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THE COMPLETE ASSASSIN'S HANDBOOK

Version 1.0
Class: Assassin
Ability Requirments:
Strength- 9
Dexterity- 14
Intelligence- 14
Charisma- 10
Prime Requisites:
Dexterity
Intelligence
Charisma
Races Allowed: All
Race Restrictions:
Human- U
Elf- U
Dwarf- 15
Gnome- 15
All Others- 18
The assassin class is a combination of a warriors fighting skills and the skills
of a ninja.
Most assassins belong to the Clan of Chatkas. The Clan is an ancient organizati
on which
originally combined the profession of the assassin with the spells of a wizard.
The assassin
acts as a thief and fighter of the PCs current level. It uses wizard spells whic
h are two
levels below the PCs current level. All of the weapons used by Clansmen are ench
anted in
some way.Any assassins who are not affiliated with the Chatkas are considered ro
gue assassins.
All rogue assassins do not have
magical capabilities.
Since the job of the assassin is to kill, the only possible alignments for an as
sassin are:
CG, N, NE, LE, CE
All assassins have thieving abilities. At level 1, the assassin gets 50 discrim
inatory points
to allot to any thieving skill. However, you may not allot more than 25 points
to a skill.
At every other level, you get 15 points to allot to any skill.
Open Locks
lls
35%
40%

Find/Remove Traps

Move Silently

35%

60%

Hide in Shadows Climb Wa


50%

Assassins do not use the skill of reading languages as a thievineg skill but as
a bonus
proficiency. All racial and dexterity adjustments still apply.
Weapons and Fighting
Assassins may use any type of weapons available though enchanted ones are prefer
red.
As a bonus, all assassins start out with an enchanted weapon if they are affilia

ted with the


Clan. To determine what weapon is acquired, refer to the table below.
Roll 1D10
1-4
+1 short sword
5-7
+1 knife
8-9
+1 dagger
10
+1 katana
Assassins are masters of close combat. As a result of many years of training in
the art of
the ninja, at every other odd level, assassins may chose a martial art to become
proficient
in (ie. Levels 1, 5, 9, 13, and so on). They may also specialize in weapons as
fighters.
Assasins may wear any type of non-metal armor. However, the thieving armor adju
stments still
apply. For leather armor, there is no deduction of skills.
Proficiencies
The assassin may chose from the wizard, warrior, rogue, and general nonweapon pr
oficiency
groups. The following is an additional list of nonweapon proficiencies that are
able to be
chosen.
Proficiency
Acrobatics
Perception
Tinker
Quick Draw

#of Slots Req. Rel. Ability


1
Dexterity
2
Intelligence
1
Intelligence
1
Dexterity

Check Mod.
0
-1
0
-1

These are new proficiencies that I am adding. I got these ideas from other role
playing
games. Heres what they do.
Acrobatics: This is self explanitory. This is a rogue proficiency.
Perception: This proficiency allows the PC to see things at different _angles_
such as
terrain, walls, fortifications, and other events, items, and proble
ms. This
is a rogue proficiency.
Tinker: Allows the PC to adjust and compensate for any missing items or parts t
o a machine
or tool. This is a general proficiency.
Quick Draw: Enables the PC to draw blades such as knive, daggers, and shurikens
at great
speeds. This is useful when you are surprised and you use this ski
ll to slow
down your attacker with a blade between the ribs. This is a rogue a
nd warrior
proficiency.
Level Advancement
Level
Experience
1
0
2
3000

Hit Dice (D10)


1
2

3
6000
3
4
12000
5
24000
6
48000
7
96000
8
192000
9
384000
10
768000
11
1000000
12
1300000
13
1600000
14
1900000
15
2000000
16
2300000
17
2600000
18
2900000
19
3000000
20
3300000
And so on. 250000XP for every next level and

4
5+2
6+3
7+4
8+6
9+8
9+10
9+12
9+14
9+16
9+18
9+20
9+22
9+24
9+26
9+28
9+30
gaining +2 HP.

Master Assassin
This title is achievable when the PC reaches the 30th level. To achive this sta
tus, the
character must complete a series of three to five tests which are left up to the
DM.
However, the DM should remember that these tests must be hard. The title is lik
e a sacred
name. There is a limited number of Master Assassins. In order to become one, t
he character
must pass the three to five tests, challenge and honorably defeat a current Mast
er Assassin.
Upon achieving this status, the assassin gains psionic powers. The PC must chos
e which three
out of all the schools. He then gains seven choice spells from each of the thre
e chosen
schools. Also upon becoming a master assassin, the PC is given access to the Ch
atkas Library.
There, all of the known knowledge in the world is contained in copies of books a
nd scrolls.
The PC also becomes part of the Chatkas High Council. The significance is that
the assassin
gains 4D12 assassin follwers at the sixth level to command. The assassin may al
so choose three
items from the Room of Treasures. All of the items in this room are enchanted.
The list of
the available items to choose from is left up to the DM. In addition, the assas
sin
automatically becomes immortal as a reward from the Ancient Ones. If the assass
in betrays
the Clan, his immoratlity, title, items, and abilities are taken away never to b
e regained.
Also, the assassin may be forced from the title by another who challenges him an
d defeats him.
Belonging to the Chatkas Clan requires that each assassin must pay homage to the
Clan at least
twice a year. This requires meditation, prayer, an honor feast to honor the Anc
ient Ones, and
a small donation of no less than ten gold. This homage is paid at a Chatkas tem
ple or guild
at least one of which is located in almost every city and town. For a donation

of 50 gold,
your hit points and all status ailments are removed (ie. Curses, diseases, lycan
thrope...).
For 100, the same effect is achieved for the whole party. For 1000 gold, one de
ad character
in the party is revived.

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