TEXT: Assassins
  A Basic Fantasy RPG Supplement
  Release 5
  Copyright © 2007-2017, 2016 Eric C. Medders, 
  Martín Serena, and Chris Gonnerman
  Proofing: David Gerard
  Art by Martín Serena (Dimirag)
  All Rights Reserved
  Distributed under the terms of the Open Game 
  License version 1.0a
  Basic Fantasy Website:  basicfantasy.org
  INTRODUCTION
  This supplement provides information for playing Assassins, an additional character class, under the Basic Fantasy 
  Role-Playing Game rule system.  If you do not already have a copy of the Basic Fantasy RPG rules, please visit the 
  website and download a copy.
  NEW CHARACTER CLASS
  Level
  Exp. Points
  Hit Dice
  1
  0
  1d4
  2
  1,375
  2d4
  3
  2,750
  3d4
  4
  5,500
  4d4
  5
  11,000
  5d4
  6
  22,000
  6d4
  7
  44,000
  7d4
  8
  82,500
  8d4
  9
  165,000
  9d4
  10
  247,500
  9d4+2
  11
  330,000
  9d4+4
  12
  412,500
  9d4+6
  13
  495,000
  9d4+8
  14
  577,500
  9d4+10
  15
  660,000
  9d4+12
  16
  742,500
  9d4+14
  17
  825,000
  9d4+16
  18
  907,500
  9d4+18
  19
  990,000
  9d4+20
  20
  1,072,500
  9d4+22
  Assassin
  There are men and women who make their living dealing 
  death  from  the  shadows.  These  people  are  called 
  assassins. Most are trained by secret guilds or societies; 
  civilized  lands  generally  forbid  and  destroy  such 
  organizations.
  Assassins must abide by the same weapon and armor 
  restrictions as Thieves.  A prospective Assassin must have 
  a minimum Dexterity and Intelligence of 9 each.  Only 
  Humans may become Assassins.
  Assassins have several special abilities, as listed on the 
  table below.  Some abilities are shared with the Thief 
  class, and are described in the Core Rules.  Those abilities 
  special to the Assassin class are as follows:
  Poison:  Assassins learn the art of making lethal poisons. 
  Poisons  are  often  quite  expensive  to  make;  it  is  not 
  uncommon for a single application of contact poison to 
  cost 500 gp or more.  The GM is advised to take care that 
  poison does not become too much of an easy solution for 
  the Assassin.
  Assassinate:  This is the Assassin's primary special ability. 
  As  with  the  Thief's  Sneak  Attack  ability,  any  time  an 
  Assassin is behind an opponent in melee and it is reasonably 
  likely the opponent doesn't know he or she is there, an 
  attempt to assassinate may be made.  The attack must be 
  carried out with a one-handed piercing weapon, such as a 
  dagger or sword.  The attack is rolled at an attack bonus 
  of +4, and if the attack hits, the victim must roll a saving 
  throw vs. Death Ray or be instantly killed.  If this saving 
  throw is a success, the victim still suffers normal weapon 
  damage.  At the GM's option, characters two or more 
  levels lower than the Assassin may be denied a saving 
  throw.
  
  A BASIC FANTASY SUPPLEMENT
  ASSASSINS
  Waylay:  An  Assassin  can  attempt  to  knock  out  an 
  opponent in a single strike.  This is performed in much 
  the same way as the Assassinate ability, but the Assassin 
  must be using a weapon that does subduing  damage 
  normally (i.e. a club or cudgel).  The attack is rolled at a 
  +4 attack bonus; if the Assassin hits, the victim must make 
  a saving throw vs. Death Ray or be knocked unconscious. 
  If this roll is made, the victim still suffers normal subduing 
  damage.  Creatures knocked unconscious by a Waylay 
  attack will remain that way for 2d8 turns if not awakened.
  Note that bounty hunters are often Assassins, who use the 
  Waylay ability in the course of their (more or less) lawful 
  activities.
  Assassin Abilities
  Level
  Open
  Locks
  Pick
  Pockets
  Move
  Silently
  Climb
  Walls
  Hide
  Listen
  Poison
  1
  15
  20
  20
  70
  5
  25
  25
  2
  19
  25
  25
  72
  10
  29
  30
  3
  23
  30
  30
  74
  15
  33
  35
  4
  27
  35
  35
  76
  20
  37
  40
  5
  31
  40
  40
  78
  25
  41
  45
  6
  35
  45
  45
  80
  30
  45
  50
  7
  39
  50
  50
  82
  35
  49
  55
  8
  43
  55
  55
  84
  40
  53
  60
  9
  47
  60
  60
  86
  45
  57
  65
  10
  50
  63
  63
  87
  48
  60
  69
  11
  53
  66
  66
  88
  51
  63
  73
  12
  56
  69
  69
  89
  54
  66
  77
  13
  59
  72
  72
  90
  57
  69
  81
  14
  62
  75
  75
  91
  60
  72
  85
  15
  65
  78
  78
  92
  63
  75
  89
  16
  66
  79
  80
  93
  64
  77
  91
  17
  67
  80
  82
  94
  65
  79
  93
  18
  68
  81
  84
  95
  66
  81
  95
  19
  69
  82
  86
  96
  67
  83
  97
  20
  70
  83
  88
  97
  68
  85
  99
  2
  
  ASSASSINS
  A BASIC FANTASY SUPPLEMENT
  Open Game License
  INTRODUCTION
  Assassins:  A  Basic  Fantasy  Supplement (hereinafter  “the  Supplement”)  is 
  based on the System Reference Document v3.5 ("SRD"), which is Open Game 
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  Content. Instructions on using the License are provided within the License 
  itself.
  Designation of Open Game Content:  The entire text of the Supplement 
  (except the Open Game License, as noted above) is Open Game Content, 
  released under the Open Game License, Version 1.0a (reproduced below) as 
  described  in  Section  1(d)  of  the  License.   Artwork  incorporated  in  this 
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  likenesses, formats, poses, concepts, themes and graphic, photographic and 
  other visual representations, including the “eye” logo, which is the personal 
  mark of Chris Gonnerman for his various products, and which is Copyright © 
  2002 Chris Gonnerman, and the “Scribbled Dragon,” which is Copyright © 
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  registered trademark clearly identified as product identity by the owner of 
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  OPEN GAME LICENSE VERSION 1.0A
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  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
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  Basic Fantasy Role-Playing Game Copyright © 2006 Chris Gonnerman.
  Assassins:   A  Basic  Fantasy  Supplement  Copyright  ©  2007-2017   Eric  C. 
  Medders, Martin Serena, and Chris Gonnerman.
  END OF LICENSE
  3
  
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