Assassins

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Assassins of Porphyra

Carl Cramér

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Assassins of Porphya

Credits

Author: Carl Cramér


Additional Writing: Mark Gedak
Editing: Perry Fehr, Mark Gedak
Cover Design: Mark Gedak
Cover Art: Storn Cook, courtesy of LPJ
Interior Art: Tamas Baranya
Porphyra Logo: Rick Hershey
Layout: Mark Gedak
Publisher: Purple Duck Games

Compatibility with the Pathfi nder Roleplaying Game requires the Pathfi nder Roleplaying Game from Paizo Pub-
lishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfi nder Roleplaying Game.
Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

Assassins of Porphyra is copyright 2015; Purple Duck Games.

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Assassins of Porphyra to war and tyranny. In a world where the strength and
I had been down in the manure chute for three hours, personality of a single warlord can be all that holds a
waiting for his lordship to come down to the stables. A land in bondage, assassins can be liberators as well as
tipsy innkeeper told me one of the stable boys told him slayers. Those who favor this line point to the death of
that the baron goes down to groom his favored mount the minotaur tyrant Asterion of the Seven Principalities,
every night – go figure paladins. I had done my home- how a band of adventurers turned assassins could free
work, this was the most vulnerable spot in his daily that land when armies and rebellions could not.
routine, and the poo pit the only safe place—only rats
down that passage and the stink covers my scent. Here Assassin Orders of Porphyra
I was with my blowgun and the specially-tailored toxic Most of the assassins of Porphyra belong to an order, or
dart. A shot to the neck, and the combination of the is at the very least trained in a secret that once belonged
dart to the spine and the poison should be a certain kill. to an order. Most of these orders are small, local affairs.
Best of all, the dart was made of straw and would get lost Leaders may call themselves guild masters, matriarchs,
in the straw, leaving no clue. Now, I just had to wait… or prophets, but rarely does their power reach further
And that is when my innards exploded with fire as the than the knives of their minions, and they frequently
red-hot spike up my gut killed me! Rajuk take those Fire have to relocate to escape persecution. Few small orders
Splinters, they just had to protect their territory! are open to strangers. Generally all members are blood
kin or recruited as children. This insular approach breeds
Notes from a magic interrogation of an unusually talkative fanatic loyalty, but limits the secrets of the guild to what
corpse. a single master can teach. Some orders of assassins reach
regional power, often through the support of a ruthless
Assassins are devoted killers, professionals or zealots with government. Such orders control a stable area where they
lifelong training in the art of murder. Unlike warriors, seek to eradicate all other assassins, both to ensure their
who face foes as they come, an assassin has a very spe- monopoly and so as to not take the blame for the acts of
cific goal in mind, and any violence except against the others. A regional order might be open to strangers that
target is a distraction. The perfect assassination is never prove themselves, especially if they bring in new skills,
noticed—not even by the victim. Nor are they thieves— but they must take contracts only from the order and
assassins might be skilled in infiltration, but their goal is generally work as outside consultants rather than full
never simple larceny. Still, no job is picture-perfect. As- members.
sassins are often pushed into the role of both warrior and A select few orders stable enough to have developed
rogue by their employer, cult, or guild. Nor is every mur- long traditions are described below. For more informa-
der on Porphyra a professional assassination. Why seek tion on the places and gods mentioned, see Elemental
out an expensive professional, if a band of barbarians can Lords of Porphyra, Gods of Porphyra and the upcoming
be goaded into killing your target for ale and glory? Lands of Porphyra.
By large, assassins come in two kinds: those that work
for an organization, and freelancers. Both hire out for as- Clockwork Security
signments and must be constantly on their guard against The Clockwork Lands is the ideal place for assassins,
both the law and other assassins. Freelance assassins serve but it is a market that is tightly controlled. Ostensibly a
only themselves, but organized assassins must always security firm, it is an open secret that Clockwork Secu-
put the interest of their order first. This puts them on rity is an assassins guild. Employing both company men
the front line of the war of assassins. There is a constant and independent contract killers, Clockwork Security is
underground war among assassins. Orders are marked one of the largest and most public assassin orders on Por-
by zealousness and paranoia, and actively seek to hunt phyra. The price of this openness is that the corporation
down any competition and anyone who teaches their keeps independent assassins under its thumb; outsid-
secrets, both independents and other orders. That doesn’t ers are tolerated as long as they act as grease for society
stop refugees and turncoats from recruiting, seeking by eliminating troublesome worker leaders or facilitate
to shield themselves behind their students, but the life changes in corporate structure, but if they go too far the
expectancy of young assassins is short indeed. corporate hammer hits them hard.
Assassination is normally seen as evil, but in war-torn
Porphyra it is sometimes accepted as the lesser evil next
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Dusk Lords techniques are resurfacing are taken more lightly than
Descended from the elven nation of Colothorian that they should.
was shattered in the NewGods War, the elves living in
the shadow of Morah’Silvanath fight a guerrilla war Haven of Calopia
against the inhabitants of the giant tree. In its shadow Foreign assassins on manhunts in Calopia are often
they have trained their own assassins, the Dusk Lords foiled by retired heroes who are not themselves assassins,
adapted to eternal dusk. They are friends to all kinds of making the shadow war of assassins impossible here. A
vermin and fungi and farm them for poisons, the deadli- retired assassin in Calopia might serve as a mentor or
est of which target plants. Relatively safe inside the guer- trainer for a young apprentice, but no orders are toler-
rilla movement, Colthoria assassins can afford to not be ated. This has made Calopia a refuge for retired assas-
paranoid. Instead they suffer persecution by the Silvana- sins—in a place where so many have exceptional abilities
thi elves and harpies. and have done extreme acts of destruction, old killers
feel right at home.
Elemental Slayers
It is known that there were tasked slayer genies before Rajuki Dancers
the NewGods War, and murder was an accepted path of Worshiping Rajuk Amon-Gore in his aspect of The
advancement in the elemental courts. Queen Antropda End Of The Dance, the Dancers see killing as a sacred
in the Haunted Sea is but one elemental ruler with as- duty, a chance of advancement, and the re-enactment
sassin abilities. But today elemental assassins are disor- of their gods ascension all in one. Members who thrive
ganized and fractious, and it is rare to find more than a on the fruits of their labor may have secret identities as
single master and a few apprentices working together. respected members of society. Led by the Black Bishop,
whose true identity is unknown to all, the Rajuki are
Evening Shades chaotic and have only an informal organization. Rarely
Supported by House Vark, the ruling house of Tuthon, do they work together unless one member can gain le-
the Evening Shades are trained by demons and led by verage against the others, often by threatening to disclose
the Dark Mistress, the succubus patron of the house. their secret identities. Sometimes a visionary can build
Operating out of the pleasure-fortress of Shadowlight, a large cult and become a real threat. Rajuki assassins
their ultimate goal is nothing less than the ascension of use a black hood as their identifier, going hooded at cult
their demonic mistress to the ranks of the divine. They meetings so they cannot identify their compatriots, and
combine pleasure and death, working the sex trade to do their murders hooded to honor their dark god. They
gain access to both information and victims. Persistent tend to use the divine or gruesome secrets, but may be
rumors that some prostitutes in The Jawed City are se- given any secret as a gift from their dark god.
cretly assassins is just one more kink and seems to attract
rather than repel customers. Some of their members are Patrons of Assassins
of exotic races, like fetchlings and skulks, and keep a There are two main gods of assassins in Porphyra, Shade
lower profile. and Rajuk Amon-Gore. Shade’s cult is by far the larger,
but Rajuk’s is the more feared. Even more terrifying are
Fire Splinters the rare assassins of the elemental lords.
The personal assassins and torturers of the elemental lady Shade is the patron of assassins, and most assassins pay
of glass Ashamar Shining, the splinter guild has a strong- at least lip service to him. Some assassins have patrons
hold in the isolated desert town of Ayishim. Sending as- among the other evil gods as well, depending on their
sassins out as their first probing agents to see if the land mindset and goals. More frequently, the faithful of other
is yet ripe for their lady’s return, isolated Fire Splinter gods employ agents of Shade to do their bloody work.
assassins can be found across the world, seeking to create Shade tells his brethren to organize and support each
deep cover cells. The Fire Splinters pioneered the linger- other, but always at a price. The assassin is the point of
ing death ability long ago, which is today common to all the blade, the informant is the spine, the poison-maker
assassins. This is used as a cover by the Fire Splinters as the edge, the fence is the fuller that bleeds the target dry,
they slowly return to the world; since every assassin uses the middle man connecting them all is the handle and
some of the glass assassin’s old secrets, signs that these the client is the pommel that balances the whole. All
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work for their own best interest, together they prosper. always the point-man and scout, sometimes used as a
If one part fails, it can be easily replaced, but if a part living trap finder, bait, or canary. Few groups trust assas-
becomes untrustworthy the integrity of the whole is in sins fully and many try to keep the assassin in check by
peril. It is better to kill a distrusted partner than to put threatening to disclose his identity. It is generally impos-
yourself at risk. sible for an assassin in a tight and lasting adventuring
Rajuk Amon-Gore is the god of fanatics, death-cult- team to keep his class secret, most assassins reveal their
ists, and murder as a spiritual path. He is special in that nature to their closest allies. An assassin can pretend to
the kill itself is a holy act, rather than a means to an end. be a rogue, which may make compatriots guard their
This places him in opposition to Shade’s more mercenary valuables rather than their lives, but when such a decep-
approach. Rajuk’s assassins in theory belong to a Porphy- tion is revealed the assassin can be in grave danger from
ra-spanning guild known as the Rajuki Dancers, but in his erstwhile allies.
practice most are lone madmen or small sects led by a vi-
sion of death. The Rajuki believe that the “divine spark” Alignment: Any non-good. Due to its necessary selfish-
of creativity can be stolen. While some accept commis- ness and callous indifference toward taking lives, the as-
sions like other assassins, they also go out of their way to sassin class attracts those with evil alignments more than
find young, talented people to kill. Others take over the any others. Neutral characters sometimes become assas-
life of a victim, preferably a rich recluse. sins, frequently thinking of themselves as simple profes-
Other notable divine patrons are Ul’Ul and Ferrakus sionals performing a job, a pretense that rarely holds.
who are special in that they sponsor assassins who are More common is the neutral assassin doing evil deeds
usually not evil. The builder and destroyer recognizes as- for a good cause. An assassin that somehow changes to a
sassination as a useful tool, while Ul’Ul is the inspiration good alignment loses that alignment when he next kills a
for dream assassins. sentient creature with a death attack.
Most elemental lords were once served by elemental
assassins and would gladly accept the service of any Starting age: Assassins are trained, but this training
assassin today. Ashamar Shining is notable for having begins at a very early age. They start in the lowest age
a special order of assassins, the Fire Splinter glass kill- bracket for their race.
ers, tough few remain today. Korufu the Shadow has
few mortal servants, but still inspires dark thoughts, Hit Die: d8.
dark deeds, and shadow assassins. Wind of Jewels rarely
resorted to something as subtle as assassination in her Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addi-
heyday, but her use of death and imprisonment in the tion, each character begins play with an outfit worth 10
New GodsWar inspires necrotic assassins. gp or less.

The Porphyran Assassin Class Class Skills


The porphyran assassin is a highly trained agent of death. The assassin’s class skills (and the key ability for each
Just as death comes in many forms, porphyran assassins are skill) are Acrobatics (Dex), Climb (Str), Craft (Int),
not all the same. From raging fanatics to cold, detached Diplomacy (Cha), Disable Device (Int), Disguise (Cha),
killers-for-hire, the assassins of porphyra are a diverse lot. Escape Artist (Dex), Intimidate (Cha), Heal (Wis),
Knowledge (local) (Int), Perception (Wis), Profession
(Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim
Class Information
(Str). Assassins gain a number of additional class skills
Adventuring assassins are often fugitives or the last sur-
depending on their secret.
vivor of an order lost to the war of assassins. On the run
Skill Ranks at Each Level: 8 + Int modifier.
from both the law and other killers, they might be able
to earn a place with a larger order of assassins or start
their own order in time. Other adventuring assassins are Class Features
on a long-lasting mission from their order, often ripe These are all the class features of the porphyran assassin.
with secret objectives and last-minute instructions.
Weapon and Armor Proficiency: Assassins are profi-
Role: In an adventuring party, the assassin is almost cient with all simple weapons, the hand crossbow, rapier,
sap, shortbow (normal and composite), and short sword.
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Assassins are proficient with light armor but not with Ranged attacks can count as sneak attacks only if the
shields. target is within 30 feet.
With a weapon that deals nonlethal damage (like a
Secret Training (Ex): At 1st level, an assassin must select sap, whip, or an unarmed strike), an assassin can make
a secret in which he is being trained. Each secret has a a sneak attack that deals nonlethal damage instead of
number of class skills, a skill bonus, and often adds to lethal damage. He cannot use a weapon that deals lethal
the utility of a skill. At higher levels, secrets also confer damage to deal nonlethal damage in a sneak attack, not
special class features on their members, see the assassin’s even with the usual –4 penalty.
secrets class feature, below. The assassin must be able to see the target well enough
to pick out a vital spot and must be able to reach such
Sneak Attack (Ex): If a assassin can catch an opponent a spot. A assassin cannot sneak attack while striking a
who is unable to defend himself effectively from his at- creature with concealment.
tack, he can strike a vital spot for extra damage.
The assassin’s attack deals extra damage anytime his Poison Use (Ex): At 2nd level, assassins are trained in
target would be denied a Dexterity bonus to AC (wheth- the use of poison and cannot accidentally poison them-
er the target actually has a Dexterity bonus or not), or selves when applying poison to a blade. At 3rd level,
when the assassin flanks his target. This extra damage is the assassin gains a +1 bonus on saving throws against
1d6 at 1st level, and increases by 1d6 every two assassin poisons and on Craft (Alchemy) checks dealing with
levels thereafter. Should the assassin score a critical hit poisons. This bonus increases by +1 every three levels
with a sneak attack, this extra damage is not multiplied. after level three.

Table: Porphyran Assassin


Spells per Day
Class Base Attack Fort Ref Will (Spell secrets only)
Level Bonus Save Save Save Special 0 1 2 3 4
1st +0 +0 +2 +0 Secret training, sneak attack +1d6 2 — — — —
2nd +1 +0 +3 +0 Poison use, quiet death 3 — — — —
3rd +2 +1 +3 +1 Sneak attack +2d6, poison use +1 3 — — — —
4th +3 +1 +4 +1 Death attack, uncanny dodge 3 0 — — —
5th +3 +1 +4 +1 Sneak attack +3d6 3 1 — — —
6th +4 +2 +5 +2 First secret, poison use +2 4 1 — — —
7th +5 +2 +5 +2 Sneak attack +4d6 4 1 0 — —
Improved uncanny dodge, lingering
8th +6/+1 +2 +6 +2 4 1 1 — —
death
9th +6/+1 +3 +6 +3 Sneak attack +5d6, poison use +3 4 2 1 — —
10th +7/+2 +3 +7 +3 Second secret 4 2 1 0 —
11th +8/+3 +3 +7 +3 Sneak attack +6d6 4 2 1 1 —
12th +9/+4 +4 +8 +4 Poison use +4, swift death 4 2 2 1 —
13th +9/+4 +4 +8 +4 Sneak attack +7d6 4 3 2 1 0
14th +10/+5 +4 +9 +4 Third secret 4 3 2 1 1
15th +11/+6/+1 +5 +9 +5 Sneak attack +8d6, poison use +5 4 3 2 2 1
16th +12/+7/+2 +5 +10 +5 Poison mastery 4 3 3 2 1
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6 4 4 3 2 1
18th +13/+8/+3 +6 +11 +6 Fourth secret, poison use +6 4 4 3 2 2
19th +14/+9/+4 +6 +11 +6 Sneak attack +10d6 4 4 3 3 2
20th +15/+10/+5 +6 +12 +6 Instant death, ultimate fear 4 4 4 3 3
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Quiet Death (Ex): At 2nd level, whenever an assassin are not spellcasters and have no spells per day, caster
kills a creature during a surprise round, he can also make level, or spell list.
a Stealth check, opposed by the Perception checks of
those in the vicinity to prevent them from noticing the Improved Uncanny Dodge (Ex): A assassin of 8th level
attack or identifying him as the assailant. If successful, or higher can no longer be flanked. This defense denies
and the corpse is not immediately obvious, those nearby other creatures the ability to sneak attack the assassin by
might not even notice that the target is dead. flanking his, unless the attacker has at least four more
levels in classes that grant sneak attack than the target
Death Attack (Ex): If an assassin of 4th level or higher does in classes that give uncanny dodge.
studies his victim for 3 rounds and then makes a sneak
attack with a melee weapon that successfully deals dam- Lingering Death (Ex): At 8th level, the assassin learns
age, the sneak attack has the additional effect of possibly how to leave a sliver lodged in the victim’s vital organs, a
either paralyzing or killing the target (assassin’s choice). sliver that kills again when someone tries to raise or res-
Studying the victim is a standard action. Once the assas- urrect the victim. This is a free action when the assassin
sin has completed the 3 rounds of study, he must make slays an enemy. The assassin can also use lingering death
the death attack within the next 3 rounds. The death on a corpse as a full-round action. This can be done sur-
attack fails if the target detects the assassin or recognizes reptitiously with Sleight of Hand opposed by Perception.
the assassin as an enemy (although the attack might still If a victim of lingering death is resurrected, it must
be a sneak attack if the target is denied his Dexterity pass a Fortitude saving throw (DC 10 + 1/2 the assassin’s
bonus to his Armor Class or is flanked). If the victim level + the assassin’s Dexterity modifier) or die again after
of such a death attack fails a Fortitude save (DC 10 + 1 minute. This is a death effect. A heal spell cast after
½ the assassin’s class level + the assassin’s Int modifier) resurrection and before death occurs removes lingering
against the kill effect, he dies. If the saving throw fails death.
against the paralysis effect, the victim is rendered helpless A 15-minute close inspection of the corpse can find
and unable to act for 2d6 minutes. If the victim’s saving and remove lingering death with a Heal check (DC
throw succeeds, the attack is just a normal sneak attack. equal to twice the save DC). It is possible to take 20 on
If a death attack is attempted and fails or if the assassin this heal check with a 5-hour operation. Burning or oth-
does not launch the attack within 3 rounds of complet- erwise destroying the corpse also negates lingering death,
ing the study, 3 new rounds of study are required before but the dead creature then requires resurrection or more
he can attempt another death attack. powerful magic to be revived.
Lingering death also gives the assassin the ability to
Uncanny Dodge (Ex): Starting at 4th level, a assassin use death attack to paralyze (but not slay) creatures that
can react to danger before his senses would normally are normally immune to the effects of Fortitude saving
allow him to do so. He cannot be caught flat-footed, throws, primarily constructs and undead. Such a creature
nor does he lose his Dex bonus to AC if the attacker that fails its Fortitude save against a death attack is para-
is invisible. He still loses his Dexterity bonus to AC if lyzed until the creature recovers at least one hit point.
immobilized. A assassin with this ability can still lose his
Dexterity bonus to AC if an opponent successfully uses Swift Death (Ex): At 12th level, an assassin can make a
the feint action (see Bluff) against him. death attack against a foe after only one round of study.
If a assassin also has uncanny dodge from a different
class, he automatically gains improved uncanny dodge Poison Mastery (Ex): At 16th level, the assassin can
(see below). apply poison to a weapon as a free action. A victim
poisoned by the assassin must make two Fortitude saving
Assassin Secrets: At 6th level, and every 4 levels thereaf- throws against the initial poisoning and take the lowest
ter, the assassin gains an ability from the secret training result. Subsequent saving throws against the poison are
he picked at first level. Each secret has a specific list of made normally.
abilities taught at each level. Certain secrets give spell-
casting abilities instead, as detailed in their description. Instant Death (Ex): At 20th level, each sneak attack the
The spells per day section of Table: Assassin only applies assassin inflicts counts as a death attack, with no study
to assassins with secrets that give spells. Most assassins required and regardless of the target’s suspicions. The
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assassin still needs to inflict damage for this to be effec- spell level.
tive. A victim need only save against this ability once per Unlike the magus, the arcane assassin suffers the nor-
round. mal chance of arcane spell failure in any kind of armor
or when using a shield.
Ultimate Fear (Ex): At 20th level, a victim slain by the An arcane assassin starts with a spellbook containing a
assassin’s death attack can be raised from the dead only number of level zero magus spells (cantrips) equal to his
with great difficulty. The murder was so horrible that Intelligence modifier (minimum 1). At each level, the as-
the soul of the victim instinctively recoils and refuses sassin can add any one spell from his spell list to his spell
to be restored to life unless it makes a Will save with a book, provided he can cast spells of that level.
DC of 20 + the assassin’s Charisma modifier. If the soul An arcane assassin can only cast spells of level zero
fail this saving throw, it cannot be resurrected unless a to four, magus spells of level 5 or higher are not on the
planar quest is made to locate and convince the soul to arcane assassin’s spell list. Arcane assassins can prepare a
come back. It is the soul that makes this saving throw, number of cantrips, or 0-level spells, each day, as noted
and it does so before it is resurrected; it gains no benefit on Table: Porphyran Assassin under “Spells per Day.”
from any spell or effect on the body, but keeps the saving These spells are cast like any other spell, but they are not
throw modifier it had when alive and benefits from any expended when cast and may be used again.
inherent resistances. This is a mind-affecting fear effect.
Note that a victim that overcomes ultimate fear can still Divine Assassin
be killed by lingering death, above. Divine assassins serve the gods directly and slay at their
call. Most serve Rajuk Amon-Gore in his aspect as The
Assassin Secrets End Of The Dance.
Assassins base their training on a series of secret teach-
ings. A secret is the life-path of the assassin, sometimes Class Skills: Handle Animal (Cha), Knowledge (Reli-
even a spiritual path. An assassin chooses a secret at first gion) (Int), Sense Motive (Wis), Spellcraft (Int), Survival
level, and is assumed to have been trained in this secret (Wis).
since childhood. Once selected, the secret can never be
changed. Secret Training (Ex): A divine assassin adds half his class
Note that secrets and orders are not the same. A small level (minimum +1) to all Sense Motive checks and to
order is likely to practice only one secret, but a larger Disguise checks to impersonate a specific person.
guild might have access to several, and might even accept Divine assassins have no secret-specific abilities. In-
a stranger into their organization if he can teach them a stead, they cast divine spells as a cleric, except as noted
new secret. here. The number of spells of each level a divine assassin
can prepare each day is given on Table: Porphyran Assas-
sin. When Table: Porphyran Assassin indicates that the
Arcane Assassin
divine assassin gets 0 spells per day of a given spell level,
Arcane assassins use arcane magic in their deadly work,
he gains only the bonus spells he would be entitled to
and are often affiliated with outsiders or schools of
based on his Wisdom score for that spell level.
magic.
The divine assassin uses the inquisitor spell list, but
cannot use spells that apply to class features he doesn’t
Class Skills: Appraise (Int), Fly (Dex), Knowledge (Ar-
have (such as judgment). He can only cast spells of level
cana) (Int), Linguistics (Int), Spellcraft (Int).
zero to four, inquisitor spells of level 5 or higher are not
on the divine assassin’s spell list. Divine assassins can
Secret Training (Ex): Arcane assassins gain no class
prepare a number of orisons, or 0-level spells, each day,
features from their secret. Instead, they cast arcane spells
as noted on Table: Porphyran Assassin under “Spells per
as a magus, except as noted here. The number of spells
Day.” These spells are cast like any other spell, but they
of each level he can prepare each day is given on Table:
are not expended when cast and may be used again.
Porphyran Assassin. When Table: Porphyran Assassin
indicates that the arcane assassin gets 0 spells per day of a
given spell level, he gains only the bonus spells he would Death Slayer
be entitled to based on his Intelligence score for that Death slayers operate mainly in the Empire of the Dead,
working as agents for undead lords trying to have each
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other murdered. First Secret: Visit to Paradise (Ex) A victim is brought
to a state of sensual bliss through the use of the wisdom-
Class Skills: Knowledge (Arcana) (Int), Knowledge sapping drug assish. While unconscious the victim is
(History) (Int), Knowledge (Religion) (Int), Knowledge brought to a paradisiacal setting, where he is indoctri-
(Nobility) (Int), Use Magic Device (Cha). nated with instructions of the dream assassin’s choosing.
The dream assassin makes a Sense Motive check to deter-
Secret Training (Ex): Death slayers add half their class mine what pleasures the target are vulnerable to, with a
level (minimum +1) to Disguise checks to mask them- DC of 10 + 2x the target’s Will save bonus. This requires
selves as undead and to Knowledge checks relating to 5 minutes of observation, either before or after admin-
undead. They can disguise themselves as corporeal un- istering the drug. These pleasures generally are creature
dead of their own basic form (usually humanoid) at no comforts like food and drink, sexually attractive com-
penalty on the roll. pany, loving attention, and a luxurious setting, but vary
First Secret: Slay the Dead (Ex): At 6th level, a death from person to person. The dream assassin must pro-
slayer can make a poison or death attack that bypasses vide facsimiles of these things, tough they can be rather
the undead immunity to effects that require a Fortitude simple as the victim is stupefied by the drug. The entire
save. A poison affecting an attribute the undead creature process takes 4 hours. At the end the victim is subject to
lacks, like Constitution, or Strength for many immate- one permanent suggestion per three levels of the assassin
rial undead, still has no effect. (multiple suggestions allows more than one form of con-
Second Secret: Ghost Touch (Su): At 10th level, any ditioning), but is allowed a Will save every 24 hours to
weapon the death slayer uses gains the ghost touch weap- throw off the effect, and it can also be broken as outlined
on property. in the spell. The DC of this save is 10 + half the dream
Third Secret: Death Metal (Su): At 14th level, a death assassin’s Sense Motive skill modifier. Taking a dose of
slayer ignores any damage reduction or immunity to assish (even a cut dose) voids the saving throw for that
critical hits or sneak attack an undead creature has. day. Breaking one effect of visit to paradise breaks all of
Fourth Secret: Pursue Death (Su): At 18th level, when an the effects (see below for possible additional effects). This
undead creature within 30 ft. uses a spell or supernatural is a non-magical effect, thwarting effects that detect and
ability (such as fly, gaseous form, teleport, or turning in- remove magic or enchantments.
corporeal) to move away from the death slayer, the death Second Secret: Friends of Paradise (Ex) At 10th level,
slayer can take an immediate action to gain an identical visit to paradise can create a charm monster effect on the
ability to the one the undead used and knows exactly target, charming him in relation to the assassin. All rules
where the prey went. This lasts for only one round, but if for visit to paradise apply. The Sense Motive DC of sens-
the death slayer gets within 30 ft. he can use it again the ing this charm is 20 + the dream assassin’s Sense Motive
next round.
Assish (drug)
Dream Assassins The leaves of the assish bush can be smoked,
Dream assassins perform murder inspired by dreams of chewed, or dissolved in wine. Assish brings a quick
paradise, but their most insidious ability is to indoctri- high followed by a long comfortable period of mel-
nate others through the use of drugged visions. low mood. Assish can be cut down to 1/10 concen-
tration with only recreational effects, taking the cut
Class Skills: Knowledge (Planes) (Int), Knowledge (Re- drug prolongs the addiction and recovery process.
ligion) (Int) , Perform (Cha), Sense Motive (Wis), Use
Magic Device (Cha). Type drug (ingested or inhaled); Addiction moder-
ate, Fortitude DC 20
Secret Training (Ex): Dream assassins add half their Effects 2d12 minutes euphoria during which user
class level (minimum +1) to Sense Motive checks and is insensate and helpless; followed by 2d6 hours of
to Heal checks related to drugs and addiction. They also a comfortable mellow mood and a –4 penalty on
gain this bonus on opposed Charisma checks related to Perception and Will saves.
charm effects (see charm person). Finally, they can use Damage 1d3 Wis damage
assish as if it was an injected or ingested poison with a Price 120 gp
Fortitude save DC of 14.
9
modifier. attack the dusk assassin (or his companions) unless
Third Secret: Head in the Clouds (Ex/Su) At 14th level, attacked first. The dusk assassin can use Survival as if it
visit to paradise can create a dominate monster effect on was Diplomacy to change the attitude of vermin. The
the target. This is an exceptional effect except when the dusk assassin can use Survival as if it was Handle Animal
telepathy aspect is active, at which times it becomes a to train vermin to perform tricks as if they were animals,
supernatural effect. All rules for visit to paradise apply. but each vermin can only learn one trick. Both these ef-
The Sense Motive DC of sensing this charm is 10 + the fects bypass vermin’s usual mind-affecting immunity.
dream assassin’s Sense Motive modifier. Third Secret: Fungus Bond (Ex) At 14th level the dusk
Fourth Secret: Astral Projection (Sp) At 18th level, the assassin forms the same bond with fungus plant creatures
dream assassin can cast astral projection once per day as as with vermin, above. Only plant creatures of Intelli-
an oracle of his assassin level. This takes the normal 30 gence 4 or less have their attitude changed by this ability.
minutes, but does not require a material component. The dusk assassin can also use Survival to teach tricks to
fungal plant creatures of low Intelligence as if they were
Dusk Assassin animals.
Dusk assassins were trained in the shadow of Fourth Secret: Spore Meld (Ex) At 18th level the sym-
Morah’Silvanath and fight a guerrilla war to destroy the biotic spores in the dusk assassin’s lungs can now re-
great tree and restore their shattered homeland. produce poison. The dusk assassin can continue to use
the last poison he imbibed with spore breath again and
Class Skills: Knowledge (Dungeoneering) (Int), Knowl- again, but each use after the first inflicts one point of
edge (Nature) (Int), Ride (Dex), Survival (Wis), Use Constitution damage. Using spore breath in this way is
Magic Device (Cha). still a swift action. A dusk assassin immune to Constitu-
tion damage cannot use this class feature.
Secret Training (Ex): Dusk assassins add half their class
level (minimum +1) to Survival checks and to Knowl- Elemental Assassin
edge (Nature) checks to identify plant creatures, to Elemental assassins channel the wrath of the elements.
gather specific plants, and to know the medicinal uses of
plants. Dusk assassins know secret methods that allow Class Skills: Fly (Dex), Handle Animal (Cha), Knowl-
them to bypass the poison immunity of plant crea- edge (Planes), Survival (Wis), Use Magic Device (Cha).
tures; any poison administered by a dusk assassin affects
creatures of the plant type normally, ignoring the poison Secret Training (Su): At 1st level, an elemental assas-
resistance of the plant creature type. sin gains a bonus equal to half his class level (minimum
First Secret: Spore Breath (Ex) At 6th level the dusk +1) on Use Magic Device checks and on Stealth checks
assassin deliberately cultivates a symbiotic mold in his in environments favorable to his element, as listed here.
lungs, and can exhale the spores of this mold in a 15 ft. The elemental assassin must chose one element and gains
cone as a swift action. Creatures in the cone must make advantages when using stealth in situations marked by
a Reflex save (DC 10 + half the assassin’s level + the as- that element; air (mist, fog, strong wind or more), earth
sassin’s Dexterity modifier) or become dazzled for one (bare stone or soil), fire (smoke, fumes, fire), or water
round. Dazzled creatures are considered distracted as (rain, snow, underwater). He can use the Stealth skill
described in the Stealth skill. without cover or concealment whenever he gains this
The assassin can take a standard action that does not bonus, but cannot hide if directly observed, a distraction
trigger attacks of opportunity to ingest a poison in the is needed.
same round he uses spore breath. The spores absorb First Secret: Elemental Fury (Su) At 6th level, as a free
and transmit the poison, all who fail their saving throw action, any melee weapon, natural attack, or unarmed
against spore breath are exposed to the poison (in addi- attack the elemental assassin uses can be sheathed in en-
tion to being dazzled), regardless of how the poison is ergy that deals an extra 1d6 points of damage on a suc-
normally transmitted. cessful hit, like the flaming weapon property. The type
Second Secret: Vermin Bond (Ex) At 10th level the dusk of damage depends on the element chosen at level 1; air
assassin forms a link with vermin. Vermin start out (electricity), earth (acid), fire (fire), or water (cold). This
with an attitude of indifferent towards the dusk assas- does not harm the elemental assassin or his weapon. In a
sin (instead of the usual unfriendly) and generally won’t sneak attack using elemental fury, the additional dam-
10
age from sneak attack is elemental damage, and damage double the normal cost for ammunition.
from elemental fury and sneak attack stacks. Third Secret: Lingering Glass (Ex) At 14th level, any
Second Secret: Elemental Resistance (Su) At 10th level, damaging attack with a glass weapon leaves splinters of
the elemental assassin is protected from the type of en- glass inside the victim, splinters that counteract heal-
ergy he deals with elemental fury. The elemental assassin ing. Any hit point recovery for the victim are reduced by
gains resistance to this type of energy equal to his class half, including such means as rest, regeneration, healing,
level. or fast healing. Each day after rest, a victim of lingering
Third Secret: Elemental Burst (Su) At 14th level, el- glass can make a Fortitude save to expel the glass and
emental fury attacks gain the flaming burst property, negate the effect with a DC of 10 + ½ the glass assassin’s
doing the same type of damage as elemental fury. level + the glass assassin’s Intelligence modifier. Lingering
Fourth Secret: Elemental Stride (Su) At 18th level the glass can also be removed in the same way as lingering
elemental assassin gains a movement speed based on the death.
element chosen at level 1. Air: fly 90 ft. (average). Earth: Fourth Secret: Glass Shards (Su) At 18th level, when a
burrow 30 ft. (no tunnel). Fire: +30 ft. circumstance glass weapon in use by the assassin breaks, it explodes
bonus to land speed. Water: swim 60 ft. into a burst of fragments. The main target of the attack
is affected normally, and all enemies within 5 ft. must
Glass Assassin make a Reflex save (DC 10 + ½ the glass assassin’s level +
Descended from the Fire Splinters that served the el- the glass assassin’s Intelligence bonus) or take a half-dam-
emental lord Ashamar Shining, glass assassins are percep- age hit (including sneak attack damage if targets are out-
tive and turn glass into a lethal substance. flanked or denied their Dexterity bonus to AC). Splash
targets also suffer lingering glass. If the glass weapon is a
Class Skills: Appraise (Int), Knowledge (Arcana), weapon bottle, splash victims are also injected with the
Knowledge (Engineering), Spellcraft (Int), Use Magic poison but at its original save DC.
Device (Cha).
Gruesome Assassin
Secret Training (Su): At 1st level, a glass assassin gains Gruesome assassins revel in the spectacle of death, and
a bonus equal to half his class level (minimum +1) on use shock and awe to great effect.
Perception checks and on Craft (glassw) checks. Glass
assassins can use Craft (glass) to make walls, vehicles Class Skills: Handle Animal (Cha), Knowledge (Re-
and melee weapons that are as durable as those made of ligion) (Int), Perform (Cha), Sense Motive (Cha), Use
common materials, at the normal cost. See the section Magic Device (Cha).
on new uses of skills for rules on making fragile glass
weapons. Secret Training (Ex): At 1st level, a gruesome assassin
First Secret: Cutting Crystal (Ex) At 6th level, the glass becomes a master of intimidation and its opposite, the
assassin gains an Improved Critical feat (ignoring pre- art of appearing unassuming. He adds half his assassin
requisites) that works with all weapons or ammunition level (minimum +1) to all Intimidate checks and to Dis-
made of glass. If this is used as a prerequisite for other guise checks to assume a generic appearance rather than
feats, those feats also work with all glass weapons. to imitate a specific person. The gruesome assassin gains
Second Secret: Weapon Bottle (Ex): At 10th level, the Dazzling Display as a bonus feat and can ignore the
glass assassin can use Craft (glassworker) to make fragile weapon focus prerequisite for Dazzling Display and all
piercing glass weapons (usually daggers or ammunition, other feats that have Dazzling Display as a prerequisite.
but any piercing weapon works) that double as poison First Secret: Fear is Death (Ex) At 6th level, the grue-
containers. Such a weapon/container can be broken some assassin can sneak attack an enemy that suffers
open to access the poison inside (as uncorking a normal from any fear effect.
bottle) or used as a weapon that breaks inside the target, Second Secret: Gruesome Death (Ex) At 10th level, the
injecting a particularly concentrated dose of poison, in- gruesome assassin can use Dazzling Display as an imme-
creasing the poison’s save DC by +2. Someone that lacks diate action after killing an enemy.
this ability can break a weapon bottle open to access the Third Secret: Gruesome Sneak Attack (Ex) At 14th level,
poison, but cannot cause it to break inside a target. A the gruesome assassin can use Dazzling Display as an im-
weapon bottle costs 1/5 as much as a regular weapon, or mediate action after inflicting sneak attack damage.
11
Fourth Secret: Gruesome Entrance (Ex) At 18th level, Class Skills: Appraise (Int), Knowledge (Nobility) (Int),
the gruesome assassin can use Dazzling Display as an Sense Motive (Wis), Survival (Wis), Use Magic Device
immediate action in a surprise round or when revealing (Cha).
himself from disguise or Stealth.
Secret Training (Ex): At 1st level, a professional assassin
Necrotic Assassin becomes a master at concealing his identity and hid-
Necrotic assassins find power in a mystical union with ing weapons on his body. He adds half his assassin level
death. Some hold the elemental lord Wind of Jewels as (minimum +1) to all Disguise checks and to Sleight of
their patron, tough they are not organized enough to be Hand skill checks made to hide weapons or draw hidden
called an order. weapons unobtrusively.
Secrets: (Ex) At 6th level, and every 4 levels thereafter,
Class Skills: Knowledge (Arcana) (Int), Knowledge the professional assassin learns a rogue talent, as the
(Planes) (Int), Knowledge (Religion) (Int), Sense Motive rogue class feature. He cannot select talents that expand
(Wis), Use Magic Device (Cha). on class features he does not have, such as evasion. At
10th level and higher, the professional assassin can select
Secret Training (Ex): A necrotic assassin adds half his advanced rogue talents.
class level (minimum +1) to Use Magic Device checks
and to Knowledge checks to identify creatures. He can Shadow Assassin
make such knowledge checks unskilled. Any successful Shadow assassins gain power from what others fear—
knowledge check the necrotic assassin makes to identify darkness. Some hold Korufo the Shadow as their lord, an
a creature will always outline its immunities, resistances, evil and secretive elemental lord of darkness.
and damage reduction in addition to the normal infor-
mation. Class Skills: Bluff (Cha), Knowledge (Dungeoneering)
First Secret: Nondetection (Su) At 6th level, a necrotic (Int), Perform (Cha), Use Magic Device (Cha).
assassin can use nondetection as a spell-like ability once
per day as a wizard of his assassin level. At 10th, 14th, Secret Training (Ex): At 1st level, a shadow assassin be-
and 18th level, the assassin gains an additional daily use comes a master at stealth. He adds half his assassin level
of the ability. (minimum +1) to all Stealth checks and to Perception
Second Secret: Angel of Death (Su) At 10th level, the checks to notice hidden enemies. The shadow assassin
necrotic assassin becomes a master of death. When the gains darkvision out to a range of 60 feet. If he already
assassin kills a creature with a death attack, he can cause has darkvision, the range increases by 30 feet.
the target’s body to crumble to nothing, as the disinte- First Secret: Hide in Plain Sight (Su) At 6th level, a
grate spell. This prevents raise dead (although resurrection shadow assassin can use the Stealth skill even while being
and true resurrection works as normal). observed. As long as he is within 10 feet of an area of
Third Secret: Resurrection Sense (Su) At 14th level, a dim light, a shadow assassin can hide himself from view
necrotic assassin senses if a creature he has slain has been in the open without anything to actually hide behind.
restored to life and approximately where this happened. He cannot, however, hide in his own shadow.
The effective caster level of this ability against anti-detec- Second Secret: Shadow Pool (Sp) At 10th level, the shad-
tion effects is the assassin’s level. ow assassin gains a reservoir of mystical arcane energy
Fourth Secret: Soul Bind (Ex) At 18th level the necrotic that he can draw upon to use shadow magic as spell-
assassin can use soul bind at will as a wizard of his assas- like abilities. These abilities work as if they were spells
sin level. This also has the effect of the angel of death cast by a wizard of the shadow assassin’s class level. This
ability above. When used against a target the assassin shadow pool has a number of points equal to his Intel-
has just slain, this is a free action. The assassin needs an ligence modifier, and increases by one point for every 2
appropriate sapphire gem to hold the soul, see the soul levels after level 10. The pool refreshes once per day after
bind spell. resting. This allows the use of silent image as a spell-like
ability as long as he has one or more points remaining in
Professional Assassin the shadow pool. The shadow assassin can also use the
Professional assassins are highly skilled mercenaries of following spells at the cost of one point from the shadow
murder. pool: shadow conjuration, shadow step.
12
Third Secret: Silent Shadow Step (Ex) At 14th level, after training. Stolen Secret requires the assassin to have some
using shadow step from his shadow pool, the shadow as- source of the stolen knowledge; a trainer, codex, wall
sassin can make a Stealth check to hide, and this Stealth painting of practicing assassins, whatever plot device the
check suffers no penalties for the shadow assassins ac- GM wishes to use.
tions earlier in the round. Benefit: Choose one assassin’s secret. The assassin learns
Fourth Secret: Improved Shadow Pool (Su) At level 18, to use the level 6 ability of that secret. The assassin can-
the shadow assassin can use the following spells at the not learn spellcasting abilities this way.
cost of 2 points from his shadow pool: greater shadow Special: This feat can be taken several times. Each time,
conjuration, shadow evocation, shadow walk, quickened the prerequisite skill ranks increase by 4, and you learn
shadow step. the secret ability of a level equal to the number of skill
ranks in the prerequisite.
Favored Class Bonuses
Instead of receiving an additional skill rank or hit point New Uses of Skills
whenever he gains a level in a class of Porphyran assas- These new uses of skills are available to everyone, but are
sin, the following races have the option of choosing an more common among assassins.
alternate bonus depending on their race.
Dwarf: Add +1 to the Porphyran assassin’s CMD Craft (Alchemy): Salvage Poison
when resisting a dirty tricks and disarms. These rules expand on the rules for poison making from
Elf: Add a +1 bonus to salvage poison from creatures the Craft skill and appendix I of the Pathfinder Roleplay-
using Craft (alchemy). ing Game Core Rulebook.
Gnome: Add +1/4 bonus to the poison use ability. The poison glands of creatures can be milked for poi-
Half-Elf: Select one weapon from the assassin’s weapon son, poisonous spores can be gathered, and other natural
proficiencies. Add a +1/2 circumstance bonus on critical sources of poison can be found. But such poisons must
hit confirmation rules with that weapon (maximum bo- be processed to remain potent, in their natural state they
nus +4). This bonus does not stack with Critical Focus. dry out or become inert very quickly. Instead of using
Half-Orc: Add +1 bonus to use the Heal skill to tor- them directly, they can be used as raw materials for a
ture opponents. manufactured poison that duplicates the effects of the
Halfling: Add +1 bonus to use Disguise to hide in a natural poison. The alchemists binds the toxic substance
crowd. with oils that conserves it for later use.
Human: Select one weapon from the assassin weapon Salvaging poison from a creature takes one minute and
proficiencies to act as your signature weapon. You may requires a Craft (Alchemy) check with a DC of 10 + the
add +1/2 damage when attacking with this weapon. creature’s challenge rating, +10 for a contact or inhaled
poison. A success gives ingredients enough for one dose
Assassin Feats of poison, and every 5 points of margin on the roll
These feats enhance the Porphyran assassin. gives ingredients for an additional dose. A salvager who
lacks the poison use ability and rolls a 1 on the die roll
Glasscraft to salvage poison accidentally injects himself. Only one
Sand is sand; stone or glass, if you know the way of it, it is attempt can be made to salvage poison from a creature
all the same. each day. Poison from a cadaver must be salvaged within
Prerequisites: Craft (glass) 3 ranks. 15 minutes of the creature’s death or destruction.
Benefit: You can use Craft (glass) to make walls, vehicles The Alchemy DC to prepare the poison is the save DC
and melee weapons that are as durable as those made of of the poison. The base cost of a salvaged poison de-
common materials, at the normal cost. pends on the creature’s challenge rating and the type of
poison the creature originally had: Ingested or injected:
Stolen Secret 100 gp times challenge rating. Contact or inhaled: 300
I will take your life-taking secrets as I take your life; your gp times challenge rating. The effect of a finished does of
choice of fast or slow… salvaged poison is the same as that of the poison used by
Prerequisites: Assassin’s secrets class feature, six ranks in the original creature. The value of salvaged ingredients
one skill that gets a bonus from the chosen secret’s secret is 1/3 of the value of a finished dose. Usually all trade in

13
poison and components of poisons is illegal or restricted, type of performance, in which case a successful Heal
both the law and rival outlaws might react badly to an check means the victim reacts appropriately.
attempt to trade in poison. Heavy-handed but fast interrogation tactics, even ones
that hurt, are not truly torture and instead covered by
Craft (Glass): Craft Glass Weapons the influence attitude part of the Intimidation skill.
A glassworker can make one-use melee weapons out of
glass at 1/10 of the normal cost of the weapon and one- Sleight of Hand: Innocuous Spellcasting
use ammunition at normal cost. Such glass weapons have Disguising spellcasting as innocuous actions requires a
Hardness 0, half normal hit points, the fragile quality, Sleight of Hand check with a penalty equal to the level
and always break after they score a hit. Glass weapons of the spell and an additional penalty of –1 per type of
are immune to damage from acid and electricity. component being hidden (verbal, somatic, material, and
focus). Each observer is allowed one opposed Perception
Disguise: Hide in Crowds check per round to realize a spell is being cast. Remem-
By assuming a generic appearance, one that fits with a ber range and distraction penalties on Perception checks.
crowd of people, a character can use the Disguise skill It is not possible to hide the components of a spell cast
as if it was Stealth as long as he is a place where the as- defensively.
sumed disguise would be ubiquitous. This works even Spells with a casting time longer than one round
to pass security checkpoints, as long as people of the require one roll per round of casting. Casting a spell
disguise’s general description would be allowed through. without being noticed still creates an opening in combat
All normal Disguise modifiers apply. and thus provokes attacks of opportunity, even if the at-
tacker does not understand why. It is not possible to use
Heal: Torture Spellcraft to identify a spell cast innocuously.
The Heal skill can be used to inflict pain on a helpless If the spell has any sensory effect (which includes any
creature with minimal damage. Torture is a mind-af- spell that deals damage), observers become aware you
fecting fear effect. Targets immune to nonlethal damage have cast the spell once you are finished, even if they fail
cannot be tortured. Performing or ordering the use of their Perception check. A creature that successfully saves
torture is an evil action. against a spell that has no obvious physical effects feels
The DC of a torture attempt is 10 + twice the target’s a hostile force or a tingle, but cannot deduce the exact
Will save bonus against fear. Each torture attempt takes a nature of the attack.
number of hours equal to the target’s hit dice (minimum
1 hour) and inflicts 1d6 points of Constitution damage
and nonlethal damage equal to ten times the target’s hit
Sample Character
“Who, me? No, I’m afraid I didn’t see anything happen to
dice. The torturer can cut this time short but takes a –1
that man. But I did see something in that alley… that’s it,
penalty on the Heal check for each missing hour.
a little more into the darkness…”
A failed attempt at torture allows the victim to present
a lie as if it was the truth. Each successful use of torture
K. (CR 1/2; XP 200)
extracts some information from the target. The accuracy
N Medium humanoid (human)
of information gained under torture is highly unreli-
Init +2; Senses Perception +0
able. The torturer makes a Wisdom check (DC 11, a die
Defense
roll of 1 always fails). If this check fails the victim leads
AC 14, touch 12, flat-footed 12
the torturer on who receives the answer he expected or
(+2 armor, +2 Dex)
hoped for, or what the victim thinks the torturer is look-
hp 10 (1d8+2)
ing for, rather than the truth. Repeated torture might
Fort +2, Ref +4, Will +0
yield new information which is just as unreliable.
Offense
The GM makes all die rolls for torture, and there is
Speed 30 ft.
no way to separate true and false information. Not even
Melee short sword +2 (1d6/19-20)
supernatural means can separate truth and falsehood
Ranged dagger +2 (1d4/19-20)
under torture, the victim has convinced himself what he
Special Attacks sneak attack +1d6
says is the truth.
Statistics
Torture can also be used as punishment, or as a vile
14
Str 10, Dex 15, Con 14, Int 13, Wis 10, Cha 12 Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your ac-
Base Atk +0; CMB +2; CMD 12 ceptance of the terms of this License.
Feats Agile Maneuvers, Weapon Finesse 4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license
Skills Craft (poison) +5, Diplomacy +5, Disable Device with the exact terms of this License to Use, the Open Game Content.
+6, Disguise +6, Escape Artist +6, Heal +4, Knowledge 5.Representation of Authority to Contribute: If You are contributing original mate-
rial as Open Game Content, You represent that Your Contributions are Your original
(local) +5, Profession (assassin) +4, Sleight of Hand +6, creation and/or You have sufficient rights to grant the rights conveyed by this License.
Stealth +6 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE por-
tion of this License to include the exact text of the COPYRIGHT NOTICE of any
Languages Common, Dwarf Open Game Content You are copying, modifying or distributing, and You must add
SQ heart of the streets, skilled, secret training (profes- the title, the copyright date, and the copyright holder’s name to the COPYRIGHT
NOTICE of any original Open Game Content you Distribute.
sional assassin) 7. Use of Product Identity: You agree not to Use any Product Identity, including as
Combat Gear thunderstone; Gear 5 daggers , diguise an indication as to compatibility, except as expressly licensed in another, independent
Agreement with the owner of each element of that Product Identity. You agree not
kit, leather armor, short sword, thieves’ tools; Coins 4 gp to indicate compatibility or co-adaptability with any Trademark or Registered Trade-
mark in conjunction with a work containing Open Game Content except as expressly
licensed in another, independent Agreement with the owner of such Trademark or
A pleasant young man with a nondescript appearance, K. Registered Trademark. The use of any Product Identity in Open Game Content does
is an up-and-comer in the field of killing for hire. Why not constitute a challenge to the ownership of that Product Identity. The owner of
any Product Identity used in Open Game Content shall retain all rights, title and
that sinister avocation instead of stealing, warfare, or interest in and to that Product Identity.
magic? K. has never thought about it much- it is some- 8. Identification: If you distribute Open Game Content You must clearly indicate
which portions of the work that you are distributing are Open Game Content.
thing that he is called to do, and a little embarrassed that 9. Updating the License: Updating the License: Wizards or its designated Agents may
he enjoys it so much. He has thus far avoided recruit- publish updated versions of this License. You may use any authorized version of this
License to copy, modify and distribute any Open Game Content originally distrib-
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tions such as assassin’s guilds- probably only because his 10. Copy of this License: You MUST include a copy of this License with every copy
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current base of operations is rather small. If his career 11. Use of Contributor Credits: You may not market or advertise the Open Game
and proclivities expand much further, a confrontation Content using the name of any Contributor unless You have written permission from
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with them or the law will inevitably take place. 12. Inability to Comply: If it is impossible for You to comply with any of the terms
of this License with respect to some or all of the Open Game Content due to statute,
judicial order, or governmental regulation then You may not Use any Open Game
OPEN GAME LICENSE Version 1.0a Material so affected.
The following text is the property of Wizards of the Coast, Inc. and is Copyright 13. Termination: This License will terminate automatically if You fail to comply with
2000 Wizards of the Coast, Inc “Wizards”). All Rights Reserved. all terms herein and fail to cure such breach within 30 days of becoming aware of the
breach. All sublicenses shall survive the termination of this License.
1. Definitions: (a)”Contributors” means the copyright and/ or trademark own- 14. Reformation: If any provision of this License is held to be unenforceable, such
ers who have contributed Open Game content; (b)”Derivative Material” means provision shall be reformed only to the extent necessary to make it enforceable.
copyrighted material including derivative works and translations (including into
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upgrade, improvement, compilation, abridgment or other form in which an existing Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors
license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax
(d)”Open Game Content” means the game mechanic and includes the methods, and Dave Arneson.
procedures, processes and routines to the extent such content does not embody the Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author:
Product Identity and is an enhancement over the prior art and any additional content Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Wil-
clearly identified as Open Game Content by the Contributor, and means any work liams.
covered by this License, including translations and derivative works under copyright The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights
law, but specifically excludes Product Identity. (e) “Product Identity” means product reserved.
and product line names, logos and identifying marks including trade dress; artifacts; Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott
creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance
language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original
themes and graphic, photographic and other visual or audio representations; names content from TSR.
and descriptions of characters, spells, enchantments, personalities, teams, personas, Assassins of Porphyra. Copyright 2015, Purple Duck Games; Author Carl
likenesses and special abilities; places, locations, environments, creatures, equipment,
Cramér.
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any other trademark or registered trademark clearly identified as Product identity by
the owner of the Product Identity, and which specifically excludes the Open Game Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfind-
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15

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