Assassin
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Assassin
Progression
Description
There are men and women who make their living dealing death from the shadows. These people are called assassins. Most are trained by secret guilds or societies; civilized lands generally forbid and destroy such organizations.
Weapons and Armor
- Any Weapons
- Leather Armor
Features
- Poison: Assassins learn the art of making lethal poisons. Poisons are often quite expensive to make; it is not uncommon for a single application of contact poison to cost 500 gp or more. The GM is advised to take care that poison does not become too much of an easy solution for the Assassin. Poisons tend to force a Save or Die.
- Assassinate: This is the Assassin's primary special ability. As with the Thief's Sneak Attack ability, any time an Assassin is behind an opponent in melee and it is reasonably likely the opponent doesn't know he or she is there, an attempt to assassinate may be made. The attack must be carried out with a one-handed piercing weapon, such as a dagger or sword. The attack is rolled at an attack bonus of +4, and if the attack hits, the victim must roll a saving throw vs. Death Ray or be instantly killed. If this saving throw is a success, the victim still suffers normal weapon damage. At the GM's option, characters two or more
levels lower than the Assassin may be denied a saving throw.
- Waylay: An Assassin can attempt to knock out an opponent in a single strike. This is performed in much the same way as the Assassinate ability, but the Assassin must be using a weapon that does subduing damage normally (i.e. a club or cudgel). The attack is rolled at a +4 attack bonus; if the Assassin hits, the victim must make a saving throw vs. Death Ray or be knocked unconscious. If this roll is made, the victim still suffers normal subduing damage. Creatures knocked unconscious by a Waylay
attack will remain that way for 2d8 turns if not awakened. Note that bounty hunters are often Assassins, who use the Waylay ability in the course of their (more or less) lawful activities.
- Assassins have a number of special abilities, described below. One Turn must generally be spent to use any of these abilities, though the GM may amend this as he or she sees fit. The GM may choose to make any of these rolls on behalf of the player, at his or her option, to help maintain the proper state of uncertainty. Also note that the GM may apply situational adjustments (plus or minus percentage points) as he or she sees fit; for instance, it's obviously harder to climb a wall slick with slime than one that is dry, so the GM might apply a penalty of 20% for the slimy wall.
- Open Locks
- Remove Traps
- Pick Pockets
- Move Silently
- Hide
- Climb Walls
- Listen
Restrictions
- Must have Dexterity and Intelligence scores of 9 or higher
- Cannot use shields or metal armor without ruining thieving skills
- Race: Human