Assassin
While “assassin” is a general term for people of all classes who kill for pay, here it describes a particular type of hired fighter. An assassin may work freelance or belong to an assassins’ guild.
Role
Assassins are paid killers. They care nothing about fair play or honorable combat, wishing only to carry out their contracts in the safest and most secret ways possible. Fighter assassins rely more on brute force than Thief Assassins, and the handiwork of the former is more evident as deliberate murder - which serves as a warning to other potential victims. While some assassins are dedicated to evil, others are just cynical or mercenary (neutral a few might see their work as a necessary evil for a greater cause, particularly if they slay only evil-aligned beings. The assassin’s goal is to remain unknown and unseen, a feared agent of his guild.
Distinctive Appearance
None
Special Benefits
The fighter assassin is able to move silently as a Thief of equal level (use Table 19 in the Dungeon Master’s Guide, page 23; dexterity and racial bonuses apply). If an assassin surprises an opponent, is not himself surprised, has a melee weapon in hand, and is within melee range, the assassin can automatically hit his opponent once and do double damage; this is in addition to his normal attack. This ability works only against humanoid-shaped creatures of small or medium size, and it assumes that the assassin does not require a magical weapon of greater power than he has in hand to hurt the target.
Special Hindrances
The assassin’s main drawback is the unlawfulness of his trade. If found out as an assassin and captured, he can expect no mercy from the law. If an assassin is identified but not captured, a bounty of 10x1d100 gp will be placed on his head.
Class
Attribute Requirements
Strength and Dexterity of 12, Intelligence of 11
Barred Beliefs
May be of any non-good alignment
Race Requirement
None
Bonus Weapon Proficiencies
None
Required Weapon Proficiencies
None
Recommended Weapon Proficiencies
The assassin can use any weapon, though many prefer small stabbing weapons that are used with one hand (particularly the dagger and short sword, but not the bastard sword or spear) and small, piercing missile weapons (e.g., a hand crossbow or short bow, or thrown daggers, shuriken, etc.). Assassins can specialize but only with a melee weapon, as restricted earlier; such favored weapons are frequently seen and serve as “trademarks” for a particular assassin’s style.
Barred Weapon Proficiencies
None
Bonus Non-Weapon Proficiencies
Recommended Non-Weapon Proficiencies
Alertness, Blind-Fighting, Information Gathering, Herbalism, Riding (Land-Based), Observation, Tightrope Walking, Tracking, Tumbling, Voice Mimicry
Assassins may choose proficiencies from the general, warrior, or rogue lists, all at the listed costs (i.e., rogue skills are not doubled in cost). However, he cannot learn agricultural or wilderness skills.
Equipment
Assassins prefer to wear only leather armor. If they wear any heavier type of armor, they are unable to use their special benefits. Different types of deadly devices and unusual weapons are used by assassins, and fighter assassins might be trap or weapon collectors. Poison is also widely used because of its rapid killing power.
Wealth Options
The assassin receives the normal 5d4 x 10 gp.
Homeland Terrain
None
Economic System
None