Known as ninja, assassin, spies. These masters of quick damage and stealth are a lethal combination of abilities. They strike hard and fast, but once their abilities are spent they are left vulnerable.
Ability Focus: Dexterity
Hit Points: d4
Restrictions: Assassins cannot wear armor.
Starting Equipment: Backpack, bedroll, belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.
Special. Assassinate. This works in the same way as the backstab ability, but the assassin strikes with a +4 to hit and a multiplier of their level +1. See backstab in Appendix B.
The assassin has the following specialized skills. At each level the assassin gains +3 points to distribute to their skills as they’d like.
Disguise (+7) – used to change the appearance, station or vocation of the assassin
Intel (+4) – used to find out information from NPCs
Stealth (+5) – used to hide and move without detection
Tailing (+2) The assassin has the unique ability to follow and observe (someone) closely, especially in secret. This works just like surprise.
Make Poison (0) The assassin can create their own poisons and apply them to any surface. Roll a d20 and add the poison skill to determine how lethal the poison DC is. Anyone hit with a poison must save vs the poison lethality or die.
Pick Locks (+2) – specialization in opening things that are locked