Post by Darth Xaos on Apr 30, 2015 23:53:48 GMT
Silent killers and elite guerrilla warriors, the Sith Assassins bring silent death to the enemies of the Sith. The greatest of Assassins are more at home in the shadows than they are in the light and even the greenest of them are unrivaled in the arts of stealth. For the enemies of the Sith that know of the Assassins, a peaceful night without fear is hard to come by. The Lords of the Ancient Sith Empire were supposedly bound by service to the Dark Lord but the ambitions of the Council and other, lesser nobles, made this arrangement mostly theoretical. The Sith Assassins were first trained to covertly kill the political rivals of their patrons but the fall of the Sith Empire ultimately changed this role. Future Sith Orders did not use Assassins against their own members but, instead, began sending them to eliminate enemies of important position. The advent of the Rule of Two meant near-extinction of this Path as the Baneite Sith were almost exclusively Lords. Now though, a new contingent of Assassins stalks the darkness in service to the Dark Lord, striking deep into the heart of the Sith Brotherhood’s enemies.
Special Abilities:
Silence of the Wind, Whispers and Night: At level five the Assassin gains the Silence of the Wind ability, which makes him a bonus rank in the Legerdemain and Stealth Skills. At level nine this is upgraded to the Silence of Whispers, which gives the Assassin two bonus ranks. And at level twelve the Assassin achieves the Silence of Night and has three bonus ranks.
Critical, Deadly and Fatal Blow: Killing swiftly and efficiently is the heart of the Assassin's Path and it is an ability at which they grow more skilled with over time. At level six a Sith Assassin gains the Critical Blow ability. This provides the Assassin with two extra AP when he ambushes, sneak attacks or otherwise catches a foe off-guard. Any attacks an Assassin makes against a target that is subject to their Critical Blow that turn ignore DR provided by armor. This upgrades to Deadly Blow at level ten, providing an increased total of 3 bonus AP. Finally, at level fourteen, this ability is upgraded to Fatal Blow which gives four AP.
Sniper Training: Assassins had historically confined themselves to using traditional weapons of the Sith, such as lightsabers and blades. The reformist attitude of the New Sith Brotherhood has begun to change this aspect of the Asssassin’s Path, however. These Sith have no interest in turning their noses up out of stubborn traditionalism at techniques that prove effective. At level seven, an Assassin gains three ranged weapons-related Perks. Weapon Focus in a type of ranged weapon does qualify under this definition.
Shadowcasting: And yet, even as the current generation of Assassins seeks new techniques to carry out their missions, they have not abandoned the mysteries of the past. Shadowcasting is a mystical art said to have originated with Tulak Hord (though this is not accepted by all; some believe Hord to have been a Sith Marauder instead). All that is known for certain regarding Shadowcasting is that it has been lost and rediscovered many times over the course of history. The First Union Civil War claimed the lives of all New Sith Brotherhood Assassins who had knowledge of Shadowcasting; only very recently have the arts of shade been rediscovered by the current generation. Shadowcasting has traditionally been kept secret, even from other Sith, but it remains to be seen if the current generation of Assassins will follow suit. Shadowcasting is a type of Force Magic which the Assassin gains access to at level 8. An Assassin pays one Force Power point per Rank in Shadowcasting and it follows all the normal rules for Force Magic (see the Force Powers thread for more). The Schools of Shadowcasting are as follows:
Martial Arts Training: Training the body to be an instrument of death has always been an aspect of this Path. Even unarmed an Assassin is deadly. At level eleven, the Assassin gains two Perks in the Martial Arts tree (he must still meet all prerequisites). Should he qualify for less than two Martial Arts Perks then he may spend any excess points on a combat-related Perk
Unshakeable Loyalty: The training an Assassin must undergo is rigorous, painful and instills great loyalty in the apprentice. Whenever someone tries to use the Intimidate Skill against the Assassin in order to gain information that would harm the Assassin’s masters, fellows or loved ones the interrogator is considered one rank lower then he actually is. If this puts the interrogator below untrained then the attempt automatically fails. This ability is gained at level twelve.
Lvl Special Abilities
5 Silence of the Wind
6 Critical Blow
7 Sniper Training
8 Shadowcasting
9 Silence of Whispers
10 Deadly Blow
11 Martial Arts Training
12 Unshakeable Loyalty
13 Silence of the Night
14 Fatal Blow
Proficiency Points:
C: 5, 7, 9, 12, 14
S: 5, 7, 11, 13, 14
P: 6, 9, 13
F: 7, 8, 13
Special Abilities:
Silence of the Wind, Whispers and Night: At level five the Assassin gains the Silence of the Wind ability, which makes him a bonus rank in the Legerdemain and Stealth Skills. At level nine this is upgraded to the Silence of Whispers, which gives the Assassin two bonus ranks. And at level twelve the Assassin achieves the Silence of Night and has three bonus ranks.
Critical, Deadly and Fatal Blow: Killing swiftly and efficiently is the heart of the Assassin's Path and it is an ability at which they grow more skilled with over time. At level six a Sith Assassin gains the Critical Blow ability. This provides the Assassin with two extra AP when he ambushes, sneak attacks or otherwise catches a foe off-guard. Any attacks an Assassin makes against a target that is subject to their Critical Blow that turn ignore DR provided by armor. This upgrades to Deadly Blow at level ten, providing an increased total of 3 bonus AP. Finally, at level fourteen, this ability is upgraded to Fatal Blow which gives four AP.
Sniper Training: Assassins had historically confined themselves to using traditional weapons of the Sith, such as lightsabers and blades. The reformist attitude of the New Sith Brotherhood has begun to change this aspect of the Asssassin’s Path, however. These Sith have no interest in turning their noses up out of stubborn traditionalism at techniques that prove effective. At level seven, an Assassin gains three ranged weapons-related Perks. Weapon Focus in a type of ranged weapon does qualify under this definition.
Shadowcasting: And yet, even as the current generation of Assassins seeks new techniques to carry out their missions, they have not abandoned the mysteries of the past. Shadowcasting is a mystical art said to have originated with Tulak Hord (though this is not accepted by all; some believe Hord to have been a Sith Marauder instead). All that is known for certain regarding Shadowcasting is that it has been lost and rediscovered many times over the course of history. The First Union Civil War claimed the lives of all New Sith Brotherhood Assassins who had knowledge of Shadowcasting; only very recently have the arts of shade been rediscovered by the current generation. Shadowcasting has traditionally been kept secret, even from other Sith, but it remains to be seen if the current generation of Assassins will follow suit. Shadowcasting is a type of Force Magic which the Assassin gains access to at level 8. An Assassin pays one Force Power point per Rank in Shadowcasting and it follows all the normal rules for Force Magic (see the Force Powers thread for more). The Schools of Shadowcasting are as follows:
Martial Arts Training: Training the body to be an instrument of death has always been an aspect of this Path. Even unarmed an Assassin is deadly. At level eleven, the Assassin gains two Perks in the Martial Arts tree (he must still meet all prerequisites). Should he qualify for less than two Martial Arts Perks then he may spend any excess points on a combat-related Perk
Unshakeable Loyalty: The training an Assassin must undergo is rigorous, painful and instills great loyalty in the apprentice. Whenever someone tries to use the Intimidate Skill against the Assassin in order to gain information that would harm the Assassin’s masters, fellows or loved ones the interrogator is considered one rank lower then he actually is. If this puts the interrogator below untrained then the attempt automatically fails. This ability is gained at level twelve.
Lvl Special Abilities
5 Silence of the Wind
6 Critical Blow
7 Sniper Training
8 Shadowcasting
9 Silence of Whispers
10 Deadly Blow
11 Martial Arts Training
12 Unshakeable Loyalty
13 Silence of the Night
14 Fatal Blow
Proficiency Points:
C: 5, 7, 9, 12, 14
S: 5, 7, 11, 13, 14
P: 6, 9, 13
F: 7, 8, 13