Post by Darth Kairos on Mar 10, 2019 13:56:04 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.
HP/Force Well Progression: On every level up, Sith Assassins gain 1d10 hit points + their Constitution Modifier; the die roll defaults to the character's Constitution Modifier if it rolls lower than that Con Mod. They also increase their Force Well by 8 + Spirit Modifier.
Special Abilities:
Expert Defence: Near-misses and difficult battles have shown the Assassin the flaws in their own defence - flaws that they are determined to fix. On entering their Advanced Path, Sith Assassins receive a +3 Path bonus to their Reflex Save, a +2 Path bonus to their Fortitude Save, and a +1 Path bonus to their Will Save.
Silence of the Wind, Whispers and Night: At level five the Assassin gains the Silence of the Wind ability, which allows him to take Advantage on one Legerdemain or Stealth check. At level eight this is upgraded to the Silence of Whispers, which allows the Assassin to take Advantage on one Legerdemain check and one Stealth check. The Assassin regains the these benefits after completing a short or long rest. Finally, at level, eleven the Assassin achieves the Silence of Night granting a bonus rank in the Legerdemain and Stealth Skills.
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. Each of the following abilities applies during a surprise round. At level six a Sith Assassin gains the Critical Blow ability. This allows the Assassin to take an attack of opportunity in addition to his normal attack against a single flat-footed opponent. This upgrades to Deadly Blow at level nine, which allows an assassin to ignore half of a single flat-footed target's Soak score. Finally, at level twelve, this ability is upgraded to Fatal Blow which allows the Assassin to ignore a single flat-footed target's Soak score entirely.
Unshakeable Loyalty: The training an Assassin must undergo is rigorous, painful and instills great loyalty in the apprentice. Whenever someone tries to manipulate and force the Assassin to divulge information that would harm the Assassin’s masters, fellows or loved ones the interrogator the Assassin gains advantage on any opposed checks. This advantage only applies once per roll, however it applies to any roll relating to the attempt to extract information; that is, if the individual attempts to intimidate the Assassin and then begins physically torturing him, the Assassin gains advantage on opposing both the intimidation and torture checks. This ability is gained at level seven.
Shadow Strike: Sith Assassins are at home in the darkest shadows, and their deadliest strikes are launched under shrouded silence. Starting at level ten, if an Assassin triggers a Deadly or Fatal Blow against a target, and no other enemies present can act during this surprise round, then the target suffers an additional 3d6 points of damage from each of the Assassin's attacks during the surprise round. The normal effects of Deadly/Fatal Blow still apply.
Death Attack: At level eleven, the Assassin's killing abilities have been honed to a fine point. The first time in a combat a target suffers damage from an Assassin's Shadow Strike then that target also becomes the subject of a Death Attack. The Assassin dealing the Death Attack must decide whether they want the effect to be paralyzing or lethal. If paralyzing is chosen then the target must make an Endurance check at a DC of 10 + the Assassin's level + the Assassin's Intelligence modifier; a failed save moves the target four steps down the condition track while a successful save moves the target two steps down the condition track. Damage from a paralyzing attack will never kill its target, any damage that would move the target below zero hit points is negated and the target is automatically in stable condition. A lethal attack, on the other hand, lives up to the name Death Attack. Targets stuck by the lethal variation must make the same save but a failed save results in instant death. However, the target gains advantage on the save roll against a lethal attack.
Assassin Special Abilities by Level
Lvl5: Expert Defence, Silence of the Wind
Lvl6: Critical Blow
Lvl7: Unshakable Loyalty
Lvl8: Silence of Whispers
Lvl9: Deadly Blow
Lvl10: Shadow Strike
Lvl11: Silence of the Night, Death Attack
Lvl12: Fatal Blow
Assassin Proficiency Points
C: 5, 7, 9, 10, 12
S: 5, 7, 8, 11, 12
P: 6, 9, 11
F: 7, 8, 10
HP/Force Well Progression: On every level up, Sith Assassins gain 1d10 hit points + their Constitution Modifier; the die roll defaults to the character's Constitution Modifier if it rolls lower than that Con Mod. They also increase their Force Well by 8 + Spirit Modifier.
Special Abilities:
Expert Defence: Near-misses and difficult battles have shown the Assassin the flaws in their own defence - flaws that they are determined to fix. On entering their Advanced Path, Sith Assassins receive a +3 Path bonus to their Reflex Save, a +2 Path bonus to their Fortitude Save, and a +1 Path bonus to their Will Save.
Silence of the Wind, Whispers and Night: At level five the Assassin gains the Silence of the Wind ability, which allows him to take Advantage on one Legerdemain or Stealth check. At level eight this is upgraded to the Silence of Whispers, which allows the Assassin to take Advantage on one Legerdemain check and one Stealth check. The Assassin regains the these benefits after completing a short or long rest. Finally, at level, eleven the Assassin achieves the Silence of Night granting a bonus rank in the Legerdemain and Stealth Skills.
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. Each of the following abilities applies during a surprise round. At level six a Sith Assassin gains the Critical Blow ability. This allows the Assassin to take an attack of opportunity in addition to his normal attack against a single flat-footed opponent. This upgrades to Deadly Blow at level nine, which allows an assassin to ignore half of a single flat-footed target's Soak score. Finally, at level twelve, this ability is upgraded to Fatal Blow which allows the Assassin to ignore a single flat-footed target's Soak score entirely.
Unshakeable Loyalty: The training an Assassin must undergo is rigorous, painful and instills great loyalty in the apprentice. Whenever someone tries to manipulate and force the Assassin to divulge information that would harm the Assassin’s masters, fellows or loved ones the interrogator the Assassin gains advantage on any opposed checks. This advantage only applies once per roll, however it applies to any roll relating to the attempt to extract information; that is, if the individual attempts to intimidate the Assassin and then begins physically torturing him, the Assassin gains advantage on opposing both the intimidation and torture checks. This ability is gained at level seven.
Shadow Strike: Sith Assassins are at home in the darkest shadows, and their deadliest strikes are launched under shrouded silence. Starting at level ten, if an Assassin triggers a Deadly or Fatal Blow against a target, and no other enemies present can act during this surprise round, then the target suffers an additional 3d6 points of damage from each of the Assassin's attacks during the surprise round. The normal effects of Deadly/Fatal Blow still apply.
Death Attack: At level eleven, the Assassin's killing abilities have been honed to a fine point. The first time in a combat a target suffers damage from an Assassin's Shadow Strike then that target also becomes the subject of a Death Attack. The Assassin dealing the Death Attack must decide whether they want the effect to be paralyzing or lethal. If paralyzing is chosen then the target must make an Endurance check at a DC of 10 + the Assassin's level + the Assassin's Intelligence modifier; a failed save moves the target four steps down the condition track while a successful save moves the target two steps down the condition track. Damage from a paralyzing attack will never kill its target, any damage that would move the target below zero hit points is negated and the target is automatically in stable condition. A lethal attack, on the other hand, lives up to the name Death Attack. Targets stuck by the lethal variation must make the same save but a failed save results in instant death. However, the target gains advantage on the save roll against a lethal attack.
Assassin Special Abilities by Level
Lvl5: Expert Defence, Silence of the Wind
Lvl6: Critical Blow
Lvl7: Unshakable Loyalty
Lvl8: Silence of Whispers
Lvl9: Deadly Blow
Lvl10: Shadow Strike
Lvl11: Silence of the Night, Death Attack
Lvl12: Fatal Blow
Assassin Proficiency Points
C: 5, 7, 9, 10, 12
S: 5, 7, 8, 11, 12
P: 6, 9, 11
F: 7, 8, 10