Star Was: Corrupted Universe
Dark Side Assassin
Dark Side Assassin
Designed by Scott “Majestic_Moose” Smallbeck. Editted by Matthew “Tao” Myers.
“Or is it the ways of darkness and shadow you seek, the power that comes from striking unseen and sensing weaknesses in your enemies?”
Examples of Dark Side Assassins in Star Wars
Darth Sion, Darth Maladi, Jor Torlin
To qualify to become a Dark Side Assassin, a character must fulfill the following criteria.
Minimum Heroic Level: 7th.
Trained Skills: Deception.
Feats: Force Sensative, Weapon Proficiency (lightsaber) or Exotic Weapon Proficiency (any).
Talents: At least one talent from the Dark Side or Sith talent tree.
Dark Side Score: Your Dark Side Score must be equal to your Wisdom score. If your Dark Side Score ever becomes less than your wisdom score, you lose access to all class features granted by this class until your Dark Side Score again equals your Wisdom score.
Game Rule Information
Dark Side Assassins have the following game statistics.
At each level, Dark Side Assassins gain 1d8 hit points + their Constitution modifier.
Dark Side Assassins gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.
The following are the class features of the Dark Side Assassin prestige class.
At 1st level, you gain a +4 class bonus to your Reflex Defense and a +2 class bonus to your Will Defense.
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Dark Side Assassin talent tree (presented below), the Misfortune talent tree (Saga Edition Core Rulebook, page 46), or the Camouflage talent tree (Saga Edition Core Rulebook, page 49). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.
At 1st level, you must choose a single exotic weapon or lightsaber that you are proficient with. You gain a +1 bonus to hit with that weapon, and it is considered your signature weapon. At 2nd level and every even level after you gain a bonus to the damage dealt with your signature weapon equal to one half you class level, rounded down. This is in addition to your heroic bonus to damage.
LEVEL B.A.B. CLASS FEATURES
1st +0 Defense bonuses, signature Weapon, talent
2nd +1 Signature Weapon +1
3rd +2 Talent
4th +3 Signature Weapon +2
5th +3 Talent
6th +4 Signature Weapon +3
7th +5 Talent
8th +6 Signature Weapon +4
9th +6 Talent
10th +7 Signature Weapon +5
DARK SIDE ASSASSIN TALENT TREE
You have learned to use the power of the Dark Side to eliminate and destroy all those who stand in your way.
Crippling Strike: Whenever you make a successful attack against an opponent who is denied their dexterity bonus to reflex defense, the target moves an additional -1 step along the condition track.
Prerequisite: Dastardly Strike.
Dark Hand:By spending a full round action you may make your next attack roll using your UtF skill check modifier (including charisma modifier) instead of your normal base attack bonus plus relevant attribute. Your damage is still calculated the same, and miscellaneous modifiers (such as weapon focus) still apply. This does not work on targets that are immune to force effects that target will defense such as the Yuzong Vong.
Prerequisite: Force perception.
Force Haze:As the Jedi Sentinel talent (SECR page 40), but without the Clear Mind talent requisite.
Force Stealth:You may use your UtF check modifier instead of your Stealth check. You are considered trained in the stealth skill for the purposes of using this talent. If you are entitled to a Stealth check reroll, you may reroll your UtF check instead.
Lethal Vision:You may use the Farseeing power as a swift action to glimpse a target’s movements and plan accordingly. Compare your UtF check against the target’s will defense. If successful, the target loses its dex bonus for the rest of your round.
Throw Signature Weapon: As Lightsaber Throw ( SECR page 41), except that this talent applies to the assassin’s signature weapon.