Sunday, December 31, 2023

Profession: Assassin

 ASSASSIN

Assassins are dual-classed martial artists/spies who specialize in various covert activities and the killing of individuals for pay. Most assassins are members of a secret society or cult (such as the Japanese Ninja), each group having its own “territory” or sphere of influence. Certain lawful evil religious sects are known to employ assassins for their own dark purposes, and mercenary assassins are sometimes found for hire in large cities and trading ports.

Fees for assassinations vary widely but are normally at least 2x the rates which bounty hunters can command, reflecting the highly dangerous nature of this profession. Because assassins are both feared and hated by most other individuals, they must adopt the most secretive of ways simply to ensure their own survival. Reprisals from the families, friends, and associates of their victims are quite common, and rival cults of assassins occasionally engage in deadly struggles over territorial disputes.

Assassins possess the special ability (known as Assassinate) to deliver a fatal blow, thrust or strike with a single attack. The dagger or garrote is most often used for this purpose, as these weapons are easy to conceal and can be used quickly. The Assassinate ability cannot be used in combat unless the intended victim can be attacked from behind or surprised. Chance of success for any attempted assassination is 35% + 5% per level of ability (95% maximum).

Note: A standard attack roll is necessary for any attempted assassination unless the intended victim is unconscious, incapacitated, or asleep. If the assassin scores a hit, the Assassin/ate % is then rolled; if this roll is successful, the attack is fatal. If not, the victim merely takes normal damage from the weapon being employed.

All assassins also possess the following special abilities:

  • +1 Saves vs Speed
  • +1 Saves vs Perception: This ability improves by +1 per every 4 levels of ability gained

At the Game Judge’s option, neutrally aligned groups or cults of assassins may be allowed in the campaign. Members of such groups will have the same abilities as their evil counterparts, but will not work for pay. Instead, neutral assassins will volunteer their services to such causes as they deem worthwhile, and may even work against evil assassin cults and groups.

  • Minimum Attributes: SPD: 12 INT: 12 DEX: 14 PER: 10
  • Alignment: Any Evil Alignment (or neutral, if allowed)
  • Combat Capabilities: Highly Trained
  • Special Abilities: See text
  • Dual-Classed

SKILLS

Level 1

  • Any 2 Weapons
  • Catwalk
  • Stealth
  • Evade Pursuit
  • Martial Arts I

Level 2

  • 1 to Hit
  • Infiltrate
  • Tailiing

Level 4

  • 1 to Hit

Toxic Powders

  • 1 Additional Weapon

Level 6

  • 1 to Hit
  • Martial Arts II
  • 2 Attacks per Round

Level 8

  • 1 to Hit

Venoms and Poisons

  • Level 10
  • 1 to Hit
  • 1 Additional Weapon

Level 12

  • 1 to Hit
  • 3 Attacks per Round

Level 14, 16, 18, 20, etc.

  • 1 to Hit