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CHARACTER CLASSES (ASSASSIN)An assassin character need not be a member of the Assassins Guild of thetown or city he or she dwells in, but all non-player assassin characters aremembers of such guilds. There is one such guild in most towns and cities,and each controls an area of from 10 to 100 miles radius around theheadquarters town or city. Any assassin discovered in a guild area who isnot a member of the local Assassins Guild will be invited to join, thus<strong>com</strong>ing under the authority and <strong>com</strong>mand of the Guildmoster Assassin.The assossin character need not join, but he or she will be under sentenceof death if the character performs on assassination while not a guildmember. Further discussion of Assassins' Guilds is given later.The primary function of assassins is killing. They may use poison -ingested or insinuated by weapon. Poison ingested must be put into thefood or drink, and the character performing this action must detail exactlywhen, where, and how the poisoning will be done. The DM will thenadjudicate the action. Poisoned weapons (see POISON) used run the riskof being noticed by others. All non-assassins within 10' of the baredweapon have a 10% cumulative chance each per melee round (q.v.) ofnoting the poison and attacking the poison-using assassin and/or callingfor the city watch. (There is a 20% chance for attacking the assassin, a 50%chance for calling for the watch, and a 30% chance for shouting for thewatch and then attacking the assassin.)Example: An assassin draws a dagger with a poisoned blade. The firstmelee round it can be seen by two persons. The percentile dice are rolledfor each, but unless 10 or less is rolled, they do not notice the venom. Thenext melee round the two first seeing the weapon have a 20% chance ofnoticing the poison, and any others seeing it for the first time have but a1OOh chance. If ony onlooker does see the poison, percentile dice arerolled: a score of 01 to 20 indicates attack, 21 to 70 indicates a hue and cryfor the watch, and 71-00 indicates both.Assassins attack on the same <strong>com</strong>bat tables as thieves do, including backstabbing. However, if they surprise (q.v.) a victim, they may attack on theASSASSINATION TABLE. This gives a roughly 50% chance of immediatelykilling the victim; and if this fails, normal damage according to weapontype and strength ability modifiers still accrues to the victim. Thus, if apoisoned weapon is used, the victim must also make the saving throwversus poison or die. The assassin decides which attack mode he or shewill use: assassination, back stabbing, or normal melee <strong>com</strong>bat.Primary abilities of assassins which enhance their function are those ofbeing able to speak alignment languages and being able to disguise, asfollows:1. Assassins with intelligence of 15 or more are able to learn analignment tongue (even those special languages of druids andthieves). This ability is gained at 9th level (Assassin) andwith each advance in experience level thereafter. Themoximum number of alignment languages which can bespoken by an assassin is four - one for each point ofintelligence above 14, i.e. one at 15, two at 16, three ot 17, andfour at 18 intelligence. Note: An assossin would hove to be ofCHARACTER CLASSES (ASSASSIN)12th level (Chief Assassin) and have 18 intelligence to be ableto speak four olignment languages. The assassin may selectfrom the following languages:CHAOTIC NILCHAOTIC GOODCHAOTIC NEUTRALITYLAWFUL EVILLAWFUL GOODLAWFUL NEUTRALITYNEUTRAL EVILNEUTRAL GOODNEUTRALITYDRUIDICTHIEVESCANT2. Disguise can be donned in order to gain the opportunity topoison or surprise a victim - or for other reasons. The assassincan disguise himself or herself so as to appear to be a human,semi-human, or humanoid creature of either sex. Disguise canlower height by two or three inches, or raise it by up to four orfive inches. It can make the assassin look slimmer or appearmuch heavier. Disguise can make the assassin appear to bevirtually any class of character, a simple pilgrim, a merchant,etc. There is a chance, however, that the victim, or one of hisor her henchmen or guards, will notice the disguise. There is abase chance of 2% per day of a disguised assassin beingspotted. This chance goes upwards by 2% if the assassin isposing as another class, another race, and/or the opposite sex(maximum of 8% chance). Each concerned party (victim,henchmen, bodyguards) in proximity to the assassin will bechecked for, immediately upon meeting the disguised assassinand each 24 hour period thereafter. The chance for spotting adisguised assassin goes downward by 1% for each point below24 of <strong>com</strong>bined intelligence and wisdom of the observerconcerned, i.e. a victim with an intelligence and wisdom<strong>com</strong>bined total of 20 has reduced his or her chances ofspotting the disguised assassin by 4%. The reverse is also true;intelligence and wisdom above a <strong>com</strong>bined total of 30increase the chance of detection by 1% per point. Note: Trueseeing or a wand of enemy detection will discover anassassin, as will detect evil, or know olignment in some cases.The secondary function of the assassin is spying. This mission can becoupled with the stealing of some item.Tertiary functions of assassins are the same as thieves. They have allabilities and functions of thieves; but, except for back stabbing, assassinsperform thieving at two levels below their assassin level, i.e. a 3rd levelassossin has the thieving abilities of a 1st level thief, a 4th level assassinthe abilities of a 2nd level thief, etc.Performing an assassination will gain experience points for the character-awarded for both the fee paid and the level of the victim. These awardsare determined by the referee on the basis of a formula given inADVANCED DUNGEONS I DRAGONS, DUNGEON MASTERS GUIDE.Typical fees paid (in gold pieces) for assassination are:MINIMUM FEES FOR ASSASSINATIONleveloflevel of VictimAssassin 0 1.2 3.4 5-6 7-9 10.12 13-15 16+4 100 200 300 450 600 750 ...5 150 300 450 700 900 1100 1300 15006 250 500 750 lo00 1300 1600 2000 250010 1200 2400 3600 4800 6OOo 8000 loo00 1500011 1700 3500 5100 7000 9Ooo 12000 15000 2oooo'Important, popular, and/or noble victims will be considered as being above their actual level with respect to fee. for example, an elder of a town who isgenerous and just (thus popular) might be only 4th level, but for purposes of payment for assassination the character would be considered at three timesactual level.29

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