From: jek@cs.duke.edu (James E. Kittock Esq.) Subject: AD&D2 Assassin ClassAssassin Class
Ability Dex 11 Requirements Int 11 Str 12 Prime Dex Requisites Int Races and Human: any evil Alignments Half Evil-Demihuman: Any non-good (includes 1/2 Orc, 1/2 Drow, 1/2 Goblin, etc.) Experience As Rogue Hit Dice As Rogue Saving Throws As Rogue Thac0 As Rogue Armor None allowed Weapons All allowedClass Abilities
1. Backstab as Thief (Table 30).
2. Thieving Skills, with 40 initial percentage points and 20 for each level above first; Base scores shown in table A below, including all modifications except Dexterity (Table 28) and race, table B below.
3. Percentage chance of Critically Hitting (but not Critically Fumbling) increased by Backstab Multiplier (Table 30) in general melee, by Backstab Multiplier plus one on surprise attacks.
4. Innate Disguise ability. This ability is always active when the character is conscious or merely asleep, it is inactive if a character is slain or knocked unconscious. The disguise is similar in general effect to that produced by a Hat of Disguise, but has the following properties: a) it can only be changed one time per day per character level, b) it has a 5% chance per character level of duplicating a given individual, c) suspicion about the disguise will result in its being seen through (although its unique nature will not usually be revealed) with a probability equal to 50% plus 5% times (suspector's level - character level), and d) it will otherwise only be revealed by True Seeing and similar magics, and does not radiate magic. A change in Disguise takes one full round to complete. The character can always revert to his or her own appearance whenever allowed to change.
5. Poison use is allowed, but no special bonuses or abilities with regards to such use are gained.
6. Scroll use as per the Thief class.
Notes
Human characters of this class are Evil because they must essentially sell their souls to an Evil god to gain the special Disguise ability. Note that this arrangement is generally binding and non-reversible. In the Forgotten Realms, gods offering this include: Bhaal, Beshaba, Cyric, Loviatar, Malar, Mask, Myrkul, and Talona. Half Evil-demihumans, having no souls, derive this power from the Evil-demihuman half of their spirit.
This class assumes use of the critical hit system in Best of Dragon V (from Dragon #39, July 1980), where the percent chance to crit is the difference between the net to-hit roll and the actual number needed to hit. This is the percentage affected by the multiplier. Table numbers above refer to the AD&D second edition Player's Handbook.
Table A: Base scores for Thieving Skills
Pick Pockets 5% Open Locks 10% Find/Remove Traps 10% Move Silently 20% Hide in Shadows 20% Detect Noise 15% Climb Walls 70% Read Languages 0%Table B: Modifications for Race
Skill 1/2 Orc 1/2 Drow ~~~~~ ~~~~~~~ ~~~~~~~~ PP - 5% +10% OL + 5% -- F/RT + 5% -- MS -- +10% HS -- +10% DN + 5% -- CW + 5% -- RL -10% --