An Assassin's job is simply to kill whatever they were hired to kill, often with ruthless efficiency and/or minimal collateral. In the best situations, Assassins are anti-heroes fullfulling an honorable and necessary role, as they provide swift justice to those who believe they are above the laws of nature and society. In the worst situations, Assassins are soulless killers belonging to a cult or organization of some sort which is predominately evil in nature; their loyalty ultimately lies to whoever is paying them better.
Assassins starts the game with the following five thief skills: take Disguise, Hide in Shadows, Move Silently, Open Locks and Climb Walls. For every skill additional, 10% points of another skill must be debited to give the additional skill a base five percent.
|SKILLS||BASE %||SKILLS||BASE %|
|Climb Wall||40||Move Silently||15|
|Find Trap||15||Remove Trap||10|
|Hear Noise||20||Set Trap||15|
|Hide in Shadow||15||Slight of Hand||30|
At First level, an assassin adds 25% points to any skill.
DEXTERITY BONUS APPLICABLE SKILLS:
Pick Pocket, Move Silently, Open Locks, Climb Walls (for rock add 20% to base), Slight of Hand, Hide in Shadows, Remove Traps, and Set Trap.
|Dex. Score||Modifier||Dex. Score||Modifier|
|9-12||0||19+||see Expanded Dexterity Table|
SKILLS NOT APPLICABLE FOR DEXTERITY BONUS:
Find Trap, Memorize, Hear Noise, Disguise, Ventriloquism, and Contort
Note: Some Thief skills may also be modified by Trait
The assassin may attempt to murder an unsuspecting opponent. The percent chance is dependent on both the assassin's and the victim's level. The table is located in the DMG. A failed assassination causes normal evasion damage.
As implied, this skill enables a character to build and set traps and reset someone else's trap. For every half hour spent on the trap after initial set up time, add five percent to chance of success
A person trained in this skill can successfully remember conversations ver batum, documents idetically, paths through mazes perfectly etc.
Every time a character goes over the same route, document etc., his chance of success increases fifty percent.
This ability allows a thief to dislocate joints with no major damage, slip out of handcuffs, fit into tiny spaces, etc.
for rock add 20% to base
Disguise Kit 2s.p.