Yesterday I posted the Assassin class for White Star and got some really good feedback, so I made some changes. Here you be:
Here’s the PDF- Assassin
Assassins are hired guns that are renowned for getting the job done at any cost. Some have creeds or rules that they live by, while others are unscrupulous and don’t care about casualties so long as they get the job done and take out their mark.
You travel the stars taking on contracts and making sure that the last thing your mark feels is the cold piercing of your blade, or the hot energy from your laser before the light fades from their eyes.
Weapons and Armor Restrictions: Assassins are trained in all weaponry and trained in wearing light armor.
Deadly Aim: If the Assassin has a sniper rifle (laser or ballistic) and does nothing but aim at a target for three rounds their shot is deadly accurate. The target must succeed a Saving Throw or be killed by the Assassin’s shot. A target that succeeds at their Saving Throw suffers 2d6 damage.
Deadly Strike: If the Assassin has a small blade (either a dagger or mono-dagger), studies a target for three rounds, and successfully sneaks up on a target their attack is deadly accurate. The target must succeed a Saving Throw or be killed by the Assassin’s knife attack. A target that succeeds at their Saving Throw suffers 2d6 damage.
Hand-to-Hand Combat: Assassins are highly trained in hand-to-hand combat and do 1d6+1 damage with their fists.
Stealth: Assassins live in the shadows. When they hide it’s almost as if they are invisible. An Assassin who moves while hiding can do so at up to half their normal pace with no penalty. An assassin can move up to full speed with a -5 to their Dexterity check.
Savings Throw: Assassins gain +2 to Saving Throws against Death and Poisons.