Assassins are a sub-class of the thieves and they have the functions of the latter as well as their own. Thus, to be an assassin, a character must have a minimum Strength of 12, an Intelligence of 11 or more, and a Dexterity score of not less than 12. Assassins do not gain any experience bonuses for having high ability scores.
Just as do thieves, assassins have six-sided dice (d6) for determining the number of hit points they can sustain.
Assassins are Evil in alignment (perforce, as the killing of humans and other intelligent life forms for the purpose of profit is basically held to be the antithesis of weal). They can, of course, be Neutral as regards Lawful and Chaotic Evil.
As mentioned above, assassins have thieving capabilities and their own ability functions. Because they can use any sort of shield and weapon, they are generally superior to thieves in combat.
An assassin character need not be a member of the Assassins Guild of the town or city he or she dwells in, but all non-player assassin characters are members of such guilds. There is one such guild in most towns and cities, and each controls an area of from 10 to 100 miles radius around the headquarters town or city. Any assassin discovered in a guild area who is not a member of the local Assassins Guild will be invited to join, thus coming under the authority and command of the Guildmaster Assassin.
The assassin character need not join, but he or she will be under sentence of death if the character performs an assassination while not a guild member. Further discussion of Assassins’ Guilds is given later.
The primary function of assassins is killing. They may use poison ingested or insinuated by weapon. Poison ingested must be put into the food or drink, and the character performing this action must detail exactly when, where, and how the poisoning will be done. The DM will then adjudicate the action.
Assassins attack on the same combat tables as thieves do, including back stabbing. (1)
However, if they surprise a victim, they may attack on the assassination table. The assassin decides which attack mode he or she will use: assassination, back stabbing, or normal melee combat.
[Assassination] gives a roughly 50% chance of immediately killing the victim; and if this fails, normal damage according to weapon type and Strength ability modifiers still accrues to the victim. Thus, if a poisoned weapon is used, the victim must also make the saving throw versus poison or die [or whatever other effects apply].
Assassination Attack. An assassination attack is a special attack against a specified target that has a chance of immediately killing the target.
Procedure. The target must be surprised by the assassin character. The assassin must declare an attack against a specific target to be an assassination attempt. The assassin must then hit the target with a weapon as part of normal combat during surprise segments. Assassins Table II is consulted for the base percentage to inflict instant death (rolling the number indicated or lower). This percentage chance is assumed to be under near optimum conditions. The DM will adjust upward for perfect conditions (absolute trust, asleep or drunk and unguarded, etc.) and downward for situations where the victim has taken precautions or non-optimal conditions exist. In any case, the DM will normally require the assassin to document their plan for the attack along with any actions taken to swing the roll in their favor.
Weapons. Any weapons may be used as long as the assassin is proficient in them, including missile weapons. While poison is often used, it does not affect the chance for an assassination attack, although it will naturally increase the chances of killing the target.
Time Required. The time required for an assassination attack is normal for the type of attack. i.e. No additional time requirement other that the actions called out in the assassins plan presented to the DM.
Failure. A successful hit but failed assassination attempt will result in normal damage. While an assassin of the appropriate level may back stab as a thief, an assassination attack is not and cannot include a back stab attempt.
The percentage shown is that for success (instant death) under near optimum conditions.
The DM may adjust slightly upwards for perfect conditions (absolute trust, asleep and unguarded, very drunk and unguarded, etc).
Similarly, the DM will deduct points if the intended victim is wary, takes precautions, and/or is guarded.
If the assassination is being attempted by or in behalf of a player character, a complete plan of how the deed is to be done should be prepared by the player involved, and the precautions, if any, of the target character should be compared against the plan. Weapon damage always occurs and may kill the victim even though the “assassination” failed.
Performing an assassination will gain experience points for the character—awarded for both the fee paid and the level of the victim.
Fees for Assassination. Typical fees paid (in gold pieces) for assassination are [listed in gold piece value in the table for Minimum Fees for Assassination.] Important, popular, and/or noble victims will be considered as being above their actual level with respect to fee . For example, an elder of a town who is generous and just (thus popular) might be only 4th level, but for purposes of payment for assassination the character would be considered at three times actual level.
Experience for Assassination. An assassin receives 100 x.p. per level of the character assassinated minus or plus 50 x.p. for every level the assassin is greater or lesser than his or her victim. This is modified by multipliers for the degree of difficulty of the mission - simple (multiply by ½), difficult (standard experience). or extraordinary (multiply by 1½). The explanations for difficulty given under Spying should be used as guidelines here. The experience given above is added to the regular experience earned for killing the victim, as if he or she were a monster. Experience is also given for the fee the assassin is paid.
Example. Therefore, if an 8th level assassin snuck up on and surprised a 10th level magic-user in the dungeon and successfully assassinated him, the assassin would receive 1,000 x.p. plus another 100 x.p. since the magic-user was 2 levels higher than he. However, since it was a simple mission, the total 1,100 x.p. would be multiplied by ½, giving 550 points. This is added to the 2,400 x.p. normally received for killing this magic-user, making a final total of 2,950 x.p. earned, exclusive of fees.
Poisoned weapons used run the risk of being noticed by others. All non-assassins within 10 feet of the bared weapon have a 10% cumulative chance each per melee round of noting the poison and attacking the poison-using assassin and/or calling for the city watch. (There is a 20% chance for attacking the assassin, a 50% chance for calling for the watch, and a 30% chance for shouting for the watch and then attacking the assassin.)
Example. An assassin draws a dagger with a poisoned blade. The first melee round it can be seen by two persons. The percentile dice are rolled for each, but unless 10 or less is rolled, they do not notice the venom. The next melee round the two first seeing the weapon have a 20% chance of noticing the poison, and any others seeing it for the first time have but a 10% chance. If any onlooker does see the poison, percentile dice are rolled: a score of 01 to 20 indicates attack, 21 to 70 indicates a hue and cry for the watch, and 71-00 indicates both.
Assassins use poison just as any other character does, according to the dictates of the DM. That is, they use the normal tables for poison types. See Appendix X. Poison.
Studying Poisons. When an assassin reaches 9th level (Assassin), he or she may opt to make a study of poisons. The study will require many weeks and cost from 2,000 to 8,000 g.p. per week. The assassin must find a mentor—an assassin who has already made such a study and actually has put the techniques into practice. In most cases this will be a non-player character assassin of 12th or higher level, who will charge the variable amount. The cost reflects both time and the poisons used in the training. If a player character is involved, he or she must actually have a wide variety of animal, vegetable, and mineral poisons on hand for the training; but he or she can also set the fee as he or she sees fit. (2)
The assassin must spend 5-8 weeks to learn each of the following poison skills:
Thus, after 20-32 weeks of study, the assassin will have complete knowledge of 90% of all poisons known. He or she can then use poisons at full normal effect and have the following options as well:
Assassins use all forms of poison, other than those listed in the Poison section, at an efficiency which gives the victim +1 on the saving throw; All other character types use them at an efficiency level which allows the victim +2 on saves (in all cases). Assassins who have studied poisoning (as above) have no penalty.
Manufacture of Poisons. The assassin must compound the poison, of course. The DM will have to adjudicate this manufacture as he or she deems best. To simulate such manufacture, it is suggested that a week of time and a relatively small outlay (200-1,200 g.p. for materials, bribes, etc.) suffice for any poison. Instantaneous and very slow, undetectable poisons should be more time-consuming and costly, but not greatly so.
This does not guarantee the assassin success, naturally, for he or she must still manage the poisoning and then escape. However, it will give a far better chance and also provide leverage with regard to a slow poison by knowing the antidote. Note that the assassin can stop his or her study at any point, knowing only the knowledge gained in the completed course of study. Also during any course of study, the assassin may not engage in any other activity, or he or she must begin studying again from the beginning of the course. This means that during from 5-8 game weeks the assassin character will be out of play.
Blade Venom. One type of poison which assassins can learn to compound is blade venom. Blade venom (always an insinuative poison) evaporates quickly. For the first day after its application it does full damage, the second day half, and by the third day none. It is likewise removed by use: on the first hit it will do full damage, on the second hit half damage, and by the third it will be gone. Partially evaporated or used death poisons allow the victim a +4 on his or her saving throw.
Manufacture of Poison Potions. Only assassins of 9th or higher level may concoct “potions” of poison—or any other sort of poison, for that matter. No laboratory or alchemist is needed, but cost and time are found as if a normal potion was being prepared.
Disguise can be donned in order to gain the opportunity to poison or surprise a victim - or for other reasons. The assassin can disguise himself or herself so as to appear to be a human, semi-human, or humanoid creature of either sex.
Disguise can lower height by two or three inches, or raise it by up to four or five inches. It can make the assassin look slimmer or appear much heavier. Disguise can make the assassin appear to be virtually any class of character, a simple pilgrim, a merchant, etc.
There is a chance, however, that the victim, or one of his or her henchmen or guards, will notice the disguise. There is a base chance of 2% per day of a disguised assassin being spotted. This chance goes upwards by 2% if the assassin is posing as another class, another race, and/or the opposite sex (maximum of 8% chance).
Each concerned party (victim, henchmen, bodyguards) in proximity to the assassin will be checked for, immediately upon meeting the disguised assassin and each 24 hour period thereafter.
The chance for spotting a disguised assassin goes downward by 1% for each point below 24 of combined Intelligence and Wisdom of the observer concerned, i.e. a victim with an Intelligence and Wisdom combined total of 20 has reduced his or her chances of spotting the disguised assassin by 4%. The reverse is also true; Intelligence and Wisdom above a combined total of 30 increase the chance of detection by 1% per point.
Note: True seeing or a wand of enemy detection will discover an assassin, as will detect evil, or know alignment in some cases.
Assassins with Intelligence of 15 or more are able to learn an alignment tongue (even those special languages of druids and thieves). This ability is gained at 9th level (Assassin) and with each advance in experience level thereafter. The maximum number of alignment languages which can be spoken by an assassin is four - one for each point of Intelligence above 14, i.e. one at 15, two at 16, three at 17, and four at 18 Intelligence.
Note. An assassin would have to be of 12th level (Chief Assassin) and have 18 Intelligence to be able to speak four alignment languages.
The assassin may select from the following languages: Chaotic Evil, Chaotic Good, Chaotic Neutrality, Druidic, Lawful Evil, Lawful Good, Lawful Neutrality, Neutral Evil, Neutral Good, Neutrality, and Thieves’ Cant.
Tertiary functions of assassins are the same as thieves. They have all abilities and functions of thieves; but, except for back stabbing, assassins perform thieving at two levels below their assassin level 1, i.e. a 3rd level assassin has the thieving abilities of a 1st level thief, a 4th level assassin the abilities of a 2nd level thief, etc.
A back stab is a special attack using a stabbing weapon under 5 feet in length or a sharp missile weapon against an opponent unaware of the assassin.
The assassin must be proficient in the weapon.
If successful, the amount of damage done is multiplied based on the level of the assassin.
All physical damage done is multiplied including any modifiers or adjustments (magic pluses, Strength, etc.).
Assassins can Back Stab as a Melee Attack or Missile Attack. The victim must be within melee range (an assassin cannot charge and back stab) or within short range of a missile weapon.
A Back Stab Victim Must be Unaware. The victim must be unaware of the assassin. Awareness means the victim has previously noted the assassin’s presence in combat conditions and the assassin has not passed beyond the victim’s sight. Any assassin that is successfully hidden or magically invisible and not detected can back stab. Similarly, an assassin that has previously moved within melee range of a victim and remains undetected may also back stab. e.g. An assassin (successfully) moving silently behind a patrolling guard from their hiding place.
The Victim Must Have a "Back". Certain creatures (otyughs, slimes, molds, etc.) either negate surprise or have no definable “back”, thus negating this ability.
Back Stab and Surprise. While surprise is not an absolute requirement for a back stab attack, it does grant an assassin an additional bonus “to hit”. Back stabbing an unsurprised opponent is a normal rear attack at +2 “to hit” with no Dexterity modifier or shield bonus included in the victim’s AC. If using a back stab against a surprised opponent, the modifier for the rear attack is increased to +4 “to hit”. A back stab can never be used as part of a free attack or immediate attack.
Multiple Attacks or Misses. Once an opponent is aware of the assassin, they can no longer be back stabbed by that assassin. Thus, an assassin with two weapons can only back stab with the first attack but may attack regularly with the second. If multiple surprise segments exist, only the first attack will be a back stab. If an assassin misses the back stab attempt, a victim will always note their presence unless the DM rules extraordinary circumstances are present.
Pick Pockets. Picking pockets (or folds of a garment or a girdle) also includes such activities as pilfering and filching small items from an unaware subject. It is done by light touch and sleight of hand. Up to two attempts at picking a pocket can be made during a round. Success gains an item from the victim; the item is determined at random from a list of possessions unless the exact location of a particular item is known by the thief.
Failure. If the score is 21% or more above the number shown, the victim notices the thief’s attempt. The potential victim reduces the thief’s chances for success by 5% for every level of experience he or she is above the 3rd, i.e. -5% at 4th level, etc. Failure allows additional attempts. The victim might notice and allow the thief to operate anyway in order to track him or her back to the place he or she uses as a headquarters.
Open Locks. Opening locks includes figuring out how to open sliding puzzle locks and foiling magical closures. It is done by picking with tools and by cleverness, plus knowledge and study of such items. Opening Locks may be attempted by any given thief but once per lock. Success opens the lock.
Time Required. The act of picking the lock to be opened can take from 1-10 rounds, depending on the complexity of the lock. As a rule, most locks will take but 1-4 rounds of time to pick.
Failure. Once a roll is failed, no amount of trying will ever enable the thief to succeed with that lock, although the thief may try again when he or she has risen to a higher level of experience.
Find, Set or Remove Traps. Finding or removing traps pertains to relatively small mechanical devices such as poisoned needles, spring blades, and the like. Finding is accomplished by inspection, and they are nullified by mechanical removal or by being rendered harmless. Small or large traps can be found, but not magical or magically hidden traps. In any case, a trap must be located before removal can be attempted (so a minimum of two rolls required). Success deactivates the trap.
Time Required. The act of finding or removing a trap can take from 1-10 rounds, depending on the complexity of the trap. As a rule, most traps will take but 1-4 rounds of time to find and a like amount to remove. Note that time counts for each function (finding and removing) or for traps with multiple elements.
Failure. Failure of removal usually indicates the trap is triggered but this is always at the DM’s option. Many systems may be used to determine it randomly—a factor of the actual “remove traps” roll, a separate roll, a note in the trap description, etc. Some traps would obviously be triggered by attempts to remove them, and such obvious details should take precedence over random determination.
Setting Traps. Simple traps may be set—those involving mechanical components which the character setting them has normal access to, such as arrow traps, trip wires, and spring-propelled missiles. Special devices such as poisoned needles, scything blades, and any similar traps with special mechanical components will also require the efforts of one or more specialists—those required to manufacture the component parts. The DM will require the player to furnish a simple drawing to illustrate how the trap will function. Gloves or protective hand wear cannot be worn when setting such traps. (4)
Effects. The DM will work with the player to rule on the actual effect to victim’s of a successful trap and any opportunity for avoidance.
Failure. If the chance to successfully set the trap results in failure, there is a chance of causing injury to the trap setter, just as if he or she had set such a trap off. This chance is rolled for separately and is the obverse of the chance for successful setting of a trap. The drawing of the trap will modify the chances for injury in cases where failure results. Modification can be upwards or downwards according to the complexity and danger of the trap as determined by the Dungeon Master. Failure on the first attempt to set a trap does not mean that the thief can never set the trap. Unlike other similar thief functions, repeated attempts are permissible.
Move Silently. Moving silently is the ability to move with little sound and disturbance, even across a squeaky wooden floor, for instance. It is an ability which improves with experience. Moving Silently can be attempted each time the thief moves. It can be used to approach an area where some creature is expected, thus increasing chances for surprise (by +20%), or to approach to back stab, or simply done to pass some guard or watchman. Success means movement was silent. Silent movement is done at the same rate as normal exploratory movement, i.e. 12 ft. per round if an unencumbered human as the thief creeps up (in Cant: croodles) upon the area or victim or whatever.
Failure. This means that movement was not silent (i.e. a normal chance to surprise exists).
Hide in Shadows. Hiding in shadows is the ability to blend into dark areas, to flatten oneself, and by remaining motionless when in sight, to remain unobserved. It is a function of dress and practice. Success makes the thief virtually invisible until he or she moves. A thief that successfully hides in shadows must remain immobile. If combat conditions do not exist, any creature unable to detect the thief due to hiding may be surprised at +20%. Surprised or not, a creature unaware of the thief within melee range (1”) may be back stabbed. Hiding in shadows cannot be accomplished under direct observation.
Detection of Invisible. A thief hiding in shadows is still subject to detection just as if he or she was invisible. (See Vision Table III.) Note that spells such as detect invisibility or true seeing will automatically reveal a thief hiding in shadows if such sight is directed towards him or her.
Infravision. Hiding can be accomplished with respect to creatures with infravision only if some heat producing light source is near to the creature or to the thief attempting to so hide. Otherwise, the heat signature of the thief will be plainly seen unless the thief is also using some sort of obstructing cover.
Hear Noise. Listening at doors includes like activity at other portals such as windows. It is accomplished by moving to the door and pressing an ear against it to detect sound. The thief and his or her accomplices must themselves be quiet (but not silent as in moving). This function can be repeated as often as desired. Note that sleeping creatures, undead, and many other creatures do not make sounds discernible through a portal. Success informs the hearer that someone or something awaits beyond the portal.
Time Required. It requires one round to listen.
Head Gear. The thief, just as any other character, must take off helmet or other obstructing headgear in order to press his or her ear to the door surface in order to hear beyond.
Climb Walls. Ascending and descending vertical surfaces is the ability of the thief to climb up and down walls. It assumes that the surface is coarse and offers ledges and cracks for toe and hand holds.
Procedure. It is assumed that the thief is successful until the mid-point of the climb. At that point the dice are rolled to determine continued success. Success indicates that safe ascent or descent has been accomplished. The DM will check each round of vertical or horizontal movement for chance of slipping and falling. Note that in some cases a third d10 will have to be rolled to determine the success or failure.
Failure. A score in excess of the adjusted base chance indicates the thief has slipped and fallen, taking damage based on the distance of the fall.
Movement Rate. The rate at which vertical or horizontal movement is possible depends upon the texture and other conditions of the surface.
Surfaces which are inclined inwards move towards greater degrees of difficulty—a non-slippery one being treated as slightly slippery, and a slippery one being virtually unclimbable.
Surfaces inclined away from the perpendicular on an outward angle may be treated as either a better surface condition or rougher texture, if the degree of incline is sufficient to make climbing easier. Most dungeon walls will fall into the fairly rough to rough category. Some will be non-slippery, but most will be slightly slippery due to dampness and slime growth.
Read Languages. At 4th level, thieves are able to read 20% of languages, and this ability increases by 5% with each additional level of experience until an 80% probability is attained. This enables the possible reading of instructions and treasure maps without having to resort to a magic item or spell.
The secondary function of the assassin is spying. This mission can be coupled with the stealing of some item.
Where a player character is involved, spying missions are a matter of interaction according to the dictates of the player involved, through the DM, according to the situation as known by him or her and the reactions of the spied upon. In the case of a non-player character undertaking a spying mission, a success table is used (see Non-Player Characters for more information on spying by non-player characters).
In order for an assassin character to gain experience levels above the 13th (Prime Assassin), he or she must have the requisite experience points and then either assassinate the local Guildmaster Assassin (14th level) or challenge him or her to a duel to the death.
Likewise, a 14th level player character assassin can journey to the place where the Grandfather of Assassins (15th level) has his or her headquarters and slay him or her by assassination or in a duel.
Note that duplicity, trickery, ambush, and all forms of treachery are considered as fair by assassins. A higher level character can accept a challenge and then have the challenger slain by archers, for instance.
Guildmaster Assassin. Upon attaining Guildmaster/Guildmistress status, roll 7d4 to determine the number of lower level assassins in the local guild. The DM may adjust this result according to the population of the area if they deem it necessary. After determining this number, find the race and level (below) and then find which will stay: Upon change of leadership it is 75% likely that each guild member will leave the area. All new assassins coming to fill the ranks will be 1st level, but race must be determined on the table. Note that guild members are loyal only to strength, power, and profit.
Grandfather/Grandmother of Assassins. The leader of all assassins (a nominal title at times...) will always have 28 followers of 2nd through 8th level as indicated.
In addition, there will be from 4-16 1st level followers. Dice for race using the table[s] above.
Henchmen. It is recommended that you develop henchmen for the Grandfather/Grandmother after discovering the abilities of his or her followers.
Mercenary fighters and men-at-arms should suit the circumstances, but in general they should be very well armed and equipped and include cavalry, infantry, and missile-armed troops as well. Naturally, should a NPC Grandfather/Grandmother of Assassins be displaced by a player character, followers will be 75% likely to leave, as usual, but the new leader will eventually attract a following of up to 44 (28 + 4-16) assassins, the newcomers being found as if they were attracted to a new Guildmaster of Assassins, i.e. 1st level newcomers.
Unless the followers are a body, they will not come at the same time. After the conditions for obtaining such a following have been met, generate a random number from 1 to 30 (d10 using d6 to determine 10’s, 1-2 = no addition, 3-4 = add 10, 5-6 = add 20 to the score of the d10). The result is the day after completion of the requirements on which the first follower(s) will appear - in some cases, all of those coming.
Thereafter, additional followers due the character will arrive at intervals of 1-8 days until all have arrived. If there is no one available to receive them they will wait from 1-4 days and then depart forever. In the latter case, the character has lost that follower forever. It is permissible to allow some henchman or servant to care for followers if the character designates such duty.
Headquarters of the Grandfather of Assassins. The headquarters of the Grandfather of Assassins can be virtually anywhere and of any form - cavern, castle, monastery, palace, temple, you name it. However, if it is a large and obvious place, the headquarters must be located well away from all communities - such as in the midst of a murky woods, a dismal marsh or fen, a lonely moor, a deserted island, a remote coast, or far into forsaken hills or atop a mountain.
Upon attaining the headship of all assassins, the new Grandfather or Grandmother must pay all remaining followers of the former head 1,000 gold pieces for each of their experience levels, destroy the old headquarters, and construct a new one somewhere else.
The headquarters of a guild is always within a large town or big city. It must not be a noticeable fortress or an ostentatious place. It is typically a warehouse or other nondescript structure, with safeguards and traps added. This avoids attention and unwanted notoriety. All expenses of maintaining the guild and its members—excluding the Guildmaster—are assumed to be fully paid for by normal guild activities. Any improvements, changes, the expenses of the leader, and all other special costs must be borne by the Guildmaster Assassin.