Chapter 1 - Class - Character Kits - Other Kits
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.