Sith Force User - Sith Assassin Master Path's
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Sith Force User - Sith Assassin Master Path's
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.
Oath of Blood: All Blood Assassins undertake a special 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 deals damage to the subject of his oath the damage is doubled. This damage stacks with his Fatal Blow special ability (see the Sith Assassin section). The Blood Assassin gains this ability at level fifteen.
Limitless Loyalty: Neither fearsome threat nor silky seduction can persuade the Blood Assassin to betray his fellows or masters. Starting at level sixteen the Blood Assassin becomes immune to all attempts (even through the Force) to cause them to betray their fellow Sith. The exception to this is if the Blood Assassin is manipulated into thinking his actions are in fact benefiting other Sith.
Loyal Beyond Death: The Blood Assassin’s fanaticism is such that he will cross even the boundary between life and death to complete his mission. Starting at level seventeen should the Blood Assassin be incapcitated from damage by enemies while pursuing his target, and his target is present when the Assassin receives the damage, then the Assassin is entitled to make one offensive action against his target before expiring. This ability stacks with Oath of Blood/Hatred.
Oath of Hatred: At level eighteen the Blood Assassin’s Oath of Blood damage is increased to three times normal instead of two times normal.
Dark Flurry: At level nineteen the Blood Assassin’s hate for his targets reaches such a great height that for every attack he makes against them he gains an additional attack which must be directed at the same target. The Dark Flurry ability stacks with Fatal Blow, Oath of Hatred and Loyal Beyond Death.
Bestow Oath: At level twenty the Blood Assassin becomes so fanatical that he can impart some of his fervor to his allies. By conducting a special ritual the Blood Assassin can temporarily give a non-Blood Assassin the Oath of Blood ability, this ability is imparted until the target of the Oath is dead.
Lvl Special Abilities
15 Oath of Blood
16 Limitless Loyalty
17 Loyal Beyond Death
18 Oath of Hatred
19 Dark Flurry
20 Bestow Oath
Proficiency Points:
C: 15, 16, 18, 19, 20
S: 15, 17, 19, 20
P: 15, 16, 18, 20
F: 18, 19, 20
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.
Shadow Walk: It is at level fifteen that a Shaodw Master first learns the technique that defines their craft. The Shadow Master may “Shadow Walk” from any one patch of darkness to another up to 10 feet times their total character level away. They may not linger in the shadows, emerging immediately after Shadow Walking and they may not perform any action after Shadow Walking except defend themselves until their next turn.
Lurk in Shadow: At level sixteen the Shadow Master may delay their emergence from a Shadow Walk up to a minute per total character level. Direct light touching the darkness that a Shadow Master is hiding in will force him out of the Shadow Walk.
Shadow Swim: As time goes on, the Shadow Master becomes more and more comfortable in the shadow world until he learns to Shadow Swim. While using Lurk in Shadow, the Shadow Master may move through any shadows or darkness connected to his Shadow Walk exit point. The Shadow Master exits at the point he is located when he chooses to exit (or is forced to exit by light or time restriction) not his originally chosen exit point. While using this ability the shadows moved through ripple and bulge at the Shadow Master’s passing, giving this ability its name. This ability is gained at level seventeen.
Shadow Hand: At level eighteen the Shadow Master may perform a single, non-combat action after Shadow Walking.
Unseen Attack: At level nineteen the Shadow Master may make a single attack after Shadow Walking, Fatal Blow applies to this attack.
Invisible Mystic: At level twenty the Shadow Master may use a single Force Power after Shadow Walking; he may not attack and use a Force Power after a Shadow Walk.
Lvl Special Abilities
15 Shadow Walk
16 Lurk in Shadow
17 Shadow Swim
18 Shadow Hand
19 Unseen Attack
20 Invisible Mystic
Proficiency Points:
C: 15, 17, 19
S: 16, 17, 18, 19
P: 15, 17, 18, 20
F: 15, 16, 17, 18, 20
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.
Shadow Blade: Twisting a nearby spot of darkness to his will, the Shadow Hunter can transform it into the shape of any weapon he desires. This Shadow Blade may mimic any non-blaster, non-vibro, non-lightsaber 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. Sudden bursts of light, like flashbang grenades, destroy the weapon. This ability is gained at level fifteen.
Armor of Darkness: Using the same techniques as Shadow Blade, a sixteenth level Sith Shadow Hunter learns to create Shadow Armor. This armor is considered heavy but requires no armor proficiency as it is weightless. Shadow Armor lasts for a number of turns equal to the Shadow Hunter’s character level.
Treacherous Key: After the more brute matters of combat have been addressed the Shadow Hunter learns more subtle arts. At level seventeen the Shadow Hunter may summon a ball of darkness that may open any lock and slice any computer.
Tenebrous Hand: At level eighteen the Shadow Hunter gains the ability to summon five tendrils of living darkness. These tendrils emerge from the Shadow Hunter’s own shadow and may attack or manipulate objects up to twenty feet away. These tendrils last for a number of turns equal to the number of Shadow Hunter levels possessed (i.e. only levels 15-20 count). Sudden bursts of light dissolve these tendrils.
Shadow Wall: At level nineteen a Shadow Hunter gains the ability to create a wall of solid darkness. It can be of any shape the Shadow Hunter desires but cannot exceed a total are coverage of the Shadow Hunter’s level in square feet. It is completely solid and indestructible to everything but sudden bursts of bright light.
Shadow Wave: This ability is the culmination of the Shadow Hunter’s techniques. This ability, gained at level twenty, sends out a wave of shadow that knocks all, friend or foe, in a twenty foot radius around the Shadow Hunter off their feet.
Lvl Special Abilities
15 Shadow Blade
16 Armor of Darkness
17 Treacherous Key
18 Tenebrous Hand
19 Shadow Wall
20 Shadow Wave
Proficiency Points:
C: 15, 17, 19, 20
S: 15, 16, 18, 19, 20
P: 15, 16, 18, 19
F: 15, 17, 20
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.
Oath of Blood: All Blood Assassins undertake a special 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 deals damage to the subject of his oath the damage is doubled. This damage stacks with his Fatal Blow special ability (see the Sith Assassin section). The Blood Assassin gains this ability at level fifteen.
Limitless Loyalty: Neither fearsome threat nor silky seduction can persuade the Blood Assassin to betray his fellows or masters. Starting at level sixteen the Blood Assassin becomes immune to all attempts (even through the Force) to cause them to betray their fellow Sith. The exception to this is if the Blood Assassin is manipulated into thinking his actions are in fact benefiting other Sith.
Loyal Beyond Death: The Blood Assassin’s fanaticism is such that he will cross even the boundary between life and death to complete his mission. Starting at level seventeen should the Blood Assassin be incapcitated from damage by enemies while pursuing his target, and his target is present when the Assassin receives the damage, then the Assassin is entitled to make one offensive action against his target before expiring. This ability stacks with Oath of Blood/Hatred.
Oath of Hatred: At level eighteen the Blood Assassin’s Oath of Blood damage is increased to three times normal instead of two times normal.
Dark Flurry: At level nineteen the Blood Assassin’s hate for his targets reaches such a great height that for every attack he makes against them he gains an additional attack which must be directed at the same target. The Dark Flurry ability stacks with Fatal Blow, Oath of Hatred and Loyal Beyond Death.
Bestow Oath: At level twenty the Blood Assassin becomes so fanatical that he can impart some of his fervor to his allies. By conducting a special ritual the Blood Assassin can temporarily give a non-Blood Assassin the Oath of Blood ability, this ability is imparted until the target of the Oath is dead.
Lvl Special Abilities
15 Oath of Blood
16 Limitless Loyalty
17 Loyal Beyond Death
18 Oath of Hatred
19 Dark Flurry
20 Bestow Oath
Proficiency Points:
C: 15, 16, 18, 19, 20
S: 15, 17, 19, 20
P: 15, 16, 18, 20
F: 18, 19, 20
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.
Shadow Walk: It is at level fifteen that a Shaodw Master first learns the technique that defines their craft. The Shadow Master may “Shadow Walk” from any one patch of darkness to another up to 10 feet times their total character level away. They may not linger in the shadows, emerging immediately after Shadow Walking and they may not perform any action after Shadow Walking except defend themselves until their next turn.
Lurk in Shadow: At level sixteen the Shadow Master may delay their emergence from a Shadow Walk up to a minute per total character level. Direct light touching the darkness that a Shadow Master is hiding in will force him out of the Shadow Walk.
Shadow Swim: As time goes on, the Shadow Master becomes more and more comfortable in the shadow world until he learns to Shadow Swim. While using Lurk in Shadow, the Shadow Master may move through any shadows or darkness connected to his Shadow Walk exit point. The Shadow Master exits at the point he is located when he chooses to exit (or is forced to exit by light or time restriction) not his originally chosen exit point. While using this ability the shadows moved through ripple and bulge at the Shadow Master’s passing, giving this ability its name. This ability is gained at level seventeen.
Shadow Hand: At level eighteen the Shadow Master may perform a single, non-combat action after Shadow Walking.
Unseen Attack: At level nineteen the Shadow Master may make a single attack after Shadow Walking, Fatal Blow applies to this attack.
Invisible Mystic: At level twenty the Shadow Master may use a single Force Power after Shadow Walking; he may not attack and use a Force Power after a Shadow Walk.
Lvl Special Abilities
15 Shadow Walk
16 Lurk in Shadow
17 Shadow Swim
18 Shadow Hand
19 Unseen Attack
20 Invisible Mystic
Proficiency Points:
C: 15, 17, 19
S: 16, 17, 18, 19
P: 15, 17, 18, 20
F: 15, 16, 17, 18, 20
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.
Shadow Blade: Twisting a nearby spot of darkness to his will, the Shadow Hunter can transform it into the shape of any weapon he desires. This Shadow Blade may mimic any non-blaster, non-vibro, non-lightsaber 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. Sudden bursts of light, like flashbang grenades, destroy the weapon. This ability is gained at level fifteen.
Armor of Darkness: Using the same techniques as Shadow Blade, a sixteenth level Sith Shadow Hunter learns to create Shadow Armor. This armor is considered heavy but requires no armor proficiency as it is weightless. Shadow Armor lasts for a number of turns equal to the Shadow Hunter’s character level.
Treacherous Key: After the more brute matters of combat have been addressed the Shadow Hunter learns more subtle arts. At level seventeen the Shadow Hunter may summon a ball of darkness that may open any lock and slice any computer.
Tenebrous Hand: At level eighteen the Shadow Hunter gains the ability to summon five tendrils of living darkness. These tendrils emerge from the Shadow Hunter’s own shadow and may attack or manipulate objects up to twenty feet away. These tendrils last for a number of turns equal to the number of Shadow Hunter levels possessed (i.e. only levels 15-20 count). Sudden bursts of light dissolve these tendrils.
Shadow Wall: At level nineteen a Shadow Hunter gains the ability to create a wall of solid darkness. It can be of any shape the Shadow Hunter desires but cannot exceed a total are coverage of the Shadow Hunter’s level in square feet. It is completely solid and indestructible to everything but sudden bursts of bright light.
Shadow Wave: This ability is the culmination of the Shadow Hunter’s techniques. This ability, gained at level twenty, sends out a wave of shadow that knocks all, friend or foe, in a twenty foot radius around the Shadow Hunter off their feet.
Lvl Special Abilities
15 Shadow Blade
16 Armor of Darkness
17 Treacherous Key
18 Tenebrous Hand
19 Shadow Wall
20 Shadow Wave
Proficiency Points:
C: 15, 17, 19, 20
S: 15, 16, 18, 19, 20
P: 15, 16, 18, 19
F: 15, 17, 20
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