Dark Side Assassin Class

During the time of the Old Republic, the Sith actively pursued those most susceptible to the lure of the dark side of the Force. Some individuals are so consumed by the power of the dark side that they become obsessed with the nature of death. These murderers become dark side assassins, favoring quickness and stealth over brawn.

Dark side assassins were originally trained by the Sith to be the ultimate hunters. The assassins' unique abilities served the Sith in their battle against the Jedi. After the Battle of Ruusan and the scattering of the Sith forces, this changed. Dark side assassins became less common as the Sith went into hiding, but their deadly purpose remained — to destroy the Jedi.

In the more modern era, dark side assassins are known as some of the most ruthless killers in the galaxy. Some work for bounty hunter and assassin guilds while others are freelance killers. Either way, the few Sith remaining in the galaxy are pleased to know that their traditions carry on in a new guise.

Requirements
To qualify to become a Dark Side Assassin, a character must fulfill all the following criteria.
Base Attack Bonus: +3
Skills: Bluff 6 ranks, Disguise 4 ranks, Hide 6 ranks, Move Silently 6 ranks
Feats: Exotic Weapon Proficiency (any), Force-Sensitive
Dark Side Points: 4

Game Rule Information
Vitality: Dark Side Assassin gain 1d8 vitality points per level. The character's Constitution modifier applies.

Class Skills
The Dark Side Assassin’s class skills, and the key ability for each skill, are as follows.
Balance (Dex), Bluff (Cha), Computer Use (Int), Craft* (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Knowledge* (Int), Listen (Wis), Move Silently (Dex), Pilot (Dex), Profession* (Wis), Search (Int), Spot (Wis), Tumble (Dex)
*This skill actually encompasses a number of unrealted skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at Each Additional Level: 6 + Int modifier

Class Features
The following are features of the Dark Side Assassin prestige class.

Starting Feat
The Dark Side Assassin gains the following bonus feats:
Weapon Group Proficiency (blaster pistol)
Weapon Group Proficiency (blaster rifles)

Force Training
The Dark Side Assassin gains a bonus Force feat at 1st, 3rd, and 5th level. This bonus Force feat is selected from the following list.

Alter, Control, Sense

Once one of these feats is selected, its associated Force skills become class skills foe the character.

Signature Weapon (Attack)
At 1st level, a Dark Side Assassin chooses an exotic weapon with which she is proficient to be her signature weapon. When using this signature weapon, she gains a +1 competence bonus on attack rolls.

Sneak Attack
At 2nd level, a Dark Side Assassin can strike a vital spot of an off-guard opponent for extra damage. Whenever the Dark Side Assassin’s opponent would be denied a Dexterity bonus to Defense (whether the target actually has a Dexterity bonus or not), or when the Dark Side Assassin flanks her target, the Dark Side Assassin’s attack deals extra damage. The extra damage is +1d6 at 1st level, +2d6 at 4th level, +3d6 at 7th level, and +4d6 at 10th level.

See the Bounty Hunter prestige class for a complete description of what circumstances affect the use of sneak attack. The Dark Side Assassin’s sneak attack bonus dice are cumulative with those gained by any other class (such as the Bounty Hunter).

Force Camouflage
At 6th level, a dark side assassin learns a special technique to hide himself using the Force. She becomes a pale shadow and easily blends into her surroundings.

While Force camouflage is activated, the dark side assassin gains a +10 Force bonus on Hide checks. If a character succeeds in his Spot check against the dark side assassin's Hide check, the spotter detects the dark side assassin and can target her normally. However, any attack directed at the camouflaged dark side assassin has a 20% chance to miss due to concealment.

Activating Force camouflage is an attack action and costs 3 vitality points. Every additional round that Force camouflage is maintained requires an attack action and the expenditure of 3 vitality points. A dark side assassin can't maintain Force camouflage while using other Force skills or engaging in distracting activity.

Uncanny Dodge
Starting at 4th level, a dark side assassin can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to defense (if any) regardless of being caught flat-footed or struck by a hidden attacker. (She still loses her Dexterity bonus to Defense if immobilized.) If a dark side assassin already has uncanny dodge from a different class, she automatically gains improved uncanny dodge.

Signature Weapon (Damage)
At 8th level, a dark side assassin deals +1d6 points of damage with her signature weapon. This increase stacks with any weapon modifications and feats the character may already possess.

Level BaB Fort Save Ref Save Will Save Special Defense Bonus Reputation
1 +0 +0 +2 +1 Force Training, Sneak Attack +1d6 +1 +0
2 +1 +0 +3 +2 Signature Weapon (Attack) +2 +0
3 +2 +1 +3 +2 Force Training +2 +1
4 +3 +1 +4 +2 Sneak Attack +2d6 +2 +1
5 +3 +1 +4 +3 Force Training +3 +2
6 +4 +2 +5 +3 Force Camouflage +3 +2
7 +5 +2 +5 +4 Sneak Attack +3d6 +4 +3
8 +6 +2 +6 +4 Signature Weapon (Damage) +4 +3
9 +6 +3 +6 +4 Uncanny Dodge +4 +4
10 +7 +3 +7 +5 Sneak Attack +4d6 +5 +4
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