Prime Stat(s): Strength, Dexterity, Intelligence
Ability Requirements: 12 Strength, 12 Dexterity, 11 Intelligence
Assassins are experts in the art of subtle and not-so-subtle systematic threat elimination. They have intimate knowledge of the body, and use it to devastating effect when carrying out contracts or when killing for a cause. Such individuals tend to have gained the experience and proficiency in the arts they have for a reason, one generally hidden in a dark past. There can be “good” assassins, after the manner of the Boondock Saints, but these are few and far in-between. Much more common are individuals who convince themselves of the necessity of their work, their lack of guilt regarding their actions, or their justification in their actions. These individuals are more commonly considered to be neutral or evil. Most assassins follow some manner of personal code rather than the code of an organization, though such organizations do exist, and are very powerful.
Granted Weapon Proficiencies: 4 Discretionary
Any martial weapons.
Granted Nonweapon Proficiencies: 4 Discretionary
Any Fighter or Rogue nonweapon proficiencies.
Hit Dice: d8
Assassins with Strength, Dexterity, and Intelligence scores above 16 get a 10% experience bonus.
Cannot cast magical spells.
Can use most magical items.
Potions, Protection Scrolls, Most Rings
Enchanted Armor, Weapons, and Shields
At Name-Level, a Assassin may be invited to join an existing Assassins’ Guild.
The chance of this is 20% per level, rolled each week a character spends in a city.
Chance is rolled upon entering the city the first time in a given week.
Chance is rolled seperately for each city entered in a given week.
At Name-Level, an Assassin may attract followers and companions.
The followers expect to be paid. Pay is subject to negotiation.
Elite followers and the Leader are treated and paid better than normal.
The chance of attracting followers is 5% per level, + CHA.
The chance is modified by -10% per level of the highest level prospect.
A assassin gains 20 points to spend on improving thieving skills each time said assassin levels up. No more than 15 points can be spent on any one skill per level.