Post by Darth Kairos on Mar 10, 2019 14:04:42 GMT
Sith Blood Assassin:
For one not versed in Sith Lore the term assassin no doubt brings to mind images of unscrupulous, greedy killers who are morally bankrupt. Those who think this have never met a Blood Assassin. Blood Assassins are deeply spiritual, almost religious, about their craft. The myths of the Blood Assassins place their origins in Tulak Hord, an almost mythical Sith from the Ancient Sith Empire, but more conservative scholars believe the path to have originated in the Trayus Academy. Regardless of their historic roots, the Blood Assassins are some of the most feared assassins amongst the Sith. Though they do not focus on the stealthier aspects of the assassin’s trade their knowledge of combat makes them truly deadly hunters. In addition, the intense fanaticism common amongst Blood Assassins ensures that they are the most implacable foes one will ever have the misfortune of facing.
Special Abilities:
Oath of Blood: All Blood Assassins undertake a special hour-long ritual before hunting down a target; this ritual fills them with a deep and overwhelming lust for their prey’s blood. When a Blood Assassin engages in combat with or attempts to assassinate their ritually-specified target, or engages in combat with those trying to defend the target, they may add their Proficiency Modifier to his damage rolls, and the target suffers a -5 penalty to their Reflex Save when within sight of the Blood Assassin. The Blood Assassin gains this ability at level thirteen and must have a specific individual in mind when taking the Blood Oath, only one target may be specified at a time.
Limitless Loyalty: Neither fearsome threat nor silky seduction can persuade the Blood Assassin to betray his fellows or masters. Starting at level fourteen the Blood Assassin becomes immune to all attempts (even through the Force) to cause them to betray their fellow Sith or offer up information that could harm them in any way. The exception to this is if the Blood Assassin is manipulated into thinking that their actions are in fact benefiting other Sith. Further, the Blood Assassin may use a reaction to intercept an attack meant for one of his Sith brothers within three squares of his position; the attack automatically hits the Blood Assassin (unless the attack is a critical failure). The Blood Assassin must complete a short or long rest before using this ability again.
Let the Blood Flow: As the Blood Assassin's kill's accumulate, their cold-hearted bloodlust intensifies, granting them frightening zeal in combat. Starting at level fourteen, a Shadow Hunter may choose to take one additional action on their turn, which cannot be a Full Round action. After this ability is used, the Shadow Hunter must complete a short or long rest before using it again.
Dark Flurry: At level fifteen the Blood Assassin’s hate for their targets reaches such a great height that, when attacking a foe subject to Oath of Blood, they gain an additional Standard Action which must be used to attack that same target. The Dark Flurry ability stacks with Fatal Blow, Oath of Blood and Let the Blood Flow.
Bestow Oath: At level sixteen the Blood Assassin becomes so fanatical that they can impart some of his fervor to allies. By conducting a special hour-long ritual the Blood Assassin can temporarily give a non-Blood Assassin the Oath of Blood ability, this ability is imparted for the duration of a single Oath. Up to four individuals may receive the Oath of Blood from the same Shadow Hunter at one time.
Shadow Hunter Special Abilities by Level
Lvl13: Oath of Blood
Lvl14: Limitless Loyalty, Let the Blood Flow
Lvl15: Dark Flurry
Lvl16: Bestow Oath
Proficiency Points
C: 13, 14, 15, 16
S: 14, 16
P: 15
F: 13, 14, 16
Sith Shadow Master:
Mobility and stealth are hallmarks of the Sith Assassin but none manifest these traits in such a mystical way as the Shadow Masters. These mysterious Assassins possess the remarkable ability known as Shadow Walking with allows them to move through darkness itself. The origins of the Sith Shadow Master’s path are as obfuscated as the practitioners themselves but, like many aspects of the Assassin’s path, it may have originated in the Trayus Academy. But, unlike their roots, the fates of their targets are far from unclear.
Special Abilities:
Hide in Plain Sight: Patches of darkness and shade seem to cling to the Shadow Master, making them able to hide even under conditions others would find impossible. So long as they are within two squares of a shadow or shadows large enough to cover their entire body (not including their own shadow), a Shadow Master may make a Stealth roll even if the are being actively observed. This ability is gained at level thirteen.
Shadow Walk: It is at level thirteen that a Shadow Master first learns the technique that defines their craft. The Shadow Master may “Shadow Walk” from any one patch of darkness to another that they can see, up to 3 times their total character level in squares away (6 times by spending a Force Boon), by using a move action. They may choose to linger in the shadows for up to a minute per Shadow Master level before emerging, but may not perform any further actions that turn after Shadow Walking ends. Direct light touching the darkness that a Shadow Master is hiding in will force them to move to an eligible patch of darkness, if none is available then the Shadow Master's Shadow Walk is forcibly ended.
Living Shadow: Though a Shadow Master may not be able to Shadow Walk through their own shadow, that doesn't mean it lacks a use for them. At level 14, Shadow Masters may temporarily invest their own shadow with a perverse imitation of life through the Dark Side. As a free action, the Shadow Master may have their shadow detach from them and become a free-acting creature for up to ten minutes, during which time a DC 10 Awareness roll will reveal the Shadow Master casts no shadow. After ten minutes pass, the Living Shadow is destroyed through damage or the Shadow Master recalls it, the creature fades away, the Shadow Master casts a shadow again and the ability cannot be used again until the Shadow Master completes a long rest. The living shadow's stats and abilities are shown in the spoiler box below.
Shadow Hand: At level fifteen the Shadow Master may act as normal immediately after exiting a shadow. Further, by spending a Force Boon and passing a successful Stealth check (opposed by the target's Awareness roll) the Shadow Master may make a free attack against any one target within her threatened area when she emerges.
Shadow Snare: By the time they reach level sixteen, a Shadow Master's control over the dark is such that they may drag unaware targets within their threatened area into the shadows. A Shadow Master must first make a successful opposed Stealth check followed by a successful Grapple to drag their target into the shadows; characters with a higher Spirit than the Assassin receive a +5 bonus to both rolls as the Force alerts them of danger. Once inside the shadows the target is utterly at the Shadow Master's mercy; their Reflex save and movement are set to 0 and they can take no actions except talking. An Assassin may keep a target within shadow for half their Shadow Master level in minutes (do not round). Willing targets may also be brought into shadow and 'carried' by the Shadow Master along their path, but cannot act for two turns after they emerge.
Shadow Master Special Abilities by Level
Lvl13: Hide in Plain Sight, Shadow Walk
Lvl14: Living Shadow
Lvl15: Shadow Hand
Lvl16: Shadow Snare
Shadow Master Proficiency Points
C: 14, 16
S: 15
P: 14, 15, 16
F: 13, 14, 15, 16
Sith Shadow Hunter:
It is said that no one fears darkness itself, only what it might contain. Those who have borne witness to the work of a Sith Shadow Hunter know the falsehood of that statement. Manipulating darkness itself, the Shadow Hunters create deadly weapons and unleash tenebrous offenses upon their foes. As with the other Assassin Master Paths the practitioners claim their arts originated with the mythical Tulak Hord while more impartial scholars ascribe its origins to Trayus Academy. The Shadow Hunters have a somewhat more credible claim to Hord’s legacy, however, since legends speak of Hord himself manipulating living darkness.
Special Abilities:
Shadow Forge: At level thirteen, the Shadow Hunter learns to twist nearby darkness into physical shapes for him to use. There must be a patch of darkness somewhere within the Shadow Hunter's threatened space for these abilities to work, and targeted sudden bursts of light (like flashbang grenades) destroy the Shadow Hunter's creation.
The first of these is Shadow Blade, allowing the Shadow Hunter to create a melee weapon mimicking any Simple, Primitive or Exotic melee weapon. It follows the rules for a Dark Force Adept’s Force Weapon and lasts for a number of minutes equal to the Shadow Hunter’s character level. Only one Shadow Blade may be conjured per hand at a time, and three shadow weapons can be forged until the Shadow Hunter must recharge their use with a short or long rest.
The second of these is the creation of Shadow Armor, which enshrouds the Shadow Hunter, providing three points of additional Soak, Advantage on Stealth rolls and resistance to cold damage. The Shadow Hunter must pass a DC10 Spirit Proficiency check to forge Shadow Armor. Shadow Armor lasts for a number of turns equal to the Shadow Hunter’s total character level and can be summoned twice, recharging with a short or long rest.
The third and last of these is Shadow Key, a spike of solid shadow that the Shadow Hunter may use to open any luck and slice any computer. Alternatively, the Shadow Key can be wrapped around a hand, granting Advantage on an Athletics roll to climb. The Shadow Hunter must pass a DC20 Ledgerdemain or DC25 Computer Use check for the Shadow Key to work successfully, but the results are instantaneous.
Tenebrous Hand: At level fourteen the Shadow Hunter gains the ability to summon five tendrils of living darkness. These tendrils emerge from any are of shade or darkness that the Shadow Hunter can see, including their own shadow, and may attack or manipulate objects up to six squares away. These tendrils last for a number of turns equal to the number of Shadow Hunter levels possessed, are placed last in the Initiative order, have an attack check of 1d20 + the Shadow Hunter's Proficiency Modifier and Strength Modifier, the attack deals 2d6 + Shadow Hunter's Strength modifier in cold damage if successful; a tendril can also grapple using the Shadow Hunter's Strength stat. Targeted sudden bursts of light dissolve a tendril. This ability may be invoked twice before needing a short or long rest to recharge.
Shadow Wall: At level fifteen a Shadow Hunter gains the ability to create a wall of solid darkness by passing a DC15 Spirit Proficiency check. It can be of any shape the Shadow Hunter desires but cannot exceed a total area coverage of the Shadow Hunter’s level in squares and is centered on a square of his choosing within 10 squares. It is completely solid and indestructible to everything but targeted sudden bursts of bright light.
Shadow Wave: The culmination of the Shadow Hunter’s techniques, gained at level sixteen, sends out a wave of shadow that knocks all, friend or foe, near the Shadow Hunter off their feet. A Shadow Wave follows the same rules as a Force Wave, however instead of dealing damage, the targets of a Shadow Wave must pass a DC 35 Will save or suffer the effects of Rank 4 Force Fear, Force Insanity and Force Blinding, even if the Shadow Hunter does not possess these powers. A long rest must be taken by the Shadow Hunter before using this ability again.
Shadow Hunter Special Abilities by Level
Lvl13: Shadow Forge
Lvl14: Tenebrous Hand
Lvl15: Shadow Wall
Lvl16: Shadow Wave
Shadow Hunter Proficiency Points
C: 13, 14, 16
S: 13, 14, 15, 16
P: 13
F: 14, 16
For one not versed in Sith Lore the term assassin no doubt brings to mind images of unscrupulous, greedy killers who are morally bankrupt. Those who think this have never met a Blood Assassin. Blood Assassins are deeply spiritual, almost religious, about their craft. The myths of the Blood Assassins place their origins in Tulak Hord, an almost mythical Sith from the Ancient Sith Empire, but more conservative scholars believe the path to have originated in the Trayus Academy. Regardless of their historic roots, the Blood Assassins are some of the most feared assassins amongst the Sith. Though they do not focus on the stealthier aspects of the assassin’s trade their knowledge of combat makes them truly deadly hunters. In addition, the intense fanaticism common amongst Blood Assassins ensures that they are the most implacable foes one will ever have the misfortune of facing.
Special Abilities:
Oath of Blood: All Blood Assassins undertake a special hour-long ritual before hunting down a target; this ritual fills them with a deep and overwhelming lust for their prey’s blood. When a Blood Assassin engages in combat with or attempts to assassinate their ritually-specified target, or engages in combat with those trying to defend the target, they may add their Proficiency Modifier to his damage rolls, and the target suffers a -5 penalty to their Reflex Save when within sight of the Blood Assassin. The Blood Assassin gains this ability at level thirteen and must have a specific individual in mind when taking the Blood Oath, only one target may be specified at a time.
Limitless Loyalty: Neither fearsome threat nor silky seduction can persuade the Blood Assassin to betray his fellows or masters. Starting at level fourteen the Blood Assassin becomes immune to all attempts (even through the Force) to cause them to betray their fellow Sith or offer up information that could harm them in any way. The exception to this is if the Blood Assassin is manipulated into thinking that their actions are in fact benefiting other Sith. Further, the Blood Assassin may use a reaction to intercept an attack meant for one of his Sith brothers within three squares of his position; the attack automatically hits the Blood Assassin (unless the attack is a critical failure). The Blood Assassin must complete a short or long rest before using this ability again.
Let the Blood Flow: As the Blood Assassin's kill's accumulate, their cold-hearted bloodlust intensifies, granting them frightening zeal in combat. Starting at level fourteen, a Shadow Hunter may choose to take one additional action on their turn, which cannot be a Full Round action. After this ability is used, the Shadow Hunter must complete a short or long rest before using it again.
Dark Flurry: At level fifteen the Blood Assassin’s hate for their targets reaches such a great height that, when attacking a foe subject to Oath of Blood, they gain an additional Standard Action which must be used to attack that same target. The Dark Flurry ability stacks with Fatal Blow, Oath of Blood and Let the Blood Flow.
Bestow Oath: At level sixteen the Blood Assassin becomes so fanatical that they can impart some of his fervor to allies. By conducting a special hour-long ritual the Blood Assassin can temporarily give a non-Blood Assassin the Oath of Blood ability, this ability is imparted for the duration of a single Oath. Up to four individuals may receive the Oath of Blood from the same Shadow Hunter at one time.
Shadow Hunter Special Abilities by Level
Lvl13: Oath of Blood
Lvl14: Limitless Loyalty, Let the Blood Flow
Lvl15: Dark Flurry
Lvl16: Bestow Oath
Proficiency Points
C: 13, 14, 15, 16
S: 14, 16
P: 15
F: 13, 14, 16
Sith Shadow Master:
Mobility and stealth are hallmarks of the Sith Assassin but none manifest these traits in such a mystical way as the Shadow Masters. These mysterious Assassins possess the remarkable ability known as Shadow Walking with allows them to move through darkness itself. The origins of the Sith Shadow Master’s path are as obfuscated as the practitioners themselves but, like many aspects of the Assassin’s path, it may have originated in the Trayus Academy. But, unlike their roots, the fates of their targets are far from unclear.
Special Abilities:
Hide in Plain Sight: Patches of darkness and shade seem to cling to the Shadow Master, making them able to hide even under conditions others would find impossible. So long as they are within two squares of a shadow or shadows large enough to cover their entire body (not including their own shadow), a Shadow Master may make a Stealth roll even if the are being actively observed. This ability is gained at level thirteen.
Shadow Walk: It is at level thirteen that a Shadow Master first learns the technique that defines their craft. The Shadow Master may “Shadow Walk” from any one patch of darkness to another that they can see, up to 3 times their total character level in squares away (6 times by spending a Force Boon), by using a move action. They may choose to linger in the shadows for up to a minute per Shadow Master level before emerging, but may not perform any further actions that turn after Shadow Walking ends. Direct light touching the darkness that a Shadow Master is hiding in will force them to move to an eligible patch of darkness, if none is available then the Shadow Master's Shadow Walk is forcibly ended.
Living Shadow: Though a Shadow Master may not be able to Shadow Walk through their own shadow, that doesn't mean it lacks a use for them. At level 14, Shadow Masters may temporarily invest their own shadow with a perverse imitation of life through the Dark Side. As a free action, the Shadow Master may have their shadow detach from them and become a free-acting creature for up to ten minutes, during which time a DC 10 Awareness roll will reveal the Shadow Master casts no shadow. After ten minutes pass, the Living Shadow is destroyed through damage or the Shadow Master recalls it, the creature fades away, the Shadow Master casts a shadow again and the ability cannot be used again until the Shadow Master completes a long rest. The living shadow's stats and abilities are shown in the spoiler box below.
Hit Points: 16
Reflex: 12, Fortitude: 11, Will: 10
Movement: 8 squares
Str: -2, Dex: +2, Con: +1, Int: -2, Cha: -1, Spr: +0
Skills: Acrobatics 0 + 1 (Contortionist), Legerdemain 0 + 1 (Contortionist), Stealth 4 + 1 (Contortionist)
Perks: Contortionist, Dodge
Special Qualities: A Living Shadow may move up, down and through any substance; it cannot be grappled, pushed or pulled by any means not can it fall. It always has Advantage on Stealth rolls, may make Stealth rolls as a free action even when directly observed and can choose to re-roll one die on a Stealth roll; it may only take a re-roll once on the same Stealth roll. Living Shadows automatically pass any save roll they make. They are immune to poison and disease, needing neither sleep, nutrition nor sleep. Shadows have resistance to all types of damage except fire. Shadows cannot not be lowered on the condition track but are destroyed when they reach zero hit points. A Shadow cannot make normal attacks, instead it may target a being within one square, which must then make a DC 20 Fortitude Save or temporarily be drained of 1d4 Strength. Should a target be reduced to zero Strength in this way then they instantly die; should they survive the Strength drain lasts until a short or long rest. Should a Living Shadow be targeted by a sudden, bright flash of light, such as from a flashbang grenade or Force Blind, they may take no actions and lose their automatic pass on save rolls until their next turn. If it is subjected to sustained bright light after this first round, then they may take no actions other than moving and only automatically pass Will saves until they escape the light.
Reflex: 12, Fortitude: 11, Will: 10
Movement: 8 squares
Str: -2, Dex: +2, Con: +1, Int: -2, Cha: -1, Spr: +0
Skills: Acrobatics 0 + 1 (Contortionist), Legerdemain 0 + 1 (Contortionist), Stealth 4 + 1 (Contortionist)
Perks: Contortionist, Dodge
Special Qualities: A Living Shadow may move up, down and through any substance; it cannot be grappled, pushed or pulled by any means not can it fall. It always has Advantage on Stealth rolls, may make Stealth rolls as a free action even when directly observed and can choose to re-roll one die on a Stealth roll; it may only take a re-roll once on the same Stealth roll. Living Shadows automatically pass any save roll they make. They are immune to poison and disease, needing neither sleep, nutrition nor sleep. Shadows have resistance to all types of damage except fire. Shadows cannot not be lowered on the condition track but are destroyed when they reach zero hit points. A Shadow cannot make normal attacks, instead it may target a being within one square, which must then make a DC 20 Fortitude Save or temporarily be drained of 1d4 Strength. Should a target be reduced to zero Strength in this way then they instantly die; should they survive the Strength drain lasts until a short or long rest. Should a Living Shadow be targeted by a sudden, bright flash of light, such as from a flashbang grenade or Force Blind, they may take no actions and lose their automatic pass on save rolls until their next turn. If it is subjected to sustained bright light after this first round, then they may take no actions other than moving and only automatically pass Will saves until they escape the light.
Shadow Hand: At level fifteen the Shadow Master may act as normal immediately after exiting a shadow. Further, by spending a Force Boon and passing a successful Stealth check (opposed by the target's Awareness roll) the Shadow Master may make a free attack against any one target within her threatened area when she emerges.
Shadow Snare: By the time they reach level sixteen, a Shadow Master's control over the dark is such that they may drag unaware targets within their threatened area into the shadows. A Shadow Master must first make a successful opposed Stealth check followed by a successful Grapple to drag their target into the shadows; characters with a higher Spirit than the Assassin receive a +5 bonus to both rolls as the Force alerts them of danger. Once inside the shadows the target is utterly at the Shadow Master's mercy; their Reflex save and movement are set to 0 and they can take no actions except talking. An Assassin may keep a target within shadow for half their Shadow Master level in minutes (do not round). Willing targets may also be brought into shadow and 'carried' by the Shadow Master along their path, but cannot act for two turns after they emerge.
Shadow Master Special Abilities by Level
Lvl13: Hide in Plain Sight, Shadow Walk
Lvl14: Living Shadow
Lvl15: Shadow Hand
Lvl16: Shadow Snare
Shadow Master Proficiency Points
C: 14, 16
S: 15
P: 14, 15, 16
F: 13, 14, 15, 16
Sith Shadow Hunter:
It is said that no one fears darkness itself, only what it might contain. Those who have borne witness to the work of a Sith Shadow Hunter know the falsehood of that statement. Manipulating darkness itself, the Shadow Hunters create deadly weapons and unleash tenebrous offenses upon their foes. As with the other Assassin Master Paths the practitioners claim their arts originated with the mythical Tulak Hord while more impartial scholars ascribe its origins to Trayus Academy. The Shadow Hunters have a somewhat more credible claim to Hord’s legacy, however, since legends speak of Hord himself manipulating living darkness.
Special Abilities:
Shadow Forge: At level thirteen, the Shadow Hunter learns to twist nearby darkness into physical shapes for him to use. There must be a patch of darkness somewhere within the Shadow Hunter's threatened space for these abilities to work, and targeted sudden bursts of light (like flashbang grenades) destroy the Shadow Hunter's creation.
The first of these is Shadow Blade, allowing the Shadow Hunter to create a melee weapon mimicking any Simple, Primitive or Exotic melee weapon. It follows the rules for a Dark Force Adept’s Force Weapon and lasts for a number of minutes equal to the Shadow Hunter’s character level. Only one Shadow Blade may be conjured per hand at a time, and three shadow weapons can be forged until the Shadow Hunter must recharge their use with a short or long rest.
The second of these is the creation of Shadow Armor, which enshrouds the Shadow Hunter, providing three points of additional Soak, Advantage on Stealth rolls and resistance to cold damage. The Shadow Hunter must pass a DC10 Spirit Proficiency check to forge Shadow Armor. Shadow Armor lasts for a number of turns equal to the Shadow Hunter’s total character level and can be summoned twice, recharging with a short or long rest.
The third and last of these is Shadow Key, a spike of solid shadow that the Shadow Hunter may use to open any luck and slice any computer. Alternatively, the Shadow Key can be wrapped around a hand, granting Advantage on an Athletics roll to climb. The Shadow Hunter must pass a DC20 Ledgerdemain or DC25 Computer Use check for the Shadow Key to work successfully, but the results are instantaneous.
Tenebrous Hand: At level fourteen the Shadow Hunter gains the ability to summon five tendrils of living darkness. These tendrils emerge from any are of shade or darkness that the Shadow Hunter can see, including their own shadow, and may attack or manipulate objects up to six squares away. These tendrils last for a number of turns equal to the number of Shadow Hunter levels possessed, are placed last in the Initiative order, have an attack check of 1d20 + the Shadow Hunter's Proficiency Modifier and Strength Modifier, the attack deals 2d6 + Shadow Hunter's Strength modifier in cold damage if successful; a tendril can also grapple using the Shadow Hunter's Strength stat. Targeted sudden bursts of light dissolve a tendril. This ability may be invoked twice before needing a short or long rest to recharge.
Shadow Wall: At level fifteen a Shadow Hunter gains the ability to create a wall of solid darkness by passing a DC15 Spirit Proficiency check. It can be of any shape the Shadow Hunter desires but cannot exceed a total area coverage of the Shadow Hunter’s level in squares and is centered on a square of his choosing within 10 squares. It is completely solid and indestructible to everything but targeted sudden bursts of bright light.
Shadow Wave: The culmination of the Shadow Hunter’s techniques, gained at level sixteen, sends out a wave of shadow that knocks all, friend or foe, near the Shadow Hunter off their feet. A Shadow Wave follows the same rules as a Force Wave, however instead of dealing damage, the targets of a Shadow Wave must pass a DC 35 Will save or suffer the effects of Rank 4 Force Fear, Force Insanity and Force Blinding, even if the Shadow Hunter does not possess these powers. A long rest must be taken by the Shadow Hunter before using this ability again.
Shadow Hunter Special Abilities by Level
Lvl13: Shadow Forge
Lvl14: Tenebrous Hand
Lvl15: Shadow Wall
Lvl16: Shadow Wave
Shadow Hunter Proficiency Points
C: 13, 14, 16
S: 13, 14, 15, 16
P: 13
F: 14, 16