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Vastonia - Assassin
The
Assassin!
The
Assassin is a subclass of the the thief, and they have the functions of the
latter as well as their own. An assassin character need not be a member of a
guild of the town or city he/she dwells in, but all npc's are members of such
guilds. There is one such guild in most towns and cities, and each controls
an area of from 10-100 mile radius around the headquarters town or city. Any
assassin discovered I a guild area who is not a member of the local Assassin's
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/she will
be under sentence of death. If the character performs an assassination while
not a guild member. The primary function of the assassin 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. Poisoned weapons used run the risk of being noticed by others. All
non-assassins within a 10' radius of the bared weapon have a 10% cumulative
chance each per melee round (q.v.) 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, 50% chance for calling the watch, and a 30% chance for shouting
for the watch and attacking the assassin.
General
Info:
Just as thieves do, assassins have six-sided dice (d6) for determining number
of hit points (q.v.) 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). As mentioned above Assassins
have thieving capabilities and their own ability functions. Because they can
use any sort of shield or weapon, they are generally considered superior in
combat.
Assassins
attack on the same combat tables as thieves do, including back stabbing. However,
if they surprise (q.v.) a victim, they may attack on the Assassination Table.
This gives a roughly 50% chance of immediately killing the victim; and if this
fails, normal damage according to the weapons type and strength ability modifiers
still accrues to the victim. Thus, if a poisoned weapon is used, the victim
must also make a saving throw Vs poison or die. The assassin decides which attack
mode he or she will use: assassination, back stabbing, or normal melee combat.
The
secondary function of an assassin is spying. This mission can be coupled with
the stealing of an item. Tertiary functions of assassins are the same as thieves.
They have all the abilities and functions as thieves; but, except for backstabbing,
assassins perform thieving abilities at 2 levels below their assassin level,
i.e.. a 3rd level assassin has the thieving abilities of a 1st level thief.
Performing
an assassination will gain XP points for the character - awarded for both the
fee paid and the level of the victim. These awards are determined by the DM
(The DM can refer to the Dungeon Master's guide)
In
order for an assassin to gain experience levels beyond 13th level (prime assassin),
he or she must have the requisite experience points and then either assassinate
the local Guildmaster Assassin (14th level) or challenge him her to a duel to
the death. Likewise, a 14th level assassin may journey to the 15th level assassin's
headquarters and slay him or her by assassination or in a duel.
The
headquarters of a guild must be within a large city or town. 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.
Primary
Abilities:
Speak
alignment languages, disguise (see below for alignment tongues)
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 of herself so as to
appear to be human, semi-human or humanoid creature of either sex. Disguise
can lower height by 2-3 inches, or raise height by 4-5 inches. It can make the
assassin look slimmer of heavier. Disguise can make the assassin appear virtually
any class of character, a simple pilgrim, a merchant etc.. There is a chance,
however , that the victim, or his or her guards or henchmen, will notice the
disguise. There is a base chance of 2% per day of a disguised assassin being
spotted. This chance goes up 2% if the assassin is posting 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, the reverse is also true; 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.
Class
Restrictions: To be an assassin a character must have a minimum of
12 strength, an intelligence of 11 or more and a dexterity of not less than
12. Assassins do not gain any experience bonuses for having high ability scores.
These characters are almost always evil or at best neutral.
Combat
Bonuses:
Assassination (see table below).
At
4th level
Hirelings:
Upon attaining this level, the assassin may take low level assassins into service.
At
8th level
More
Hirelings: After attaining this level, assassins may take thieves into service
along with their other hirelings.
At
9th level
Alignment
Tongues: The assassin gains the ability to learn alignment languages. Assassin's
with 15 intelligence or more are able to learn an alignment tongue (even those
special languages of druids and thieves). The maximum number of alignment languages
which can be spoken by an assassin is 4 - one for each point of intelligence
above 14, i.e.. 1 at 15, 2 at 16 etc.. Note: an assassin would have to be of
12th level and have 18 intelligence to be able to speak 4 alignment tongues.
At
12th level
Any
Hirelings: Upon attaining 12th level, the character may hire any class desired.
Of course, only neutral or evil characters will serve an assassin. The total
number of henchmen is that dictated by the character's charisma score. " Followers"
are also possible, but these come only at the two uppermost levels of the assassin
class.
Special
Disadvantages: nil.
Experience
Table
| Level |
Experience |
Hit
Die |
Level
Title |
| 1 |
0
- 1,500 |
d6 |
Bravo |
| 2 |
3,001
- 6,000 |
d6 |
Rutterkin |
| 3 |
6,001
- 12,000 |
d6 |
Waghalter |
| 4 |
12,001
- 25,000 |
d6 |
Murderer |
| 5 |
25,001
- 50,000 |
d6 |
Thug |
| 6 |
50,001
- 100,000 |
d6 |
Killer |
| 7 |
50,001
- 100,000 |
d6 |
Cutthroat |
| 8 |
100,001
- 200,000 |
d6 |
Executioner |
| 9 |
200,001
- 300,000 |
d6 |
Assassin |
| 10 |
300,001
- 425,000 |
d6 |
Expert
Assassin |
| 11 |
425,001
- 575,000 |
d6 |
Senior
Assassin |
| 12 |
575,001
- 750,000 |
d6 |
Chief
Assassin |
| 13 |
750,001
- 1,000,000 |
d6 |
Prime
Assassin |
| 14 |
1,000,001
- 1,500,000 |
d6 |
Guildmaster
Assassin |
| 15 |
1,500,001
and beyond |
d6 |
Grandfather
of Assassins |
Notes:
no additional hitpoints are gained beyond this point, with the exception of
the character's Con bonus
The
Assassination Table
|
Level
of Assassin
|
0-1 |
2-3 |
4-5 |
6-7 |
8-9 |
10-11 |
12-13 |
14-15 |
16-17 |
18+ |
| 1 |
50% |
45% |
35% |
25% |
10% |
1% |
-
- - |
-
- - |
-
- - |
--- |
| 2 |
55% |
50% |
40% |
30% |
15% |
2% |
--- |
--- |
--- |
--- |
| 3 |
60% |
55% |
45% |
35% |
20% |
5% |
--- |
--- |
--- |
--- |
| 4 |
65% |
60% |
50% |
40% |
25% |
10% |
1% |
--- |
--- |
--- |
| 5 |
70% |
65% |
55% |
45% |
30% |
15% |
5% |
--- |
--- |
--- |
| 6 |
75% |
70% |
60% |
50% |
35% |
20% |
10% |
1% |
--- |
--- |
| 7 |
80% |
75% |
65% |
55% |
40% |
25% |
15% |
5% |
--- |
--- |
| 8 |
85% |
80% |
70% |
60% |
45% |
30% |
20% |
10% |
2% |
--- |
| 9 |
95% |
90% |
80% |
70% |
55% |
40% |
30% |
20% |
5% |
--- |
| 10 |
99% |
95% |
85% |
75% |
60% |
45% |
35% |
25% |
10% |
1% |
| 11 |
100% |
99% |
90% |
80% |
65% |
50% |
40% |
30% |
15% |
5% |
| 12 |
- |
100% |
95% |
85% |
70% |
55% |
45% |
35% |
20% |
10% |
| 13 |
- |
- |
99% |
95% |
80% |
65% |
50% |
40% |
25% |
15% |
| 14 |
- |
- |
100% |
99% |
90% |
75% |
60% |
50% |
35% |
25% |
| 15 |
- |
- |
- |
100% |
99% |
80% |
70% |
60% |
40% |
30% |
The percentage
shown is that for success (instant death) under near optimum conditions. You
may adjust the percentage according to certain conditions I.E., target asleep,
drunk, cautious, aware etc. Weapon damage always occurs and may kill the victim
even though the "assassination" failed.
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