The Assassin class, a favorite of edgelords since the beginning of the the game. I felt like I wanted to create a BECMI take on this class as part of my project to bring in the elements of the AD&D game into my current rule set that I always was fond of. I like the idea of an assassin class, but I never liked the percentage to kill rules, I feel like hit points, and the wound and pain optional rules I’ve included cover plenty of mortal options. In addition, I always allow a coup de grâce in the cases where it make sense, knifing the sleeping for example, is something anyone can do given the right circumstances, so the Assassin is a class geared to make those circumstances as likely as possible.

The Assassin is someone who has trained in the arts of murder. They are not warriors, they are death specialists. They revel in poison, disguise, sneaking and secret blades. They do not steal, they do not stand their ground, they are not spies. The assassin finds the target, then they bait the line, then they slowly spread the net, and then they get their man.

Prime Requisite: Dexterity
Experience Point Bonus: +5% is Dex is > 14, +10% is Dex is greater than 16
Hit Dice: d4
Maximum Level: 36

Equipment Restrictions
The Assassin can only wear leather and studded leather armor. They are allowed to use a shield. Silence with a bit of combat readiness is their focus.

Weapon Proficiencies
The Assassin is a specialist in concealable weapons, and can only take Weapon Mastery in small, one-handed weapons such as daggers or saps. They can take basic proficiency in any one handed weapon. They cannot use two handed weapons. They gain weapon proficiency and skill at the same rate as thieves.
Item Use
Assassins are able to use items and magic as a thief class

Saving Throws
Assassins save as Thieves

Special Abilities
* Assassins have a Disguise skill. This skill is for the assassin to be able to pass through crowds and places unnoticed. The base percentage is to change their appearance as to be unrecognizable. To look like a specific person, halve the percentage value. This is not a magical ‘facedancing’ skill and the disguise will fail under close scrutiny, but any successful disguise check will allow them to pass as something other then themselves; for example, pass into a watchtower as a member of the city guard, to be unrecognizable in a casual interaction, such as a clerk or barmaid, or get close to an unsuspecting orc because the orc thinks you are one. If the skill check is passed by more then half, then the disguise is so convincing that the assassin can be mistaken for another person completely.
* Assassins are also knowledgeable in the creation of poisons. They are not alchemists, but know many options and materials for creating poisons that bring death and ruination. The specific substances are unimportant, it is assumed that in any environment, the Assassin is always able to make and maintain one dose of poison on him per level per day. As the assassin gains in level, the potency of his poison also increases. At level one, an assassin’s poison causes 1 hit point of damage for 1 round, and level 2, the assassin’s poison causes 2 hit points of damage for two rounds, this increase per level goes up to level 9 where the assassin’s poison will cause 9 points of damage for 9 rounds. At level 10 a save or die poison can be made. An assassin can choose to create a poison at a lower level. Multiple doses of this poison are cumulative. The poison can be administered anyway the assassin wishes, either ingestion, through blades, contact poison or some other devious method of the PC’s choosing. The methodology needs to be determined at creation.
* Assassins also have the Climb Walls, Hear Noise, Hide in Shadows and Move Silently skills that the thief does. They also backstab as thieves but with much more effectiveness.

Higher Levels
At level 14, the Assassin can form an Assassin’s guild and gain 2d4 1st level assassins as followers. The Assassin will then be known as a Grandfather Assassin. In order for this honor, no other Assassin’s guild can be operating in the area. If there is one already in the area, the PC will have to kill the existing Grandfather of Assassins in order to gain the title. If a PC chooses not to establish an Assassin’s guild, he gains one 1st level assassin as a follower and is known as a Shinobi.

LevelTitleXPHDT
H
A
C
0
W
e
a
p
o
n
s
CWHSMSHNDisB
a
c
k
s
t
a
b
101d41928710203020x3
216002d41928815253525x3
332003d41938920304030x3
464004d41939024354535x3
512,8005d41739128405040x3
625,6006d41749232445445x3
751,2007d41749335485850x3
8100,0008d41749438526255x3
9200,0009d41559541556660x4
10320,0009d4+11559644587064x4
11440,0009d4+21569747617468x4
12560,0009d4+31569850647872x4
13680,0009d4+41369953668176x4
14800,0009d4+513610056688480x4
15920,0009d4+613710158708783x4
161,040,0009d4+713710260729086x5
171,160,0009d4+811710362749289x5
181,280,0009d4+911710464769492x5
191,400,0009d4+1011710566789694x5
201,520,0009d4+1111710668809896x5
211,640,0009d4+1297107708210098x5
221,760,0009d4+13971087284102100x5
231,880,0009d4+14981097486104102x5
242,000,0009d4+15981107688106104x5
252,120,0009d4+16781117889108106x5
262,240,0009d4+17781128090110108x5
272,360,0009d4+18781138291112110x5
282,480,0009d4+19781148492114112x5
292,600,0009d4+20581158693116114x5
302,720,0009d4+21591168894118116x5
312,840,0009d4+22591179095120118x5
322,960,0009d4+23591189296122120x5
333,080,0009d4+24391189497124122x5
343,200,0009d4+25391199698126124x5
353,320,0009d4+26391199899128126x5
363,440,0009d4+27210120100100130128x6