ASSASSIN
Assassins
are highly trained hired killers that exist in secret brotherhoods
and cabals around the ancient world. Anyone can be a killer but only
the assassin guilds choose the most deadly and then hone them into a
finely trained killing machine. Assassins tend to dress very lightly
and are always prepared to escape any situation as if they are found
out they would be hung or burnt at the stake. Assassins specialize in
the quick kill only if the opponent is unaware and fails his save.
Only one chance is given for a surprise attack. They tend to wear
light armor and can use any weapons. An assassin has all the
abilities of a Rogue.
An
assassin uses his Strength to climb and hold himself in hiding places
for long periods of time.
The
assassin uses his Dexterity to do acrobatic feats of agility. The
Assassin is a flinger of darts and daggers and may fling one plus his
Dexterity bonus per round.
Constitution
score is used in assisting how long the assassin can stay in hiding
in a cramped or difficult place. The Assassin also uses his
Constitution resist poison and drugs which improves as character
levels up.
If
the assassin uses his Intelligence he may brew up poisons or drugs.
He
uses his Wisdom to shadow a victim.
The
assassin use his Charisma to charm and fool victims and if he is
clever enough to disguise himself act like another person. If medium
or higher armor is worn subtract one point for every point past AC
12. Assassinate (DC10-Level)+(+1 DC) per level of victim only on a
surprise attack. Their unarmed Attack does 1d6.
Hit
Points: 8 HP + 1d8 a level.
Armor:
Up to Leather without penalty
Weapons:
All
To
Hit: +1
Natural
20: On a natural “20” the Assassin may Eviscerate an
opponent causing instant death unless the victim saves 10 + damage
done, Gory Bleeding that does 1d6 for 1d4 rounds, Blinded giving a -4
to all actions, blood spray to blind another opponent two squares
away giving a -4 until he wipes the blood out of his eyes. Make a
victim gimped giving you -2 to all actions and half speed. A morale
roll may be in order.
ROUGE
The
Rogue can be a trained criminal, a thief, the master of stealth and
locks, a charmer, or conman. A Rogue can be many things though most
depend on their dexterity and craftiness. Some are nothing of the
sort using their ability to manipulate others by their sheer
personality. In some cases these more criminally organized sorts
kinds will gather together and form Thievery Guilds.
The
Rogue uses his Strength to climb sheer surfaces that no other class
can climb.
The
Rogue uses his Dexterity to pick locks, pick pockets, stealth, and
other criminal activities. The Rogue is a flinger of darts and
daggers and may fling one plus his Dexterity bonus per round.
They
use their Constitution to hang out in hidden places to stalk their
prey. If they hit a victim with a surprise or flanking attack they do
an additional 1d6 damage every two levels.
The
Rogue use his Intelligence to decipher maps and magic scrolls as well
as ancient text if he is literate. They have knowledge of various
poisons and their effects. They also speak a thieves cant which
varies from area to area.
The
Rogue uses his Wisdom to spot hidden things and to notice traps and
tricks. He can also use his Wisdom to shadow someone in a crowd.
Many
Rogues are glib tongues and use their Charisma to charm and convince
others.
Armor:
Anything past Leather interferes with abilities.
Weapons:
Any
Hit
Points: 6 + 1d6 per level.
To
Hit: +0
Natural
20: On a natural “20” a rogue may Slow an opponent
causing him to move at half speed until healed, Stun the opponent for
1d4 rounds, or cause 1 point bleeding for 1d6 rounds.