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.
- Assassination (AS): When attacking an unaware humanoid from behind, an assassin gains a +4 bonus to hit. If the attack succeeds, the victim must save versus death with a penalty dependent on the assassin’s level (noted in the table opposite). If the save fails, the victim is instantly killed, otherwise the assassin’s attack inflicts normal damage. Who can be Assassinated? Humans / demihumans of any level and humanoid monsters of up to 4+1 HD. (Non-living creatures are immune.)
- Climb sheer surfaces (CS): A roll is required for each 100’ to be climbed. If the roll fails, the assassin falls at the halfway point, suffering falling damage.
- Hear noise (HN): In a quiet environment (e.g. not in combat), an assassin may attempt to listen at a door or to hear the sounds of something (e.g. a wandering monster) approaching.
- Hide in shadows (HS): Requires the assassin to be motionless—attacking or moving while hiding is not possible.
- Move silently (MS): An assassin may attempt to sneak past enemies unnoticed.
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 |
- Modifiers from CON no longer apply.
D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.