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|bab=8 | |bab=8 | ||
|grapple=11 | |grapple=11 | ||
|attackoptions=[[autofire]] (blaster rifle), Carefult Shot, Dastardly Stike, Devastating Attack (adv melee | |attackoptions=[[autofire]] (blaster rifle), Carefult Shot, Dastardly Stike, Devastating Attack (adv melee) Point Blank Shot, Precise Shot, Rapid Strike, Running Attack, Sneak Attack +3d6, Sniper | ||
|specialactions= | |specialactions= | ||
|powers= | |powers= | ||
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|wis=12 | |wis=12 | ||
|cha=14 | |cha=14 | ||
|talents=[[Misfortune_(talent_tree)#dastardly|Dastardly Strike]], [[Weapon_Specialist_(talent_tree)#devastating|Devastating Attack]] (adv melee | |talents=[[Misfortune_(talent_tree)#dastardly|Dastardly Strike]], [[Weapon_Specialist_(talent_tree)#devastating|Devastating Attack]] (adv melee), [[Misfortune_(talent_tree)#sneak|Sneak Attack]] +3d6, [[Weapon_Specialist_(talent_tree)#spec|Weapon Specialization]] (adv melee) | ||
|feats=[[Careful Shot (feat)|Careful Shot]], Point Blank Shot (feat)|]], [[Precise Shot (feat)|Precise Shot]], [[Rapid Strike (feat)|Rapid Strike]], [[Skill Training (feat)|Skill Training]] (Gather Information, Pilot), [[Sniper (feat)|Sniper]], [[Weapon Finesse (feat)|Weapon Finesse]], [[Weapon Focus (feat)|Weapon Focus]] (adv melee | |feats=[[Careful Shot (feat)|Careful Shot]], Point Blank Shot (feat)|]], [[Precise Shot (feat)|Precise Shot]], [[Rapid Strike (feat)|Rapid Strike]], [[Skill Training (feat)|Skill Training]] (Gather Information, Pilot), [[Sniper (feat)|Sniper]], [[Weapon Finesse (feat)|Weapon Finesse]], [[Weapon Focus (feat)|Weapon Focus]] (adv melee), [[Weapon Proficiency (feat)|Weapon Proficiency]] (adv melee, pistols, rifles, simple) | ||
|skills=[[Acrobatics]] +13, [[Deception]] +12, [[Gather Information]] +12, [[Initiative]] +13, [[Perception]] +11, [[Persuasion]] +12, [[Pilot]] +13, [[Stealth]] +13 | |||
|possessions=blaster rifle with enhanced targeting scope, blaster pistol, vibroblade, concealed holster, electrobinoculars, liquid cable dispenser, encrypted comlink, utility belt with medpac, 200 credits | |||
|asterixnote= | |||
}}</div> | |||
<div id="poisoner" class="arch"> | |||
<h3 class="headline arch">Malakite Poisoner</h3> | |||
<p class="single nomargin">The remote world Malkii is famed for producing some of the most skilled poison manipulators in the galaxy.</p><p class="sinlge nomargin">{{indent}}Poisoners operate in deep cover, impersonating nobles and wealthy citizens as a means to get close to their mark. So he can strike when the time is right, a Malkite Poisoner conceals numerous toxins all over his body, from the folds of his clothing to hidden compartments in his belongings. Each dose is so well hidden that a Malkite Poisoner can carry his toxins past even the most resolute security teams.</p> | |||
{{NPC | |||
|name=Malakite Poisoner | |||
|challenge=13 | |||
|npclevel=[[scoundrel (heroic class)|scoundrel]] +9 / [[noble (heroic class)|noble]] +4 | |||
|playable=NPC | |||
|refbook=Threats of the Galaxy | |||
|refpage=13 | |||
|size=Medium | |||
|species= | |||
|fp=6 | |||
|dsp=12 | |||
|force= | |||
|init=+14 | |||
|senses= | |||
|perception=+14 | |||
|languages=Basic, Bocce, High Galactic | |||
|ref=29 | |||
|flatfoot=26 | |||
|fort=25 | |||
|will=27 | |||
|defenses=Dodge, Mobility | |||
|hp=63 | |||
|dr= | |||
|threshold=25 | |||
|immune= | |||
|speed=6 squares | |||
|melee1=datadagger +12 (1d4+6) | |||
|melee2=vibroblade +13 (2d6+6) | |||
|ranged1=hold-out laster pistol +12 (3d4+6) | |||
|fightspace= | |||
|reach= | |||
|bab=9 | |||
|grapple=12 | |||
|attackoptions=Dastardly Strike, Malakite Techniques, Point Blank Shot, Running Attack, Sneak Attack +1d6, Triple Crit (datadagger) | |||
|specialactions=Knack, Presence, Weaken Resolve | |||
|powers= | |||
|utf= | |||
|techniques= | |||
|secrets= | |||
|str=10 | |||
|dex=16 | |||
|con=10 | |||
|int=14 | |||
|wis=12 | |||
|cha=16 | |||
|talents=[[Misfortune_(talent_tree)#dastardly|Dastardly Strike]], [[Fortune_(talent_tree)#knack|Knack]], [[Malakite_Poisoner_(talent_tree)#techniques|Malakite Techniques]], [[Malakite_Poisoner_(talent_tree)#numbing|Numbing Poison]], [[Influence_(talent_tree)#presence|Presence]], [[Misfortune_(talent_tree)#sneak|Sneak Attack]] +1d6, [[Influence_(talent_tree)#weaken|Weaken Resolve]] | |||
|feats=[[Dodge (feat)|Dodge]], [[Improved Defenses (feat)|Improved Defenses]], [[Mobility (feat)|Mobility]], [[Point Blank Shot (feat)|Point Blank Shot]], [[Running Attack (feat)|Running Attack]], [[Skill Training (feat)|Skill Training]] (Persuasion, Stealth, Use Computer), [[Triple Crit (feat)|Triple Crit]] (datadagger), [[Weapon Finesse (feat)|Weapon Finesse]], [[Weapon Focus (feat)|Weapon Focus]] (adv melee), [[Weapon Proficiency (feat)|Weapon Proficiency]] (adv melee, pistols, rifles, simple) | |||
|skills=[[Acrobatics]] +13, [[Deception]] +12, [[Gather Information]] +12, [[Initiative]] +13, [[Perception]] +11, [[Persuasion]] +12, [[Pilot]] +13, [[Stealth]] +13 | |skills=[[Acrobatics]] +13, [[Deception]] +12, [[Gather Information]] +12, [[Initiative]] +13, [[Perception]] +11, [[Persuasion]] +12, [[Pilot]] +13, [[Stealth]] +13 | ||
|possessions=blaster rifle with enhanced targeting scope, blaster pistol, vibroblade, concealed holster, electrobinoculars, liquid cable dispenser, encrypted comlink, utility belt with medpac, 200 credits | |possessions=blaster rifle with enhanced targeting scope, blaster pistol, vibroblade, concealed holster, electrobinoculars, liquid cable dispenser, encrypted comlink, utility belt with medpac, 200 credits |
Revision as of 00:13, 12 April 2024

Assassin
An assassin usually maintains a cover that enables him to travel freely, yet also explains why he’s in a given location at a given time. Many assassins hold jobs as merchants, sales representatives for interstellar corporations, or diplomats. A truly villainous assassin has a “signature” consisting of a unique weapon, a particular approach, or some memento left with his victims.
Assassin (CL 5)
Saga Edition Core Rulebook, page 282.
Force: 1; Dark Side: 12
Initiative: +10; Senses: Perception +8
Languages: Basic plus 2 other languages
Defenses: Ref 20 (flat-footed 17), Fort 14, Will 17
Hit Points: 27; Damage Threshold: 14
Speed: 6 squares
Melee: vibroblade +6 (2d6+2) or
Melee: vibroblade +4 (3d6+2) with Rapid Strike
Ranged: blaster rifle +6 (3d8+2)
Base Attack: +3; Grapple: 6
Attack Options: Careful ShotH, Dastardly Strike, Rapid Strike, Sneak Attack +2d6
Special Actions: Point Blank Shot, Precise Shot
Abilities: Str 10, Dex 16, Con 8, Int 14, Wis 12, Cha 13
Feats: Careful ShotH, Point Blank Shot, Precise Shot, Rapid Strike, Weapon Finesse, Weapon Proficiency (adv. melee, pistols, simple)
Skills: Acrobatics+10H, Deception +8, Gather Information +8, Initiative +10, Perception +8, Persuasion +8, Stealth +10
Possessions: blaster rifle with enhanced targeting scope, hold-out blaster, vibroblade, vibrodagger, comlink (encrypted), utility belt with medpac
H Human bonus feat or trained skill
Assassin (revised)
All assassins kill for money. Where particular assassins differ is in the techniques they use. Some are deadly snipers, taking a position far from the watchful eyes of sentries and passersby to wait for that one clear shot before slipping away. Others are more direct, removing their mark with a well-placed thrust of a vibroblade when the target least expects it.
Being an assassin is dangerous work. One who goes it alone must acquire his own customers, pay for equipment out of his own commissions, and lacks any kind of protection when a victim’s friends come looking for revenge.
Some organizations, such as the Assassins Guild, offset the risks of the blood trade by offering skilled killers the protection they need to make a living in this nasty business. Gaining membership in the Assassins Guild is easy; a candidate simply needs a sponsor to vouch for him. The guild is not particularly selective about who joins, since it is powerful enough to punish those who betray its secrets.
Assassin Encounters
Assassins are hidden killers, watching and waiting for the moment when their target is most vulnerable. For the assassin, the attack isn’t personal. It’s just a job, and one that pays well.
Assassins focus on eliminating their targets with the least amount work possible. They aren’t interested in collateral damage, since extra deaths don’t bring in any more credits. That said, an assassin isn’t afraid to kill a few bystanders if that’s the only way to get to the target.
When on a job, an assassin might work alone or might operate as the leader of a small team. He might use assassin droids, espionage droids, or vicious creatures such as the lethal kouhun as tools. These servants are expendable resources, and their use helps to keep the assassin’s hands clean. If an assassin ever finds himself outmatched, he is not above retreating—intending to strike again later and with a great deal more force.
Assassin (revised) (CL 10)
Threats of the Galaxy, page 12.
Medium scoundrel 4 / soldier 3 NPC
Force: 3; Dark Side: 12
Initiative: +13; Senses: Perception +11
Languages: Basic, 2 others
Defenses: Ref 25 (flat-footed 22), Fort 21, Will 22
Hit Points: 45; Damage Threshold: 11
Speed: 6 squares
Melee: vibroblade +13 (2d6+7) or
Melee: vibroblade +11 (3d6+7) with Rapid Strike
Ranged: blaster pistol +11 (3d6)+5) or
Ranged: blaster rifle +11 (3d8)+5)
Base Attack: +8; Grapple: 11
Attack Options: autofire (blaster rifle), Carefult Shot, Dastardly Stike, Devastating Attack (adv melee) Point Blank Shot, Precise Shot, Rapid Strike, Running Attack, Sneak Attack +3d6, Sniper
Abilities: Str 11, Dex 17, Con 8, Int 14, Wis 12, Cha 14
Talents: Dastardly Strike, Devastating Attack (adv melee), Sneak Attack +3d6, Weapon Specialization (adv melee)
Feats: Careful Shot, Point Blank Shot (feat)
Skills: Acrobatics +13, Deception +12, Gather Information +12, Initiative +13, Perception +11, Persuasion +12, Pilot +13, Stealth +13
Possessions: blaster rifle with enhanced targeting scope, blaster pistol, vibroblade, concealed holster, electrobinoculars, liquid cable dispenser, encrypted comlink, utility belt with medpac, 200 credits
Malakite Poisoner
The remote world Malkii is famed for producing some of the most skilled poison manipulators in the galaxy.
Poisoners operate in deep cover, impersonating nobles and wealthy citizens as a means to get close to their mark. So he can strike when the time is right, a Malkite Poisoner conceals numerous toxins all over his body, from the folds of his clothing to hidden compartments in his belongings. Each dose is so well hidden that a Malkite Poisoner can carry his toxins past even the most resolute security teams.
Malakite Poisoner (CL 13)
Threats of the Galaxy, page 13.
Medium scoundrel +9 / noble +4 NPC
Force: 6; Dark Side: 12
Initiative: +14; Senses: Perception +14
Languages: Basic, Bocce, High Galactic
Defenses: Ref 29 (flat-footed 26), Fort 25, Will 27; Dodge, Mobility
Hit Points: 63; Damage Threshold: 25
Speed: 6 squares
Melee: datadagger +12 (1d4+6) or
Melee: vibroblade +13 (2d6+6)
Ranged: hold-out laster pistol +12 (3d4+6)
Base Attack: +9; Grapple: 12
Attack Options: Dastardly Strike, Malakite Techniques, Point Blank Shot, Running Attack, Sneak Attack +1d6, Triple Crit (datadagger)
Special Actions: Knack, Presence, Weaken Resolve
Abilities: Str 10, Dex 16, Con 10, Int 14, Wis 12, Cha 16
Talents: Dastardly Strike, Knack, Malakite Techniques, Numbing Poison, Presence, Sneak Attack +1d6, Weaken Resolve
Feats: Dodge, Improved Defenses, Mobility, Point Blank Shot, Running Attack, Skill Training (Persuasion, Stealth, Use Computer), Triple Crit (datadagger), Weapon Finesse, Weapon Focus (adv melee), Weapon Proficiency (adv melee, pistols, rifles, simple)
Skills: Acrobatics +13, Deception +12, Gather Information +12, Initiative +13, Perception +11, Persuasion +12, Pilot +13, Stealth +13
Possessions: blaster rifle with enhanced targeting scope, blaster pistol, vibroblade, concealed holster, electrobinoculars, liquid cable dispenser, encrypted comlink, utility belt with medpac, 200 credits