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).
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 | 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 |