that the assassin has been noticed and should determine enemies’ actions appropriately.

Combat

Assassins cannot wear armor bulkier than leather but may use shields. Theyan use all types of weapons.

Disguise

Characters of any class may don disguises, but assassins are masters of the art—able to create disguises that pass even close scrutiny.

Chance of detection: Everyone the assassin meets has a 2% chance of spotting the disguise. This roll is repeated once every subsequent day of meeting.

Posing as another class, race, or sex: Increases the chance of being detected by 2% per change.

Height and weight: A disguise may alter height (up to 3” shorter or 5” taller) or weight (slightly thinner, much bulkier).

Hirelings

Assassins of 1st–3rd level may not employ retainers, mercenaries, or specialists. From 4th level, an assassin may hire other assassins of lower level. From 8th level, an assassin may hire thieves, and from 12th level any type of character.

Poison

Victims of a poisoning by an assassin (see Poison, p98) suffer a –2 penalty to the saving throw.

After Reaching 12th Level

An assassin may attempt to take over an existing guild of assassins or thieves by killing the old guild-master. This may be achieved by any means (e.g. poisoning, assassination, duel). If successful, the character can maintain a guild of 7d4 members. 75% of the existing members will leave, but new members (typically 1st level assassins) will arrive over time.

Assassin Level Progression

Level XP HD Atk Bonus Sv. D Sv. W Sv. P Sv. B Sv. S
1 0 1d4 0 13 14 13 16 15
2 1,500 2d4 0 13 14 13 16 15
3 3,000 3d4 0 13 14 13 16 15
4 6,000 4d4 0 13 14 13 16 15
5 12,000 5d4 +2 12 13 11 14 13
6 25,000 6d4 +2 12 13 11 14 13
7 50,000 7d4 +2 12 13 11 14 13
8 100,000 8d4 +2 12 13 11 14 13
9 200,000 9d4 +5 10 11 9 12 10
10 300,000 9d4+2* +5 10 11 9 12 10
11 425,000 9d4+4* +5 10 11 9 12 10
12 575,000 9d4+6* +5 10 11 9 12 10
13 750,000 9d4+8* +7 8 9 7 10 8
14 900,000 9d4+10* +7 8 9 7 10 8

D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.