Assassins are paid killers. Even more so than the Thief, the inclusion of this class into an adventuring group will most likely provoke extreme caution and mistrust (or even outright hostility) from the rest of the party members should the Assassin’s true nature be revealed. Like the Thief, if using the Law-Neutrality-Chaos alignment suggestion, Assassins are, at best, Neutral.

Possible Races: Human, Half-Orc (6th level maximum)

Prime Attribute: Dexterity (minimum scores of Strength 12, Intelligence 12, and Dexterity 12 are required)

Swcr assassin


Weapon and Armor Restrictions: Assassins may use any weapons and shields, and may wear leather armor.

Disguise: Assassin’s may disguise themselves through dress and manners. A successful disguise will allow the Assassin to conceal his likeness, pass of as a member of another class, or assume the guise of someone of the opposite sex. An Assassin has a 1-19 on d20 chance of successfully disguising himself (1-18 on d20 is disguising as a member of the opposite sex). This roll must be performed 1/day for every day the Assassin wishes to remain disguised. Victims of the disguise with an Intelligence score of 13-18 reduce the Assassin’s chance of success by -1. A Wisdom score of 13-18 also reduces the Assassin’s chances by -1. For example, a male Assassin trying to pass himself off as a high-born Lady to an astute captain of the guard (both Intelligence and Wisdom 13+) will have a chance of success of 1-16 on d20.

Poison: Assassins often make use of poisons to facilitate the completion of their missions. Because of the insidious nature of poison, Assassins spied using such vile tactics run the risk of inciting a violent reactions from onlookers. Onlookers within 10’ of an Assassin using a poisoned weapon have a 1-10 on d20 chance of recognizing the poisoned item. This recognition will provoke a ferocious attack from onlookers. Such attacks are made with a +4 bonus to-Hit and damage. Poison used in a more covert manner, such as hidden in food or drink, does not provoke such a reaction as long as the poisoning attempt remains undetected.

Thief Abilities (3rd): An Assassin or 3rd level or higher may function as a Thief with regards to special abilities (Open Locks, Remove Traps, Pick Pocket, Move Silently, Hide in Shadows, and Hear Noises) . The chance of an Assassin successfully performing a Thief’s special ability is equal to the Assassin’s level minus 2. Thus, a 4th level Assassin would have the same chance to Hide in Shadows as a 2nd level thief (1-3 on d20).

Use Scrolls (10th): Upon reaching 10th level Assassins are able to use arcane scrolls. Spells above 6th level carry a 2 in 20 chance (1-2 on d20) of being miscast resulting in the scroll’s reverse effect affecting the Thief as opposed to the intended target.

Cost: The payment an Assassin should demand for accepting a mission is given in the table below. The amount to be paid is based on the Assassin’s level:


Additional Experience Points: Upon successful completion of a mission, Assassins receive experience points (in addition to those gained from the assassinated victim) equal to 80% of the gold payed for the mission.

Saving Throw: Assassins gain a +2 bonus on saving throws vs. death and poison.

Chance of Assassination: Referees might find it more appropriate in certain situations to reduce the chance of a successful assassination down to a single roll as opposed to “playing out” the whole assassination. GMs who wish to do so may use the table below to determine the chance of success (on a d20) of a planed assassination. A roll equal to or under the number shown, after cross referencing the Assassin’s level with the victim’s level, indicates a successful assassination. Referees should adjust this chance based on the situation:



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