Assassins are a sub-class of thief specially trained for poison-use, infiltration, and murder for hire. All assassins train under the auspices of the Syndicate led by a shadowy central figure, commonly called the "Grandfather". Each major city will have an Assassin's Guild (unless recently stamped out by the local government) headed by a Guildmaster loyal to the Syndicate. While it is possible for rogue assassins to exist, not aligned with any guild, it is rare and, should the assassin perform any "work", unhealthy in the extreme.
Primary Ability Scores. Strength, Intelligence, and Dexterity.
Minimum Ability Scores. Strength (12), Intelligence (11), Dexterity (12).
Hit Dice. d6; Maximum 15d6. Self-train (10th);
Hit Points. You start with 6 hit points adjusted for Constitution. Each level thereafter you gain 1d6 if you roll for hit points or you can gain 3.5 hit points without rolling. The 0.5 hit points will carry over.
Alignment Restrictions. Evil only.
Player Character Races. Human (U), Half-orc (U), Dwarf (9th), Elf (10th), Gnome (8th), Half-elf (11th).
Armor and Shield. Leather or studded armor only (any armor can be worn if not using thief skills or paralyzing/death attacks). Assassins can use any shield if not using thief abilities.
Weapon Proficiencies. Initial 3; Penalty -2; Additional at 3rd, 5th, 7th, 9th, 11th, and 13th.
Available Weapon Proficiencies. Any.
Additional Restrictions. Must duel or assassinate to advance past 13th level.
Attack Table. Use the Thief Attack Table.
An assassin can back stab as a thief of their assassin class level. See The Thief.
Assassins are trained to disguise themselves as another humanoid race and/or gender. Disguise will not be effective for humanoids with the sub-types reptile, avian, or extra-planar (or others per the GM, unless the assassin possesses the same sub-type).
Otherwise, forms 4 to 5 inches taller or 2 to 3 inches shorter then your actual height may be chosen and you can appear as either sex as well as a bit slimmer or much heavier.
In order to affect the proper disguise, you normally need 1d4 days of planning and obtaining materials. Less time for simple disguises and much more time for complex disguises.
The disguise is effective at a range of over 20 feet without any material verbal interaction. Otherwise, if you spend more than one round within 10 feet of someone, they will gain a Wisdom save vs. Spell or notice something “off” about your appearance. If you verbally interact with someone within 20 feet, they will also get a saving throw to notice something wrong. If someone is allowed to search you or contact you, the save is automatic if you are disguised as a different race (unless a shared half-race) or gender.
Saving throw adjustments are as follows: Per 2 assassin class levels -1 penalty; Different race (demi-human unless part of a shared half-race) +2 bonus; Different race (other) +4 bonus; Different gender +1 bonus; Specific individual (sight only) +3 bonus; Specific individual (speaking; based on familiarity) +4 to +8 bonus; Wearing unfamiliar armor +2 bonus; Being searched +4 bonus; You are being confronted by one who made the save +4 bonus. All saving throw adjustments are cumulative.
If someone notes something off, they may report this to an authority or confront you. The circumstances will be ruled by the GM. Confrontation allows another saving throw for all in sight range (effectively around 60 feet unless elevation plays a role).
Obviously, disguise plays no role in your knowledge of a place or people or your ability to communicate or understand norms.
SPECIAL ATTACKS: Paralyzing Attack. [melee; poison] (declared; major, weapon speed)
If you study a humanoid target for 3 consecutive rounds [complex, 3 rounds] and then make a successful attack, the attack may cause paralysis. The target must be unaware of you or does not recognize you as an enemy (ie. surprised by you or your attack).
A target hit by a paralyzing attack that takes damage must make a save vs. Poison with a penalty of -1 per three assassin class levels you possess (-1 at 3rd; -2 at 6th; -3 at 9th; -4 at 12th; and -5 at 15th) or be paralyzed for 2d4 rounds plus 1 round per assassin class level (save negates paralysis). This effect can only be applied to the first attack. This attack is not considered magical. This attack can be combined with a back stab attack or charge attack. Once you have studied your target for 3 rounds, you have 3 rounds in which to make your attack or you lose the ability to make a paralyzing attack. Note that moving near a creature that can see you and does not fully trust you—with a visible weapon in hand, won't allow this attack form to function as the target will be on their guard (although the GM will rule based on the situation).
SPECIAL ATTACKS: poison use
An assassin that employs poison will grant the victim a +1 bonus to their save against that poison (without the poison use ability, the bonus is +2). Additionally, you ignore the chance to accidentally cut yourself. See Poison.
Note. Anyone using an exposed poisoned weapon will draw attention to it from any opponent within 10 ft. (10% cumulative chance of noticing per round, checking for each creature within range). Typically, this will cause those identifying a poisoned weapon to alert others and become hostile if they were not already.
SPECIAL ATTACKS: signature weapon (weapon name +X)
At 1st level, an assassin can select one weapon to be their "signature weapon", one typically left with the subject of a successful contract (this does not need to be the actual weapon used to complete the job). An assassin gains a +1 bonus to attack rolls for every 3 levels when employing their signature weapon (+1 at 1st, +2 at 3rd, +3 at 6th, +4 at 9th, +5 at 12th, and +6 at 15th). If selecting a missile weapon as a signature weapon, ammo will be left as a calling card. Poison delivered using a signature weapon grants no bonus to the save for expertise (typically +1 for assassins or +2 for those without the poison use ability).
Beginning at 3rd level, assassins may use thief skills as a thief two levels lower than their assassin class level. Your thief skills can be used without penalty even if you wear studded armor.
SPECIAL ATTACKS: Death Attack. [melee; poison] (declared; major, weapon speed)
If an assassin studies a humanoid target for 5 consecutive rounds (performing a complex activity for 5 rounds) and then makes a successful attack, the attack may cause immediate death. The target must be unaware of you or does not recognize you as an enemy (ie. surprised by you or your attack).
A humanoid target hit by a death attack that takes damage must make a save vs. Poison with a penalty of -2 per five assassin class levels you possess (-2 at 5th; -4 at 10th; and -6 at 15th) or immediately die (save negates). This effect can only be applied to the first attack. This attack is not considered magical. This attack can be combined with a back stab attack but not a charge attack. Once you have studied your target for 5 rounds, you have 3 rounds in which to make your attack or you lose the ability to make a death attack. Note that moving near a creature that can see you and does not fully trust you—with a visible weapon in hand, won't allow this attack form to function as the target will be on their guard (although the GM will rule based on the situation).
Beginning at 7th level, an assassin with a 15 or better Intelligence score can opt to learn more languages than normal. These bonus languages can be any regional human language, a humanoid language, or a special class language (such as druidic or thieves’ cant). The number of languages is dependent on Intelligence (+1 for each point above 14 Intelligence). Each level, one language can be learned very quickly, during training to advance. Otherwise, languages must be learned at the normal pace.
SPECIAL ATTACKS: Multi-attack. (+number of iterative attacks) [multi-attack] (major, weapon speed)
Multi-attack is an ability that grants additional attack routines. Each additional attack routine is called an iterative attack. These bonus attacks are a powerful ability as they grant special initiative placement as well as the ability to target more than one foe per round with an attack.
Beginning at 9th level, you gain one iterative attack once every two rounds (beginning the first round multi-attack is used). For details see Multi-attack.
Multi-attack and Two-weapon fighting. For details see Two-weapon Fighting.
Beginning at 9th level, an assassin may choose to study poisons assuming they obtain senior sponsorship by a member of the Syndicate (a poison expert of at least 12th level). Course work is one month each (delays may occur between courses but any course interrupted part way will result in a need to restart the course from the beginning). You must complete a “use of poison” course ahead of a “manufacture poison or antidote” course (each requiring one month of study). Courses available are: insinuative, ingestive, inhaled, and contact/delayed (thus a full course load is 8 months).
Costs. Each week spent in study will require a 2,000 g.p to 8,000 g.p. (2d4) payment to the Syndicate paid at the beginning of each week.
Use of Poisons. Once these courses are complete, an assassin using the specified poison type will do so without granting a victim a bonus on their saving throw.
Manufacturing Poisons. Once an assassin knows how to manufacture poisons, they may do so by spending at least 1 week and 200 g.p. to 1,200 g.p. (2d6) in material expense per week. A poison causing instantaneous death takes 2 weeks to complete and one that builds up slowly in the system over a period of 10 days takes 3 weeks. Antidotes must be created separately at the same cost in expense and time as manufacturing the poison they are meant to counter. A poison expert can create a potion of poison with 2 days of effort for 200 g.p. (without requiring the use of a laboratory or alchemist).
SPECIAL DEFENSES: immune to poison
Beginning at 13th level, an assassin becomes immune to poison of all types, including poison effects.
Once a 13th level assassin has obtained enough experience for advancement, they must slay an existing Guildmaster to advance in level. This can be done through infiltration and stealth or by challenge.
Challenge. Once given, a challenge must be accepted within 24 hours—noting a place and time to conduct the duel. However, the one challenged may use any means at their disposal to ensure the challenger never arrives at the designated spot. If the challenger arrives before the specified time, the Guildmaster is within rights to have underlings murder them before the duel begins. During the duel, neither side may use assistance from others (although this rule is often covertly broken), but otherwise all methods of combat and any items on hand are available. Duels are always to the death.
Assassination. The assassin can opt to simply slay the Guildmaster by whatever means are available to them. The only requirement is that there be witnesses (members of the Syndicate; i.e. any assassin other than the Guildmaster and their slayer) to the killing and that the assassin doing the killing strike the fatal blow. Note. It is rare that a Guildmaster is replaced without express permission granted by the Grandfather/Grandmother. When this occurs, agents of the Syndicate will be sure to arrive for a proper “interview” and test of loyalty.
Once the former Guildmaster is slain, the new Guildmaster can take over the guild if desired. However, there is a 75% chance that each existing guild member will desert. Roll separately for each existing member. Even those assassins that remain or new recruits to fill in the ranks, are only ever loyal to power/wealth.
The size of the new Guild will be 7d4 guild members (adjusting for population density and city size). This roll will determine the size of the old guild as well as the maximum members of the new guild. If unknown, use the following table to determine the race and level of the old guild members.
Any who deserts will be replaced by a new guild member (always 1st level!).
Once a 14th level assassin has obtained enough experience for advancement, they must slay the existing Grandfather/Grandmother to advance in level. As with becoming a Guildmaster, use the above procedures for challenges and assassination. Surviving as the leader of the Syndicate requires more than brawn and those attempting to unseat such an individual should be prepared for heavy defenses, betrayals, and trickery. Most Guildmasters take pains to let it be known they do not seek advancement. Otherwise, their “shelf life” can tend to be... short. The headquarters of the Syndicate is typically in a remote area filled with dangers and can be found in almost any form, cavern complex, castle, palace, or even a temple. Simply locating the place is an adventure by itself.
Followers and Henchmen. The Grandfather/Grandmother of Assassins will have always personally direct a group of 28 personal agents (normally single class assassins) who are loyal while the leader lives (check for racial type as above). Class level is 2-8 (numbers are 7 of 2nd/6 of 3rd/5 of 4th/4 of 5th/3 of 6th/2 of 7th/1 of 8th respectively). In addition, the leader of the Syndicate will have numerous high level associates (henchmen), guards, and special guardians (obtained as payment or given as tribute) from around the continent. Low level assassins inhabit the headquarters as well, numbering 4d4 1st level assassins (check racial type as above). Finally, the Grandfather/Grandmother will retain a body of troops—cavalry, infantry, and bowmen stationed near the headquarters.
Replacing the Grandfather/Grandmother of Assassins. In the unlikely event that the existing head of the Syndicate is replaced, each Guildmaster will require a payment of 50,000 g.p. to keep the entire structure from turning on the new leader. There are typically at least 20 guilds in active operation. Assuming it can be recovered, this expense will drain the coffers of the Syndicate’s headquarters. The old headquarters must also be destroyed and (at great personal expense to the new leader) a new headquarters must be established.
Unless predetermined through role playing previous interactions, even after the payment, there is a 75% chance for each Guildmaster to go rogue or ignore demands by the new leader. These leaders must be brought individually to heel or replaced. Individual guild members will follow the Guildmaster (unless one is ready to act as a replacement). Similarly, a leader’s personal agents and low level assassins noted above are 75% likely to leave and join a rogue Guildmaster (if any are left, otherwise a non-rogue Guildmaster). Any desertions by personal agents or low level assassins will be filled with new 1st level assassin recruits loyal to the new leader (over time, these will gain experience to become the new group of 28 personal agents). Payments and fees due to the Syndicate are determined by the campaign.