Assassin This kit is intended for evil aligned characters, as the act of killing for
pay cannot be justified as a good act. In any society there exists an element
that wishes to dispose of rivals, business competitors, and any others deemed to
be in the way. It is to this element that the assassin, a hired killer,
caters. Unlike simple warriors or soldiers, the assassin relies on anonymity and
surprise to earn his living. A successful assassin may not even be seen by his
target. Slipping out of the darkness or a crowd of friends, the assassin does his
dark deed and disappears.
Social ranks: Assassins tend to be well-off, as their services are expensive. Further, they
often are educated, which helps them fit into different segments of society to
stalk their prey. Roll 2d6 to determine an assassin’s rank.
2d6 roll
| Rank
|
2–3
| Lower Class
|
4–6
| Lower Middle Class
|
7–11
| Upper Middle Class
|
12
| Upper Class
|
Requirements: To take this kit, a character must have a minimum Intelligence/Reason of 10
and a minimum Wisdom/Willpower of 12. The assassin kit is barred to paladins,
rangers, and druids. This kit is open to all player character races. The
character must have evil alignment.
Weapon proficiencies: An assassin can use any weapon allowed to his class. However, many assassins
have one weapon with which they prefer to perform their acts of murder. As he
grows more notorious, evidence of a particular weapon becomes the assassin’s
calling card.
Recommended nonweapon proficiencies: Etiquette, riding (any), healing, disguise, forgery, modern languages,
tracking, reading lips. If the DM allows poison, the assassin must have the herbalism
proficiency to use various toxins. Herbalism gives the character the knowledge
to use natural plants and herbs to produce a variety of poultices, salves, and
toxic compounds. Poison strengths and rules are listed in the Dungeon Master Guide.
Equipment: An assassin must be able to move quickly and quietly, and travel as lightly
as possible. Light armor and small, easily concealed weapons are common
accouterments.
Recommended traits: Alertness, ambidexterity, glibness, precise memory.
Benefits: The assassin’s knowledge of poisons allows him a 5% chance per level to
identify toxic substances. If the assassin has the herbalism proficiency, a +10%
bonus is added to the final number. The means of identifying poisons include
sight, smell, taste, or by a victim’s symptoms. An assassin with the healing
proficiency can treat poison victims with a +1 bonus to his proficiency check.
Hindrances: Assassins suffer a –4 reaction roll penalty whenever they encounter someone
who knows their profession.
Wealth: Assassins receive 150% of the amount listed for their chosen class.
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