Assassin (Class)

Someone skilled at stealth-based elimination.

Hit Dice 1d6
Maximum Level 14
Armor Leather or Studded, shields
Weapons Any
Languages Alignment, Common, Assassins’ Cant

Alignment

May not be lawful.

Assassin Skills

  • For most, roll 1d100, result under score is success. For hear noise (HN), use 1d6.
  • Referee should roll in secret for hear noise (HN), hide in shadows (HS), and move silently (MS).
Assassin Skills Chance of Success
Level AS CS HN HS MS
1 0 87 2 20 25
2 0 88 2 25 30
3 0 89 3 30 35
4 -1 90 3 35 40
5 -1 91 3 40 45
6 -2 92 3 45 50
7 -2 93 4 50 55
8 -3 94 4 55 60
9 -3 95 4 60 65
10 -4 96 4 65 70
11 -4 97 5 70 75
12 -5 98 5 75 80
13 -5 99 5 80 87
14 -6 99 5 85 95
  • Assassination (AS): +4 bonus to hit when attacking unaware humanoid from behind. On a hit, victim must Save vs Death at listed penalty or die instantly.
  • Climb sheer surfaces (CS): Roll for every 100’ climbed, failure means falling from the halfway point (and taking fall damage).
  • Hear noise (HN): Improved listening (at doors, etc.) in quiet areas (not in combat), uses 1d6.
  • Hide in shadows (HS): Must stand still, can’t be done while attacking or moving.
  • Move silently (MS): Sneak past enemies unnoticed.

Disguise

Masters of disguise, able to pass close scrutiny.

  • 2% base chance of detection.
  • +2% when posing as another class or race.
  • May alter apparent height (from up to 5" taller to 3" shorter) or weight (from slightly thinner to much bulkier).
  • Everyone the disguised assassin meets may roll.
    • Roll may be repeated each subsequent day.

Hirelings

Most hirelings won’t work for known assassins.

  • Characters of 1st-3rd level may not employ mercenaries retainers, or specialists.
  • Starting at 4th level, may hire other assassins of lower level.
  • Starting at 8th level, may hire thieves as well.
  • Starting at 12th level, may hire any type of character.

Poison

When using poisons, target gets -2 on any Saves vs Death.

Stronghold

After 12th level, may attempt to take over an existing assassins’ or thieves’ guild by killing the current guild-master.

  • Killing may be done by any means (duel, assassination, poisoning, etc).
  • If successful, character is able to maintain a guild of 7d4 members.
    • 75% of existing members will leave.
    • New members will arrive in time (usually as level 1 assassins).
Level Advancement
Level XP HD Atk
Mod
Saving Throws
D[1] W[1:1] P[1:2] B[1:3] S[1:4]
1 0 1d6 0 13 14 13 16 15
2 1,500 2d6 0 13 14 13 16 15
3 3,000 3d6 0 13 14 13 16 15
4 6,000 4d6 0 13 14 13 16 15
5 12,000 5d6 +2 12 13 11 14 13
6 25,000 6d6 +2 12 13 11 14 13
7 50,000 7d6 +2 12 13 11 14 13
8 100,000 8d6 +2 12 13 11 14 13
9 200,000 9d6 +5 10 11 9 12 10
10 300,000 9d6+2 +5 10 11 9 12 10
11 425,000 9d6+4 +5 10 11 9 12 10
12 570,000 9d6+6 +5 10 11 9 12 10
13 750,000 9d6+8 +7 8 9 7 10 8
14 900,000 9d6+10 +7 8 9 7 10 8

  1. D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells ↩︎ ↩︎ ↩︎ ↩︎ ↩︎