From: jek@cs.duke.edu (James E. Kittock Esq.)
Subject: AD&D2 Assassin Class
Assassin Class
Ability		Dex 11
Requirements	Int 11
		Str 12

Prime		Dex
Requisites	Int

Races and	Human: any evil
Alignments	Half Evil-Demihuman: Any non-good
		(includes 1/2 Orc, 1/2 Drow, 1/2 Goblin, etc.)

Experience	As Rogue
Hit Dice	As Rogue
Saving Throws	As Rogue
Thac0		As Rogue

Armor		None allowed
Weapons		All allowed

Class Abilities

1. Backstab as Thief (Table 30).

2. Thieving Skills, with 40 initial percentage points and 20 for each level above first; Base scores shown in table A below, including all modifications except Dexterity (Table 28) and race, table B below.

3. Percentage chance of Critically Hitting (but not Critically Fumbling) increased by Backstab Multiplier (Table 30) in general melee, by Backstab Multiplier plus one on surprise attacks.

4. Innate Disguise ability. This ability is always active when the character is conscious or merely asleep, it is inactive if a character is slain or knocked unconscious. The disguise is similar in general effect to that produced by a Hat of Disguise, but has the following properties: a) it can only be changed one time per day per character level, b) it has a 5% chance per character level of duplicating a given individual, c) suspicion about the disguise will result in its being seen through (although its unique nature will not usually be revealed) with a probability equal to 50% plus 5% times (suspector's level - character level), and d) it will otherwise only be revealed by True Seeing and similar magics, and does not radiate magic. A change in Disguise takes one full round to complete. The character can always revert to his or her own appearance whenever allowed to change.

5. Poison use is allowed, but no special bonuses or abilities with regards to such use are gained.

6. Scroll use as per the Thief class.

Notes

Human characters of this class are Evil because they must essentially sell their souls to an Evil god to gain the special Disguise ability. Note that this arrangement is generally binding and non-reversible. In the Forgotten Realms, gods offering this include: Bhaal, Beshaba, Cyric, Loviatar, Malar, Mask, Myrkul, and Talona. Half Evil-demihumans, having no souls, derive this power from the Evil-demihuman half of their spirit.

This class assumes use of the critical hit system in Best of Dragon V (from Dragon #39, July 1980), where the percent chance to crit is the difference between the net to-hit roll and the actual number needed to hit. This is the percentage affected by the multiplier. Table numbers above refer to the AD&D second edition Player's Handbook.

Table A: Base scores for Thieving Skills

Pick Pockets		 5%
Open Locks		10%
Find/Remove Traps	10%
Move Silently		20%
Hide in Shadows		20%
Detect Noise		15%
Climb Walls		70%
Read Languages		 0%
Table B: Modifications for Race
Skill	1/2 Orc	1/2 Drow
~~~~~	~~~~~~~	~~~~~~~~
PP	- 5%	+10%
OL	+ 5%	--
F/RT	+ 5%	--
MS	--	+10%
HS	--	+10%
DN	+ 5%	--
CW	+ 5%	--
RL	-10%	--