THE COMPLETE ASSASSIN'S HANDBOOK
Version 1.0

Class: Assassin
Ability Requirments:
Strength- 9
Dexterity- 14
Intelligence- 14
Charisma- 10
Prime Requisites:
Dexterity
Intelligence
Charisma
Races Allowed: All
Race Restrictions:
Human- U
Elf- U
Dwarf- 15
Gnome- 15
All Others- 18

The assassin class is a combination of a warrior's fighting skills and the skills of a ninja. Most assassins belong to the Clan of Chatkas. The Clan is an ancient organization which originally combined the profession of the assassin with the spells of a wizard. The assassin acts as a thief and fighter of the PC's current level. It uses wizard spells which are two levels below the PC's current level. All of the weapons used by Clansmen are enchanted in some way.Any assassins who are not affiliated with the Chatkas are considered rogue assassins. All rogue assassins do not have magical capabilities.

Since the job of the assassin is to kill, the only possible alignments for an assassin are:
CG, N, NE, LE, CE

All assassins have thieving abilities. At level 1, the assassin gets 50 discriminatory points to allot to any thieving skill. However, you may not allot more than 25 points to a skill. At every other level, you get 15 points to allot to any skill.

Open Locks Find/Remove Traps Move Silently Hide in Shadows Climb Walls
35% 35% 60% 50% 40%

Assassins do not use the skill of reading languages as a thievineg skill but as a bonus proficiency. All racial and dexterity adjustments still apply.


Weapons and Fighting
Assassins may use any type of weapons available though enchanted ones are preferred. As a bonus, all assassins start out with an enchanted weapon if they are affiliated with the Clan. To determine what weapon is acquired, refer to the table below.

Roll 1D10
1-4 +1 short sword
5-7 +1 knife
8-9 +1 dagger
10 +1 katana

Assassins are masters of close combat. As a result of many years of training in the art of the ninja, at every other odd level, assassins may chose a martial art to become proficient in (ie. Levels 1, 5, 9, 13, and so on). They may also specialize in weapons as fighters. Assasins may wear any type of non-metal armor. However, the thieving armor adjustments still apply. For leather armor, there is no deduction of skills.

Proficiencies
The assassin may chose from the wizard, warrior, rogue, and general nonweapon proficiency groups. The following is an additional list of nonweapon proficiencies that are able to be chosen.

Proficiency #of Slots Req. Rel. Ability Check Mod.
Acrobatics 1 Dexterity 0
Perception 2 Intelligence -1
Tinker 1 Intelligence 0
Quick Draw 1 Dexterity -1

These are new proficiencies that I am adding. I got these ideas from other role playing games. Here's what they do.

Acrobatics: This is self explanitory. This is a rogue proficiency.

Perception: This proficiency allows the PC to see things at different _angles_ such as terrain, walls, fortifications, and other events, items, and problems. This is a rogue proficiency.

Tinker: Allows the PC to adjust and compensate for any missing items or parts to a machine or tool. This is a general proficiency.

Quick Draw: Enables the PC to draw blades such as knive, daggers, and shurikens at great speeds. This is useful when you are surprised and you use this skill to slow down your attacker with a blade between the ribs. This is a rogue and warrior proficiency.

Level Advancement
Level Experience Hit Dice (D10)
1 0 1
2 3000 2
3 6000 3
4 12000 4
5 24000 5+2
6 48000 6+3
7 96000 7+4
8 192000 8+6
9 384000 9+8
10 768000 9+10
11 1000000 9+12
12 1300000 9+14
13 1600000 9+16
14 1900000 9+18
15 2000000 9+20
16 2300000 9+22
17 2600000 9+24
18 2900000 9+26
19 3000000 9+28
20 3300000 9+30
And so on. 250000XP for every next level and gaining +2 HP.

Master Assassin
This title is achievable when the PC reaches the 30th level. To achive this status, the character must complete a series of three to five tests which are left up to the DM. However, the DM should remember that these tests must be hard. The title is like a sacred name. There is a limited number of Master Assassins. In order to become one, the character must pass the three to five tests, challenge and honorably defeat a current Master Assassin.
Upon achieving this status, the assassin gains psionic powers. The PC must chose which three out of all the schools. He then gains seven choice spells from each of the three chosen schools. Also upon becoming a master assassin, the PC is given access to the Chatkas Library. There, all of the known knowledge in the world is contained in copies of books and scrolls. The PC also becomes part of the Chatkas High Council. The significance is that the assassin gains 4D12 assassin follwers at the sixth level to command. The assassin may also choose three items from the Room of Treasures. All of the items in this room are enchanted. The list of the available items to choose from is left up to the DM. In addition, the assassin automatically becomes immortal as a reward from the Ancient Ones. If the assassin betrays the Clan, his immoratlity, title, items, and abilities are taken away never to be regained. Also, the assassin may be forced from the title by another who challenges him and defeats him.
Belonging to the Chatkas Clan requires that each assassin must pay homage to the Clan at least twice a year. This requires meditation, prayer, an honor feast to honor the Ancient Ones, and a small donation of no less than ten gold. This homage is paid at a Chatkas temple or guild at least one of which is located in almost every city and town. For a donation of 50 gold, your hit points and all status ailments are removed (ie. Curses, diseases, lycanthrope...). For 100, the same effect is achieved for the whole party. For 1000 gold, one dead character in the party is revived.