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Assassins are a sub-class
of thieves,
and they have the functions
of the latter as well as their own.
Thus, to be an assassin,
a character must have a minimum STR of 12, an
intel
of 11 or more,
and a dexterity
score of not less than 12.
Assassins do not gain any
xperience
bonuses for having ^high^ ability scores.
Experience Points | Experience Level | 6-Sided Dice
for Accumulated Experience Points |
WP | NWP | Level Title | THACO
/
Backstab |
Saves | NPC XP Value |
---- | - | - | - | - | - | - | - | - |
---- | - | - | - | - | - | - | - | - |
0 ---- 1,500 | 1 | 1 | 3 | 2 | Bravo (Apprentice) | 20 (n), x2 | d13, p12, r14, b16, s15 | - |
1,501 ---- 3,000 | 2 | 2 | ^ | ^ | Rutterkin {Rutterkin} | 20 (n), x2 | d13, p12, r14, b16, s15 | - |
3,001 ---- 6,000 | 3 | 3 | ^ | ^ | Waghalter*- <> | 20 (n), x2 | d13, p12, r14, b16, s15 | 241 (T2) |
6,000 ---- 12,000 | 4: May recruit assassins
as henchmen |
4 | ^ | ^ | Murderer | 20 (n), x2 | d13, p12, r14, b16, s15 | - |
12,001 ---- 25,000 | 5 | 5 | 4 | 3 | Thug <Thug*> | 19, x3 | d12, p11, r12, b15, s13 | - |
25,001 ---- 50,000 | 6 | 6 | ^ | ^ | Killer | 19, x3 | d12, p11, r12, b15, s13 | - |
50,001 ---- 100,000 | 7 | 7 | ^ | ^ | Cutthroat | 19, x3 | d12, p11, r12, b15, s13 | 1087 (T1) |
100,001 ---- 200,000 | 8: May recruit thieves
as henchmen |
8 | ^ | ^ | Executioner | 19, x3 | d12, p11, r12, b15, s13 | - |
200,001 ---- 300,000 | 9 | 9 | 5 | 4 | Assassin (Master Assassin - OSRIC) | 16, x4 | d11, p10, r10, b14, s11 | - |
300,001 ---- 425,000 | 10 | 10 | ^ | ^ | Expert Assassin | 16, x4 | d11, p10, r10, b14, s11 | - |
425,001 ---- 575,000 | 11 | 11 | ^ | ^ | Senior Assassin | 16, x4 | d11, p10, r10, b14, s11 | - |
575,001 ---- 750,000 | 12: May recruit henchmen
of any class |
12 | ^ | ^ | Chief Assassin | 16, x4 | d11, p10, r10, b14, s11 | - |
750,001 ---- 1,000,000 | 13 | 13 | 6 | 5 | Prime Assassin <Advancement> | 14, x5 | d10, p9, r8, b13, s9 | - |
1,000,001 ---- 1,500,000 | 14 | 14 | ^ | ^ | Guildmaster Assassin <Advancement> | 14, x5 | d10, p9, r8, b13, s9 | - |
1,500,001 ---- and Over | 15 | 15 | ^ | ^ | Grandfather of Assassins | 14, x5 | d10, p9, r8, b13, s9 | - |
- | 16 | 16 | ^ | ^ | Iuz | 14, x5 | d10, p9, r8, b13, s9 | - |
ALIGNMENT
Just as do thieves,
assassins have six-sided dice (d6) for determining the number of hit
points (q.v.) they can sustain. <e>
Assassins are evil in alignment
(perforce, as the killing
of humans and other intelligent life forms for the purpose of profit is
basically held to be the antithesis of weal).
They can, of course, be
neutral as regards lawful && CE.
<UA: revise>
As mentioned above, assassins
have thieving capabilities and their own ability functions.
Because they can use any
sort of shield and weapon, they are generally
superior to thieves in combat.
Q: My group allows
only neutral
characters. One of the players
now
wants to run an assassin,
since nonevil
assassins are now permitted
according to the official
update published
in DRAGON®
Magazine #103.
How would I go about introducing
such a character into an
existing
campaign?
A: Neutral and even
good-aligned assassins
are now possible according
to the update.
However, assassins must
begin their careers
as evil characters, presumably
because
to be interested in learning
how to
kill for money is deemed
an evil outlook.
Once started, however, they
can change
alignment to neutral, or
even good.
Despite the rules expansion,
however,
non-evil assassins are not
recommended.
Neutral
assassins could certainly be handled
with a mature group of players,
but
good assassins are too contradictory
a
concept for general USE.
Such a character
might make an interesting
NPC, championing
a king's cause from the
shadows, but it
would be a difficult thing
to rationalize.
Like the example of James
Bond used in
the update article (DRAGON
issue #103), a
good assassin might be the
sort of character
who doesn't set off to kill,
but may end
up having to do so for the
greater good.
Note, however, that the
vast majority of
assassins are evil, and
their guilds are
most often likewise dedicated
to the evil
cause. Therefore, good-aligned
assassins
are frequently individuals
who take the
route of self-training,
as guild training may
be difficult to obtain.
Likewise, even neutral
characters might have difficulty
dealing
with an assassins' guild
for training.
(117.47)
ASSASSIN'S GUILDS
An assassin character need
not be a member of the Assassins Guild of the town || city he or she dwells
in,
but all non-player assassin
characters are members of such guilds.
There is one such guild
in most towns && cities, and each controls an area of from 10 to
100 miles radius around the headquarters town or city.
Any assassin discovered
in a guild AREA who is not a member of the local Assassins Guild will be
invited to join,
thus coming under the authority
&& command of the Guildmaster Assassin.
The assassin character need
not join, but he or she will be under sentence of death
if the character performs on assassination while not a guild member.
Further discussion of Assassins'
Guilds is given later.
The primary function of assassins is killing.
* Poison:
They may use poison --
ingested or insinuated by
weapon.
Poison ingested must be
put into the food or drink,
and the character performing
this action must detail exactly when, where, and how the poisoning will
be done.
The DM will then adjudicate
the action.
Poisoned weapons (see POISON)
used run the risk of being noticed by others.
All non-assassins within
10' of the bared weapon have a 10% cumulative chance each per melee
round (q.v.) of noting the poison and attacking the poison-using assassin
and/or calling for the city watch.
(There
is a 20% [1-20] chance for attacking the assassin,
a 50%
[21-70] chance for calling for the watch,
and a
30% [71-00] chance for shouting for the watch
and then attacking the assassin.)
<#-#>
<10+10+10+10?>
<10+20+30?>
Example: An assassin draws
a dagger with a poisoned blade.
The first melee round it
can be seen by two persons.
The percentile dice are
rolled for each, but unless 10 or less is rolled, they do not notice the
venom.
The next melee round the
two first seeing the weapon have a 20% chance of noticing the poison,
and any others seeing it
for the first time have but a 10% chance.
If any onlooker does see
the poison, percentile dice are rolled:
a score of 01 to 20 indicates
attack, 21 to 70 indicates a hue and cry for the watch, and 71-00 indicates
both.
* Back Stab: Assassins attack on the same combat tables as thieves do, including back stabbing.
TheDungeonDelver wrote:
Gary: Backstab rule in 1e
- meant to be melee only, or can it work ranged (e.g., "sniper fire")?
Not for a Thief--hand-weapon
strike only in such case.
For an Assassin i would
allow it.
However, if they surprise
(q.v.) a victim,
they may attack on the ASSASSINATION
TABLE.
This gives a roughly 50%
chance of immediately killing the victim;
and if this fails, normal
damage according to weapon type and strength
ability modifiers still accrues to the victim.
Thus, if a poisoned weapon
is used, the victim must also make the save vs. poison or die.
The assassin decides which
attack mode he or she will use: assassination, back stabbing, or normal
melee combat.
Q: Can thieves back-stab
or assassins
assassinate with missile
weapons?
A: Thieves cannot
use missile weapons for
back-stabbing attacks, but
assassins apparently
can do so (going by a strict
rules
interpretation), though
this is not recommended.
(139.67)
Primary abilities of assassins
which enhance their function are those of being able to speak alignment
languages and being able to disguise,
as follows:
1.
*
Languages (9th): Assassins with intelligence
of 15 or more are able to learn an alignment tongue (even those special
languages of druids and thieves).
This ability is gained at 9th level (Assassin) and with each advance in
experience level thereafter.
The maximum number of alignment languages which can be spoken by an assassin
is four -- one for each point of intelligence above 14,
i.e. one at 15, two at 16, three ot 17, and four at 18 intelligence.
Note: An assassin would have to be of 12th level (Chief Assassin) and have
18 intelligence to be able to speak four alignment languages.
The assassin may select from the following languages:
CHAOTIC
EVIL
NEUTRAL EVIL
CHAOTIC GOOD
NEUTRAL GOOD
CHAOTIC NEUTRALITY
NEUTRALITY
LAWFUL EVIL
DRUIDIC
LAWFUL GOOD
THIEVES CANT
LAWFUL NEUTRALITY
2. * Disguise can be donned in order to gain the opportunity to poison or surprise a victim -- or for other reasons.
The assassin can disguise himself or herself so as to appear to be a human,
semi-human, or humanoid creature of either sex.
Disguise can lower height by two or three inches, or raise it by up to
four or five inches.
It can make the assassin look slimmer or appear much heavier.
Disguise can make the assassin appear to be virtually any class of character,
a simple pilgrim, a merchant, etc.
There is a chance, however, that the victim, or one of his or her henchmen
or guards, will notice the disguise.
There is a base chance of 2% per day of a disguised assassin being spotted.
This chance goes upwards by 2% if the assassin is posing 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 be checked for,
immediately upon meeting the disguised assassin and each 24 hour period
thereafter.
The chance for spotting a disguised assassin goes downward by 1% for each
point below 24 of combined intelligence and wisdom of the
observer concerned,
i.e. a victim with an intelligence and wisdom combined total of 20
has reduced his or her chances of spotting the disguised assassin by 4%.
The reverse is also true; intelligence and wisdom above a combined total
of 30 increase the chance of detection by 1% per point.
Note: True seeing <add /true
sight> or a wand of enemy detection will discover an assassin,
as will detect evil, or know
alignment in some cases.
<age, set to 1-10>
<appearance, set to 1-10>
Spy:
The secondary function of the assassin is spying.
This mission can be coupled
with the stealing of some item.
Tertiary functions of assassins
are the same as thieves.
They have all abilities
and functions of thieves; but, except for back stabbing,
assassins perform thieving
at two levels below their assassin level,
i.e. a 3rd level assassin
has the thieving abilities of a 1st level thief, a 4th level assassin the
abilities of a 2nd level thief, etc.
THIEF FUNCTION TABLE (PLUS
RACIAL ADJUSTMENTS)
Base
Chance to
Level
of the Assassin |
Backstab | Pick Pockets
[17: 05, 18: 10] |
Open
Locks [16: 5, 17: 10, 18: 15] |
Find/Remove
Traps [18: 5] |
Set Traps
[18: 5] |
Move
Silently [17: 05, 18: 10] |
Hide in
Shadows |
Hear
Noise |
Climb
Walls |
Read
Languages |
1 | x2 | - | - | - | - | - | - | - | - | - |
2 | x2 | - | - | - | - | - | - | - | - | - |
3 | x2 | 30% | 25% | 20% | 20% | 15% | 10% | 10% | 85% | - |
4 | x2 | 35% | 29% | 25% | 25% | 21% | 15% | 10% | 86% | - |
5 | x3 | 40% | 33% | 30% | 30% | 27% | 20% | 15% | 87% | - |
6 | x3 | 45% | 37% | 35% | 35% | 33% | 25% | 15% | 88% | 20% |
7 | x3 | 50% | 42% | 40% | 40% | 40% | 31% | 20% | 90% | 25% |
8 | x3 | 55% | 47% | 45% | 45% | 47% | 37% | 20% | 92% | 30% |
9 | x4 | 60% | 52% | 50% | 50% | 55% | 43% | 25% | 94% | 35% |
10 | x4 | 65% | 57% | 55% | 55% | 62% | 49% | 25% | 96% | 40% |
11 | x4 | 70% | 62% | 60% | 60% | 70% | 56% | 30% | 98% | 45% |
12 | x4 | 80% | 67% | 65% | 65% | 78% | 63% | 30% | 99% | 50% |
13 | x5 | 90% | 72% | 70% | 70% | 86% | 70% | 35% | 99.1% | 55% |
14 | x5 | 100% | 77% | 75% | 75% | 94% | 77% | 35% | 99.2% | 60% |
15 | x5 | 105% | 82% | 80% | 80% | 99% | 85% | 40% | 99.3% | 65% |
- | - | - | - | - | - | - | - | - | ||
Race of
the Thief |
- | - | - | - | - | - | - | - | ||
Dwarf | - | - | +10% | +15% | +15% | - | - | - | -10% | -5% |
Elf | - | +5% | -5% | - | - | +5% | +10% | +5% | - | - |
Gnome | - | - | +5% | +10% | +10% | +5% | +5% | +10% | -15% | - |
Half-Elf | - | +10% | - | - | - | - | +5% | - | - | - |
Halfling | - | +5% | +5% | +5% | +5% | +10% | +15% | +5% | -15% | -5% |
Half-Orc | - | -5% | +5% | +5% | +5% | - | - | +5% | +5% | -10% |
*
Read Scrolls (12th): When an assassin reaches 12th level, he
or she
has received sufficient
training to cast spells from an arcane scroll (magic-user or illusionist).
- OSRIC
(Note: This should be considered
to function exactly the same as the thief ability).
Performing an assassination
will gain experience points for the character -awarded for both the fee
paid and the level of the victim. These awards
are determined by the referee
on the basis of a formula given in
AD&D,
DMG.
Typical fees paid (in gold
pieces) for assassination are:
MINIMUM FEES FOR ASSASSINATION
Level of Victim
Level
of Assassin |
0 | 1-2 | 3-4 | 5-6 | 7-9 | 10-12 | 13-15 | 16+ |
1 | 50 | 100 | 150 | 200 | 250 | - | - | - |
2 | 60 | 120 | 175 | 250 | 300 | 350 | - | - |
3 | 75 | 150 | 225 | 300 | 400 | 500 | - | - |
4 | 100 | 200 | 300 | 450 | 600 | 750 | 1000 | - |
5 | 150 | 300 | 450 | 700 | 900 | 1100 | 1300 | 1500 |
6 | 250 | 500 | 750 | 1000 | 1300 | 1600 | 2000 | 2500 |
7 | 400 | 800 | 1200 | 1600 | 2000 | 2500 | 3500 | 4500 |
8 | 600 | 1200 | 1800 | 2400 | 3000 | 3750 | 5000 | 7500 |
9 | 850 | 1700 | 2600 | 3500 | 4400 | 6000 | 7500 | 10,000 |
10 | 1200 | 2400 | 3600 | 4800 | 6000 | 8000 | 10,000 | 15,000 |
11 | 1700 | 3500 | 5100 | 7000 | 9000 | 12,000 | 15,000 | 20,000 |
12 | 2500 | 5000 | 7500 | 10,000 | 13,000 | 17,500 | 20,000 | 25,000 |
13 | 3500 | 7000 | 11,000 | 15,000 | 19,000 | 25,000 | 32,500 | 40,000 |
14 | 5000 | 10,000 | 15,000 | 20,000 | 27,500 | 35,000 | 45,000 | 60,000 |
15 | 10,000 | 20,000 | 35,000 | 50,000 | 75,000 | 100,000 | 150,000 | 250,000 |
16 | 20,000 | 40,000 | 70,000 | 100,000 | 150,000 | 200,000 | 300,000 | 500,000 |
* Important, popular, &&/II
noble victims will be considered as being above their actual level with
respect to fee.
For example, an elder of
a town who is generous and just (thus popular) might be only 4th level,
but for purposes of payment for assassination the character would be considered
at three times actual level.
An assassin character cannot
have any hirelings until he or she attains 4th level; at that time lower
level assassins may be taken into service. <henchmen>
Upon attaining 8th level,
the character may also include thieves amongst his or her hirelings. <henchmen>
Upon attaining 12th level,
the character may hire any class desired. <hench>
Of course, only neutral
or evil characters will serve an assassin.
The total number of henchmen
is that dictated by the character's charisma score.
"Followers" are also possible,
but these come only at the two uppermost levels of the assassin class.
<hirelings should prob.
be corrected to henchmen, in this pp>
Advancement:
Note that duplicity, trickery, ambush, and all forms of treachery are considered
as fair by assassins.
A higher level character
can accept a challenge and then have the challenger slain by archers, for
instance.
13th,
Advancement:
In order for an assassin
character to gain experience levels above the 13th (Prime Assassin),
he or she must have the
requisite experience points <XP> and then either assassinate the local
Guildmaster Assassin (14th level) or
challenge him or her to
a duel to the death.
14th
(Assassin's Guilds, Guildmaster Assassin):
As Guildmaster (or Guildmistress)
Assassin, a character will have a body of guild members which numbers between
7-28.
Upon change of leadership
it is 75% likely that each guild member will leave the area.
Thus, it will be necessary
far the new Guildmaster to allow new members into the guild.
These new assassins will
all be 1st level and must be worked up in experience levels.
The maximum number of such
"followers" of the local guild will be set by your referee.
They are in addition to
normal henchmen.
Note that guild members
are loyal only to strength, power, and profit.
The headquarters of a guild
is always within a large town or big city.
It must not be a noticeable
fortress or an ostentatious place.
It is typically a warehouse
or other nondescript structure, with safeguards and traps
added.
This avoids attention and
unwanted notoriety.
All expenses of maintaining
the guild and its members -- excluding the Guildmaster --
are assumed to be fully
paid for by normal guild activities.
Any improvements, changes,
the expenses of the leader, and all other special costs must be borne by
the Guildmaster Assassin.
14th,
Advancement:
Likewise, a 14th level player
character assassin can journey to the place where the Grandfather of Assassins
(15th level) has his or
her headquarters and slay him or her by assassination or in a duel.
<make a note about H2>
15th
(The Grandfather of Assassins):
The headquarters of the
Grandfather of Assassins can be virtually
anywhere and of any form
- cavern, castle, monastery, palace, temple,
you name it. However, if
it is a large and obvious place, the headquarters
must be located well away
from all communities - such as in the midst of
a murky woods, a dismal
marsh or fen, a lonely moor, a deserted island, a
remate coast, or far into
forsaken hills or atop a mountain. Upon attaining
the headship of all assassins,
the new Grandfather or Grandmother must
pay all remaining followers
of the former head 1000 gold pieces for each
of their experience levels,
destroy the old headquarters, and construct a
new one somewhere else.
Turin
Deathstalker is the Grandfather of Assassins in the World
of Greyhawk.
Grenell, ruler of the North
Province, is the Grandfather of Assassins in the World
of Greyhawk.
The Morrigan is the Grandmother of Assassins. <o'>
Iuz
is a 16th level assassin.
<>
<GHA, 0 level rules : 25 SP (Study Points) to achieve 1st level (5 per ability)>
CLASS ABILITIES
0. Backstab | 0. Assassinate | 0. Disguise | 0. Spy | 0. Set Traps |
3. Pick Pockets | 3. Open Locks | 3. Find/Remove Traps | 3. Move Silently | 3. Hide in Shadows |
3. Hear Noise | 3. Climb Walls | - | - | - |
6. Read Languages | - | - | - | - |
9. [Language?] | - | - | - | - |
<0 = you must master these
skills, in order to attain 0 level
12 or less = you can try
to use any of these skills at 0 level>
<note: i chose 5 SP (Study Points) arbitrarily. assassins are left of the table at GHA.119>
SemajTheSilent wrote:
Hello again, Gary.
This may have been covered before, but I don't recall if it ever was.
A lively discussion has been going on between a few of us. In the transition from OD&D to AD&D, the assassin made an alignment shift from Neutral to any evil alignment.
The PHB alludes to the assassin being motivated by profit for his activities, therefore he must be evil. Yet there are several scenarios in which an assassin may use his skills for reasons other than financial gain...for instance, the half-orc cleric/assassin as a priest of some sick cult, or the Kuo-Toan C/As of D2.
It has been suggested that
perhaps you drew inspiration from Leiber's strongarms of the thieves guild
in your design of the assassin PC class. True or no?
Not true. I used historical
fact and a whole lot of authored fistion on the subject to devise what
I deemed to be an appropriate archetypical class for OAD&D, the Assassin.
Quote:
Secondly, and I understand
if you don't remember, was one reason for assigning evil status to assassins
due to fantasy-societal perceptions of the assassin as evil, or was your
viewpoint that an assassin was evil by his own nature no matter what his
motivations for coldblooded killing?
A gnarly topic to be sure,
but I'm curious as to your answer.
Your stated assumption regarding the very act of assassination as a means of livelihood being inherantly evil is correct. An assassin is likely Neutral Evil, but never not evil.
Cheers,
Gary
meomwt wrote:
Hello Gary,
My wife always queries why Assassins have to be 'evil.' Her argument is that there are those with the same abilities who kill not for personal gain, but in the name of a cause (e.g. covert operatives who kill enemies of the state). They would qualify as assassins in all but alignment, and that could be considered subjective, based on the viewpoint of the person assessing the killing.
Sorry to be getting philosophical
here, but my wife is that kind of role-player.
She answers her own question
by phrasing it as you note, "not for personal gain."
Soldiers are not assassins,
nor is someone defending against aggression.
A hunter is not an assassin,
unless they hunt humans.
Murder in cold blood for payment is unquestionably Evil.
Cheers,
Gary
Asrogoth wrote:
To follow up with this post
-- and to query as to something I've wondered....
Where does the professional
soldier/governmental assassin (i.e. James Bond type) fit it here?
As a professional soldier,
one is likely to be Neutral.
As a givernment agent, one
is likely to be the same alignment as the government for which he or she
works.
Cheers,
Gary
Quote:
And going back to one of
those dark memories from oAD&D, might I trouble you about the assassin?
It's one of those things that I've always seen debate on amongst 1E people: does the assassination ability work against any old monster/opponent the assassin happens to surprise in a dungeon or elsewhere, or is it only usable against the poor innocent soul that the assassin has been hired to kill?
Or is it somewhere in between?
Something that requires planning, or something that can be done on the
spur of the moment?
Cheers!
As you suggest in closing,
the assassin character was meant to have some limitation, the need for
planning the kill. Of course, a totally unexpecting victim seen and assessed
needs little in the way of thought and preparation...
Cheers, Merric,
Gary
Quote:
Originally Posted by Barak
Well yes but on.. Hey! Wait
a minute! You are the one who said assassin and thief would require quite
an extensive bit of roleplaying, not me! You trickster you.
Heh,
Well, caught with my hand in the cookie jar playing devil's advocate
Seriously, though, the difficulty in roleplay would most likely arise from the player's mindset, not in finding a reasonable explanation for the character to be actively religious.
Speaking of the assassin PC, the Thug would likely get into hot water by preaching Kali abroad, eh? <EEK!>
cheers,
Gary
Quote:
Originally Posted by Barak
Given the stuff they were
on... Would they care? <cool>
thugs worshipped Kali, didn't
necessarily ue any drugs, but strangled, robbed, broke the dead victims'
bones to make the bodies compact, then buried them under the dirt tracks
that were commin in India then.
The deaths were to honor
the goddess...
Quote:
Originally Posted by Tuzenbach
Gary,
In 1E, Assassins could use shields while Thieves could not. Given the crossover of Thief abilities to the Assassin class (climb walls, hide in shadows, move silently, etc.), what was your justification for this allowance? Also, I always found this discrepancy a bit odd for all those Assassins wishing to remain "anonymous" or incognito. "Hmmmm. He's got leather armour, any weapon of his choice, and a shield. He's not a Ranger, he's an Assassin!"<paranoid> <devious>
Speaking of metagaming....what
PC will deduce that an assassin is that because of his equipment? Now on
to something meaningful :\
Of course an assassin could not perform thief activities when equipped with a shield, but otherwise in regards their assassinations the shield is not going to prevent success.
Finally, do keep in mind that most of the strictures regarding classes was to make them separate and unique, each a distinct choice that had advantages and drawbacks for a game.
Cheers,
Gary
Quote:
Originally Posted by tx7321
Dear Gary,
Do you recall how you had intended the assassination to work for an assassin? Did you intend the rules to say that the assassin always hits (as long as surprise is won), and that normal damage is taken even if the assassination attempt fails? Or did you mean to say the assassin must hit by rolling before he could attempt to assassinate?
Also, when an assassin wins surprise, does he only get 1 segment of surprise to attempt to assassinate, or all the segments he wins (ex. an assassin wins 3 segs. of surprise on a target, would he get only 1 of those 3 to attempt to assassinate, and attack normally for the other 2, get only 1 attack for that sequence of surprises, or something different).
Also, can an assassination be conducted using a missile attack (as long as the assassin wins surprise)?
I have read some who claim that the assassination attempt was meant to be a "plan" handed to the DM that is rolled for (as long as the plan is sound). A single role that shows if the overall plan worked (ex. the plan to hide above in a tree that overhangs a road, as a passing nobel rides by, drop down from above attacking with a dagger to assassinate. This would be considered a single assassination attempt, rather then a role to climb, a role to HIS, a role to see if the nobel happens to be on the wrong side of the road etc.).
Thanks for taking the time
to answer such questions. Keep well!
Tx7321
The "plan" method is closest
to the intent of how an assassin operates. If the attempt is against an
NPC, the player whose character is the assassin can explain aloud to the
DM what his character is doing. The chance for a success in the plan is
the percentage given. If a spur of the moment attempt is made, surprise
must be gained for an attempt to have a change of success, Failure to succeed,
or gain surprise, means that damage is normal for the weapon being used.
Surprise for an assassination attempt is the number of segments, up to three, needed to make the atempt,
That's the best of my recollection.
Cheers,
Gary
Quote:
Originally Posted by Geoffrey
Thanks, Gary. The possibility
you mentioned quoted above is the origin of mind flayers on my science-fantasy
campaign world.
One more question: Do you remember who invented the assassin character class? It first appears in the Blackmoor supplement, but I know that not everything in it was authored by Dave Arneson.
In point of fact the Assassin
class was something I devised as a spin-off of the Thief class.
Darned if I recall how much,
if any, polishing Tim Kask did when he incirporated it into the Blackmoor
manuscript he put together so as to get that D&D supplement into shape
for publication.
Tim has a Q&A thread over on the Dragonsfoot boards, so you might want to query him.
Cheerio,
Gary
Quote:
Originally Posted by khyron1144
Hey Gary,
I would be much delighted
if you would tell me what you think of this entry from my blog:
http://greybeardsngrognards.blogspot...assassins.html
If you don't feel you have
time to read the whole thing, I can summarize it thusly:
Properly played, paladins
are more disruptive to party harmony than assassins.
Thanks for your time.
Ciao,
I can't believe I read the
whoe essay...
Actually, I enjoyed it and found it well-written and informative. I offer the followig comments:
Removing the Assassin from
the game was as useful as KOing demons and
devils.
As if those that objected
to the game because of there being such monsters included would rush out
and buy it, or even stop denouncing it, when such evil portions were excised
from the game.
In a party of wholly Good aligned PCs the Paladin has to work at being disruptive. Many players with a Paladin PC seem to aim at being a thron in the flesh of the group.
The Assassin PC will generally have in mind "whacking" a fellow party member in order to gain the XPs from the hit and the good stuff that character possesses.
In short, both sorts of PCs can be detrimental to party harmony.
That said, the OAD&D
game did not encourage backstabbing. It merely allowed characters
to do that if it was their choice.
In the many years that I
ran the GReyhawk campaign, there were few incidents of such behavior.
Most occurred when a group
decided to create Evil PCs and adventure thus.
The several Paladins played,
as well as two or three Assassins were no more disruptive that the greedy
thieves
Cheers,
Gary
<Arabic font, as in Holy SLAYER: ALQ2, Syria>
1. SUBCLASS = thief
2. SOCIAL CLASS MINIMUM = LLC (01: LLC)
3. ABILITY SCORE MINIMUMS
STRENGTH = 12 (6d6)
INTELLIGENCE = 11 (7d6)
WISDOM = 6 (4d6)
DEXTERITY = 12 (9d6)
CONSTITUTION = 6 (8d6)
CHARISMA = 3 (3d6)
COMELINESS = 3 (5d6)
PERCEPTION =
4. POSSIBLE RACES & MAX. LEVEL ATTAINABLE = dwarves (all: 9+),
elves (all: 10+), gnomes (all: 8+),
half-elves (all: 11), half-orcs (U), humans (15)
5. MULTI-CLASS POSSIBILITIES = CA, FA, MA
6. HIT DIE TYPE = d6
7. MAXIMUM NUMBER OF HIT DICE = 15
8. SPELL ABILITY = no (Thieves of 10th
level or higher and assassins of 12th level or higher gain the ability
to read M-U's (and illusionists') spells from scrolls). <>
9. ARMOR PERMITTED = any
10. SHIELD PERMITTED = yes (An assassin cannot use a shield
during a melee round in which the character is engaged in the act of assassination.)
Q:
Why did Unearthed Arcana take
shields
away from assassins?
A:
Unearthed Arcana (page 13) is in error.
Assassins
may use shields but not during a
melee
round in which the character is
engaged
in the act of assassination.
(139.67)
Q:
Why did Unearthed Arcana take
shields
away from assassins? It
seems
a high price to pay for the
option
of having a good alignment.
A:
Unearthed Arcana is in error. Assassins
may use
shields but not during a melee
round
in which the character is engaged
in the
act of assassination. The alignment
expansion
was not an error.
(150.9)
11. WEAPONS PERMITTED = any
12. OIL PERMITTED = yes
13. POISON PERMITTED = yes
14. ALIGNMENT = any evil at start (may change alignment and retain
class anytime after) <provide reference!>
15. STARTING MONEY = 20-120 gp
16. WEAPON PROFICIENCIES = 3, 1/4 levels (1st: 3, 5th: 4, 9th: 5, 14th:
6)
17. NON-PROFICIENCY PENALTY = -2
18. NON-WEAPON PROFICIENCIES = 2, 1/4 levels (1st: 2, 5th: 3, 9th:
4, 14th: 5)
19. STARTING AGE = dwarf (75 + 3d6: mature),
elf (50 + 5d6), gnome (80 + 5d4), half-elf (22 + 3d8), half-orc (20 + 2d4),
human (20 + 1d4: mature) <PH
only>
20. COMBAT = T
21. SAVING THROWS = T
22. MAGIC ITEMS = T