First Edition Advanced Dungeons & Dragons™ Character Creation
...another useful RPG site from M. J. Young Net
Your contribution via Patreon or PayPal Me keeps this site and its author alive.
Thank you.

AD&D Character Class:  Assassin
  Assassins are a sub-class of thieves, and they have some functions of the thief as well as their own.  To be an assassin, a character must have these minimum ability scores:  12/11/6/12/6/3/-15.  Assassins gain no experience point bonus for high ability scores.

   Just as thieves, assassins have d6 hp per level.  They must be aligned evil.  They can use any sort of weapon, but are restricted as thieves in armor, and may only use other types of armor as part of a disguise (i.e., they cannot fight effectively in armor).  Shields may be used, but interfere with thieving functions.

  The assassin character need not be a member of the local assassins guild, but all NPC assassins are members.  There is usually one such guild in most towns or cities, which controls a 10 to 100 mile radius area around the headquarters.  Any assassin discovered in the area will be invited to join, thus coming under the authority and command of the Guildmaster Assassin.  The character need not join, but will be under penalty of death if he performs an assassination while not a guild member.

  The primary function of assassins is killing.  They may use poison, ingested or insinuated by weapon.  Ingested poison 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 10' of the bared weapon have a 10% cumulative chance each per mr of noting the poison and attacking the poison-using assassin (20%) or calling for the city watch (50%) or both (30%).

  Assassins attack on the same combat table as thieves, including backstabbing.  However, if they surprise 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 weapon type and strength still accrues to the victim.  Further, if a poisoned weapon is used, the victim must also make a save vs. poison to avoid the effects.  The assassin decides whether to use assassination, backstabbing, or normal melee.

  Primary abilities of assassins which enhance their function are those of being able to speak alignment languages and being able to disguise, as follows:

  1)  Assassins with intelligence of 15 or more are able to learn an alignment tongue or special language (such as druidic or thieves' cant).  This ability is gained at 9th level (Assassin) and with each advance in experience level thereafter.  The maximum number of such languages which can be spoken (apart from his own alignment language) is one per point of intelligence above 14.  (Note that the current number is also limited to one per level over 8.)

  2)  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 so as to appear to be a human, demi-human, or humanoid creature of either gender.  Disguise can lower height by up to three inches, or raise it by up to five inches.  It can make the assassin look slimmer or appear much heavier.  Disguise can make the assassin appear to be virtually any class of character, a simple pilgrim, a merchant, etc.  There is a chance, however, that the victim, or one of his henchmen or guards, will notice the disguise.  There is a base 2% per day of a disguised assassin being spotted.  This chance goes upwards by 2% if the assassin is posing as another class, another race, and/or the opposite sex (cumulative, maximum 8%).  Each concerned party (victim, henchman, bodyguards) in proximity to the assassin will be checked for, immediately upon meeting the disguised assassin and each 24 hour period thereafter.  This chance is adjusted for particular individuals by intelligence + wisdom-24.  Note that True Seeing, Enemy Detection, Detect Evil, and Know Alignment may in certain cases reveal a disguised assassin.

  The secondary function of the assassin is spying.  This mission can be coupled with the stealing of some item.

  Tertiary functions of the assassin are the same as thieves.  They have all the abilities and functions of thieves--picking pockets, opening locks, finding/removing traps, moving silently, hiding in shadows, listening at doors, climbing walls, backstabbing, reading languages, reading magic--but they perform all these functions two levels below their assassin level, i.e., the third level assassin has the thieving abilities of a first level thief.  Backstabbing is the exception to this rule; this is performed at the assassins level.  Note that the ability to speak thieves' cant is not included, but can be learned in lieu of an alignment language at the appropriate level.

  Performing an assassination will gain experience points for the character, awarded for both the fee paid and the level of the victim, starting at 50 gp for a first level assassin to kill a zero-level character, up to 250,000 gp for a fifteenth level assassin to kill a sixteenth level or greater character.  Important, popular, and/or noble victims will be considered as being above their actual level with respect to fee.  Especially popular characters could be worth three times their level.

  An assassin character cannot have any hirelings until he attains fourth level (they might turn him in!); at that time lower level assassins may be taken into service.  Upon attaining eighth level, the character may also include thieves and thief-acrobats amongst his hirelings.  Upon attaining twelfth 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.

  In order for an assassin character to gain experience levels above the thirteenth (Prime Assassin), he or she must have the requisite experience points and then either assassinate the local Guildmaster Assassin (fourteenth level) or challenge him to a duel to the death.  Likewise, a fourteenth level player character assassin can journey to the place where the Grandfather of Assassins (fifteenth level) has his headquarters and slay him by assassination or in a duel.  Note that duplicity, trickery, ambush, and all forms of treachery are considered fair by assassins.  A higher level character can accept a challenge and then have the challenger slain by archers, for instance.

  As Guildmaster Assassin, a character will have a body of guild members which numbers 7d4.  Upon a change of leadership it is 75% likely that each guild member will leave the area.  Thus, it will be necessary for the new Guildmaster to allow new members into the guild.  These new assassins will all be first level and must be worked up in experience levels.  The maximum number of such "followers" of the local guild will be set by the referee.  They are in addition to normal henchmen.  Note that guild members are loyal only to strength, power, and profit.

  The headquarters of a guild is always within a large town or big city.  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.  This avoids attention and unwanted notoriety.  All expenses of maintaining the guild and its members--excluding the Guildmaster--are assumed to be fully paid for by normal guild activities.  Any improvements, changes, the expenses of the leader, and all other special costs must be borne by the Guildmaster Assassin.

  The headquarters of the Grandfather of Assassins can be virtually anywhere and of any form--cavern, castle, monastery, palace, temple, you name it.  However, if it is a large and obvious place, the headquarters must be located well away from all communities--such as in the midst of a murky woods, a dismal marsh or fen, a lonely moor, a deserted island, a remote coast, or far into forsaken hills or atop a mountain.  Upon attaining the headship of all assassins, the new Grandfather must pay all remaining followers of the former head 1000 gp for each of their experience levels, destroy the old headquarters, and construct a new one somewhere else.  (The old headquarters will clearly not be safe, due to whatever revenge-based insurance the former Grandfather had arranged to avenge his own death, either based on traps and secrets within the building, or on pre-paid avengers who know the location.)

  Any occidental except Hobbits may be assassins, Humans (15), any Dwarfs (9, up to 12), any Gnomes (8, up to 10) except Tinker Gnomes, any Elves (10, up to 12), Half-elves (11), and Half-orcs (15).

  Advancement table:
Level
 
From
To
0
Apprentice
-1000
-1
1
Bravo
0
1500
2
Rutterkin
1501
3000
3
Waghalter
3001
6000
4
Murderer
6001
12000
5
Thug
12001
25000
6
Killer
25001
50000
7
Cutthroat
50001
100000
8
Executioner
100001
200000
9
Assassin
200001
300000
10
Expert
300001
425000
11
Senior
425001
575000
12
Chief
575001
750000
13
Prime
750001
1000000
14
Guildmaster
1000001
1500000
15
Grandfather
1500001
Over
There is no advancement beyond level 15.


Return to the Character Creation Index Page
Return to Step 2:  Character Class
Move to the next step

The site which inspired this site....

M. J. Young's Dungeons & Dragons Materials
Collection of such pages as the much-praised Alignment Quiz, What is an RPG? (excerpted from Multiverser), the highly valued Confessions of a Dungeons & Dragons™ Addict, along with special rules and player aids in both written and computer formats, this site was highly praised by RAWS, linked by Gary Gygax, and is worth a look even if you don't like what you found here.

The best new role playing game....

The Multiverser Information Center
The complexity of creating a D&D character always reminds me of how much simpler it is to play
Multiverser®, the game which incorporates all other games, all other worlds, everything imaginable, with nothing else to buy.

A consideration of time travel....

Temporal Anomalies in Popular Movies
There are enough time travel films out there now that most of the things which could go wrong in time have been shown on the silver screen.  This page applies a new conception of how time works (discussed in the
Multiverser® game system to help referees sort out game scenarios in which player characters travel in time) to unraveling the most popular of such movies.  An Event Horizon Hot Spot and Sci Fi Weekly Site of the Week which has won the author national recognition as an authority on time travel in fiction.

Other writings by the author....

Index to the Pages of M. J. Young
An eclectic collection of materials which includes RPG stories, commentary on law and Bible, song lyrics, and indices to material all over the web.

For your added enlightenment....

Other Links of Interest
Pages related to Dungeons & Dragons, role playing games, and more.

M. J. Young Net