Requirements: Strength 12, Dexterity 12, Intelligence 12
Prime Requisite: None
Hit Dice: 1d6
Starting GP: 20-120 (2d6x10)
There are no known assassins in the Northern Reaches…and they prefer it that way.
•Guild: Must be a member of a thief’s or assassin’s guild
•Money and Dues: Must pay 10% of all earnings to the guild
•Weapons and Armour: Thieves may wear leather armor and studded leather, they may use shields. Assassin’s may use any weapon.
•Backstab: Assassin’s may backstab like a thief. The assassin must catch his opponent unaware using his move silently and hide in shadows ability. Under these conditions the thief may attack at +4 and multiply all damage by 2.
•Assassination: Assassin’s may also roll to instantly kill a backstab victim (see AEC 10)
•3rd Level: Assassin’s may use a thief’s special abilities including Pick Locks, Find Traps, Pick Pockets, Move Silently, Climb Walls, Hide in Shadows, and Hear Noise.
•Law: Assassin’s may not be lawful in alignment
•Henchmen: Assassin’s may only hire henchmen at 4th level and they must be assassins.
•Additional Languages: An assassin with 16 intelligence may learn an additional alignment language (see house-rules). An assassin with 18 intelligence may know all three alignment languages.
•Disguise: See AEC 10 / •Poison Use: See AEC 10-11.
Experience Points | Character Level | Level Title | To Hit Bonus | Hit Dice(d6) |
---|---|---|---|---|
0 | 1 | Throat-Cutter | +0 | 1 |
1,501 | 2 | Garotteur | +0 | 2 |
3,001 | 3 | Murderer | +0 | 3 |
6,001 | 4 | Backbiter | +1 | 4 |
12,001 | 5 | Master Throat-Cutter | +1 | 5 |
24,001 | 6 | Silent Killer | +2 | 6 |
48,001 | 7 | Death Dealer | +2 | 7 |
96,001 | 8 | Assassin | +2 | 8 |
192,001 | 9 | Guildmaster | +3 | 9 |
Races: Human, Half-Orc, Elf, Half-Elf, Halfling, Gnome, Dwarf
Classes: Fighter, Barbarian, Ranger, Paladin, Assassin, Thief, Cleric, Druid, Monk, Magic-User, Illusionist