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Assassin
Class Group: Rogue
Assassin
Source: The Scarlet Brotherhood: Assassin (SB)
Ability Score
Requirements:
Strength 12, Intelligence 11, Dexterity 13
Prime Requisite: Dexterity
Allowed Races: Human (Suel)
Alignment Allowed: Evil alignment (Most in Scarlett Brotherhood are Lawful Evil)

The assassin is a living weapon made to be used against their enemies. Trained in spying, stealth, disguise and the art of murder, they are the secret agents sent to upset a government with a well-placed sword or to squeeze critical information from a trusting advisor.

Assassin
Level XP needed Hit
Dice
(d6)
THAC0 Weapon
proficiency
slots total
Nonweapon
proficiency
slots total
1 0 1 20 2 3
2 1,250 2 20 2 3
3 2,500 3 19 2 3
4 5,000 4 19 3 4
5 10,000 5 18 3 4
6 20,000 6 18 3 4
7 40,000 7 17 3 4
8 70,000 8 17 4 5
9 110,000 9 16 4 5
10 160,000 10 16 4 5
11 220,000 10+2 15 4 5
12 440,000 10+4 15 5 6
13 660,000 10+6 14 5 6
14 880,000 10+8 14 5 6
15 1,100,000 10+10 13 5 6
16 1,320,000 10+12 13 6 7
17 1,540,000 10+14 12 6 7
18 1,760,000 10+16 12 6 7
19 1,980,000 10+18 11 6 7
20 2,200,000 10+20 11 7 8

Class Features[]

Hit Points[]

  • Hit Dice (levels 1-9): 1d6 + "HP Adjustment" (See Constitution table) per level
  • Hit Dice (levels 10+): +2 HP per level
  • Multi-Class/Dual-Class: HP acquisition is adjusted if Multi-Class or Dual-Class

Magic[]

  • Cannot cast magical spells, but they can use magical items, including potions, protection scrolls, most rings, and all forms of enchanted armor, weapons, and shields.

Starting Equipment[]

  • Start with 2d6 × 10 gp gp to purchase starting equipment with. Can keep left over money.

Equipment[]

  • Armor: Shields, leather, studded leather, padded leather, or elven chain armor
  • Weapon: Any weapon

Proficiencies[]

Non-Weapon Proficiencies[]

  • Starts with 3 Non-Weapon Proficiencies
  • Gains a Non-Weapon Proficiency every multiple of 4 levels (level 4, 8, 12, 16, 20...)
  • Can chose a Nonweapon Proficiency at normal cost in the General, Fighter, and Rogue categories.
  • Can chose a Nonweapon Proficiency at +1 cost from any other category.

Weapon Proficiencies[]

  • Starts at level 1 with 2 Weapon Proficiency Slots
    • -3 Penalty to hit with weapons without proficiency.
    • Cost is 1 weapon slot.
  • Gains a Weapon Proficiency Slot every multiple of 4 levels (level 4, 8, 12, 16, 20...)
  • Can spent Weapon Proficiency Slots to chose a weapon from any category for allowed weapons.

Player's Option: Combat & Tactics

  • Attacks of opportunity: Can make one attack of opportunity plus one per five levels.
  • Fighting Styles: Single Weapon, Two Weapon, Unarmed, Missile/Thrown Weapons

Fighting Style Specialization (Player's Option: Combat & Tactics)[]

Rogues know the "Single Weapon", "Two Weapon", "Unarmed", "Missile/Thrown Weapons" fighting styles. They may learn another fighting style for 1 weapon slot.

A rogue may specialize in a Fighting Style they already know, for the cost of 1 weapon slot. They can only specialize in one.

List of Fighting Style Specializations:

Rogue Skills[]

PHB Table 26: Thieving Skill Base Scores
Pick
Pockets
Open
Locks
Find/Remove
Traps
Move
Silently
Hide
in
Shadows
Detect
Noise
Climb
Walls
Read
Languages
Base Score 15% 10% 5% 10% 5% 15% 60% 0%

To determine the initial value of each skill, start with the base scores listed on "PHB Table 26" above.

  • At first level, Assassins get 20 percentage points to distribute
    • No more than 15 percentage points of this can be assigned in a single skill.
  • At second and third levels, Assassins get 20 percentage points to distribute
    • No more than 15 percentage points of this can be assigned in a single skill.
  • At level up beyond this, they gain 30 percentage points to distribute.
    • No more than 15 percentage points of this can be assigned in a single skill.
  • No skill can be raised above 95 percent, including all adjustments.
  • Assassin Bard abilities are subject to modifiers for situation and armor as per the thief.

Backstab[]

Assassins are able to backstab as a thief of equal level.

Backstab Damage Multipliers Table
Assassin's Level Damage Multiplier
1-4 x2
5-8 x3
9-12 x4
13+ x5

When attacking someone by surprise and from behind: +4 to hit modifier, negate the target's shield and Dexterity bonuses

The weapon's standard damage is multiplied by the value given in "Backstab Damage Multipliers Table" above. Then Strength and magical weapon bonuses are added.

  • Backstab multiplier only applies to the first attack made by the thief.
  • The thief cannot use it on every creature, the victim must be generally humanoid.
  • Finally, the thief has to be able to reach a significant target area.
    • To backstab a giant, the thief would have to be standing on a ledge or window balcony. Backstabbing him in the ankle just isn't going to be as effective.

Assassinate[]

Assassins also have the ability to assassinate a human, demihuman or humanoid victim, causing massive damage in a single blow.

The assassin must have studied the victim for at least three consecutive rounds within the past 24 hours to make this attack.

The assassin must then surprise the victim and make a successful attack roll. If the attack roll succeeds, the victim must make a saving throw vs. death, modified by:

  • -1 if the assassin is 4th-7th level
  • -2 if the assassin is 8th-11th level and so forth.

Failure means the victim dies (brought immediately to 0 hp, or -10 hp if the Hovering on Death's Door optional rule is used).

If the victim makes the saving throw, normal damage occurs.

Poison Creation[]

Assassins are schooled in the use of poisons, both injected and ingested. At higher levels, most learn to manufacture their own poisons.

Disguise[]

Assassins can disguise themselves with remarkable skill; all assassins start with a disguise skill equal to the disguise nonweapon proficiency at +4.

Thieves' Cant[]

Assassins may learn thieves' cant if their Intelligence gives them available language slots.

Use Scrolls[]

At 12th level, an Assassin gains a limited ability to use magical and priest scrolls.

There is a 25% chance to to read the scroll incorrectly

  • When this happens, the magical power works the opposite of what is intended.

Saving Throws[]

Assassin Saving Throws

Attack to be Saved Against
Experience Level Paralyzation,
Poison, or
Death Magic
Rod, Staff,
or Wand
Petrification
or Polymorph*
Breath
Weapon**
Spell***
1-4 13 14 12 16 15
5-8 12 12 11 15 13
9-12 11 10 10 14 11
13-16 10 8 9 13 9
17-20 9 6 8 12 7
21+ 8 4 7 11 5
*Excluding polymorph wand attacks.
**Excluding those that cause petrification or polymorph.
***Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.

Level 1 Character[]

  • Starting HP: 1d6 HP
  • Starting funds: 2d6 × 10 gp
  • 3 Nonweapon Proficiencies Slots
  • 2 Weapon Proficiency Slots
  • Can use Language Slots from Intelligence for Nonweapon Proficiencies Slots
  • Can spend 20 percentage points in their rogue abilities
  • Cannot cast spells until level 2.

Leveling up[]

At level up:

  • Roll 1d6 HP (unless level 11 or higher, then add 2 HP instead)
  • Check "Assassin Saving Throws" above to see if your saving throws change
  • At level 2 & 3 Distribute 20 percentage points to Rogue Abilities (max spend 15 per skill)
  • At all other levels, distribute 30 percentage points to Rogue Abilities (max spend 15 per skill)
  • Check top table to see if THAC0 updates
  • 1 Weapon Proficiency Slot gained at level 4, 8, 12, 16, 20 (every multiple of 4)
  • 1 Nonweapon Proficiency Slot gained at level 4, 8, 12, 16, 20 (every multiple of 4)
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