A shifty man, of unknown intentions.


Level: Waghalter (3rd) Race: Human Class: Assassin (posed as a thief) Alignment: NE Age: 21 Height: 6’5" Weight: 185lbs.


Strength 15| Hit Adjustment: – Damage Adjustment: – Weight Adjustment: +200 Open Doors: 1-2 Bend Bars: 7%
Intelligence 14| Additional Languages: 4 Know Spells: – Minimum Spells: – Maximum Spells: -
Wisdom 14| Mind Save: – Spell Failure: – Bonus Spells: -
Dexterity 13| Surprise Adjustment: – Missile Adjustment: – Defense Adjustment: -
Constitution 13| Hit Point Adjustment: – System Shock: 85% Resurrection Survival: 90%
Charisma 11| Maximum Henchmen: 4 Loyalty Base: Normal Reaction Adjustment: Normal

Saving Throws:

All made at +1 to dice face from Ring of Protection +1

  • Paralyzation, Poison, Death Magic: 13
  • Petrification, Polymorph: 12
  • Rod, Staff, or Wand: 14
  • Breath Weapon: 16
  • Spells: 15


Hit Points: 16
Armor Class: 6 Armor worn: +1 Leather, +1 Ring of Protection.
Movement Base Rate: 9"
Vision: Normal
Class Specifications:

Weapon: Mag. Adj. 10 9 8 7 6 5 4 3 2
Shortsword THAC0: 20 +2 7 10 9 12 13 14 16 19 20
Dagger THAC0: 20 8 11 12 14 15 18 20 20 20
Shortbow THAC0: 20 +1 8 9 10 12 14 15 17 19 20


Item Weight
Backpack 20
Tinder Box 2
Iron Spike (12) 120
Small Mallet 10
Waterskin 50
Iron Rations 75
Rope 50’ 25
Leather +1 15
Shortsword +2 35
Shortbow +1 50
Arrow (15) 30
Dagger 10
Ring of Protection +1
Greyhawk Citizenship
Total 625


Silver: 37


Just as do thieves, assassins have six-sided dice (d6) for determining the number of hit points (q.v.) they can sustain. 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 and chaotic evil. 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.

An assassin character need not be a member of the Assassins Guild of the town or 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 and 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. 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.)

Assassinate: 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 saving throw versus poison or die. The assassin decides which attack mode he or she will use: assassination, back stabbing, or normal melee combat.

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.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:


2. Disguisecan 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 or a wand of enemy detection will discover an assassin, as will detect evil, or know alignment in some cases.

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.

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. Upon attaining 8th level, the character may also include thieves amongst his or her hirelings. Upon attaining 12th level, the character may hire any class desired. 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.


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.

Chief Assassin (12th Level):

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.

Guildmaster Assassin (14th Level):

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.

Guildmaster Assassin (14th Level)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.

The Grandfather of Assassins (15th Level):

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.

The short lived assassin happened upon the party in Greyhawk shortly after Winton had been slain in combat. He was very brief, cold, and calculated in many actions. He just suffered from terrible luck. He was both a sociopath and a nihilist.

Fate would have it one evening the party raided a tower, and arose the enmity of a two-headed troll. Geraldt, being out for himself, ran back to the parties tower to safety. Later in that same evening the troll came to attack. Feeling up to a challenge; and not caring one way or another, he decided since everyone else was cowering he would attempt to take the ogre for his own; and to reap any and all rewards that might follow. In a daring attempt he leaped from the tower to attempt to imbed his shortsword in the top of the ogres spinal column. He missed by a fraction of a centimeter, fell to the ground and was slain by the troll.

Current Status: Deceased.


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