
Assassin
Profession, dual-classed
A dual-classed martial artist and spy who kills for pay, usually as a member of a secret society or cult. Its signature Assassinate ability can slay with one well-placed blow.
CombinesMartial Artist + Spy
From the book
Assassins specialize in covert work and paid killing. Most belong to a secretive society or cult (the Japanese Ninja are the book's example), each group holding its own territory or sphere of influence; some lawful-evil religious sects employ them, and freelance killers turn up in big cities and ports.
Their fees normally run to at least double what a bounty hunter charges. Feared and hated, they live in deep secrecy for their own safety: revenge from victims' kin and friends is common, and rival cults feud over territory.
The Assassinate ability delivers a fatal blow in a single attack, the dagger or garrotte being favored because they hide easily and strike fast; it cannot be used in open combat unless the target can be taken from behind or by surprise. The Game Judge may allow neutral assassin groups, who have identical abilities but take no pay, serving causes they value and sometimes opposing evil cults.
Skills by level
- Level 1
- Any 2 Weapons
- Catwalk
- Hide
- Stealth
- Evade Pursuit
- Martial Arts I
- Level 2
- +1 to Hit
- Infiltrate
- Tailing
- 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
- Level 13
- 3 Attacks per Round
- Level 14, 16, 18, 20, etc.
- +1 to Hit
At a glance
- Minimum attributes
- SPD 12, INT 12, DEX 14, PER 10
- Alignment
- Any evil alignment (or neutral, if allowed)
- Combat training
- Highly Trained
- Hit points per level
- 1 H.P. per point of CON, plus 6 H.P. at first level; then +6 H.P. and any CON bonus per level gained; after 12th level, +1 H.P. per level with no CON bonus (optional rule, page 48)
- Special abilities
- Assassinate: 35% + 5% per level of ability (95% maximum); cannot be used in combat unless the victim can be attacked from behind or surprised; a normal attack roll must hit first unless the victim is unconscious, incapacitated or asleep, then the Assassinate % is rolled; success is fatal, failure deals normal weapon damage; +1 Saves vs Speed; +1 Saves vs Perception, improving by +1 per every 4 levels of ability gained
- Fees and earnings
- Normally at least 2x the rates bounty hunters command
- Restrictions
- Assassinate cannot be used in open combat unless the victim is attacked from behind or surprised
- Equipment
- Dagger or garrotte favored for assassinations (easy to conceal, quick to use)
- Neutral assassins
- Game Judge's option: neutral groups or cults of assassins. Same abilities as evil assassins but will not work for pay; they volunteer for causes they deem worthwhile and may work against evil assassin cults.
The stat block prints 'Mimimum Attributes' (misprint). Dual-classed per the stat block; the text calls them martial artist/spies.
