Jensaarai Force User - Jensaarai Shadow Operative Master Path's

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Jensaarai Force User - Jensaarai Shadow Operative Master Path's

Post by Guest on Tue May 29, 2012 12:51 am

Jensaarai Blood Assassin:

For one not versed in Jenssrai Lore the term assassin no doubt brings to mind images of unscrupulous, greedy killers who are morally bankrupt however the Jensaarai are no mere assassins. Those who think this have never met a Jensaarai 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. Yet not all are Sith...nor are they wholy Jedi...some have become a bit of both, a Jensaarai..a assassin both light and dark.

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 Jensaarai Shadow Operative section). The Blood Assassin gains this ability at level fifteen.

Timeless 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 Jensaarai. The exception to this is if the Blood Assassin is manipulated into thinking his actions are in fact benefiting other Jensaarai.

Loyalty Before Dishonor: 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/BloodRite ability.

BloodRite: At level eighteen the Blood Assassin’s Oath of Blood damage is increased to three times normal instead of two times normal.

Grey Flurry: At level nineteen the Blood Assassin’s neutrality and indecision 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 Grey Flurry ability stacks with Fatal Blow, BloodRite and Loyalty Before Dishonor.

Light 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 Timeless Loyalty
17 Loyalty Before Dishonor
18 BloodRite
19 Grey Flurry
20 Light Oath

Proficiency Points:
C: 15, 16, 18, 19, 20
S: 15, 17, 19, 20
P: 15, 16, 18, 20
F: 18, 19, 20

Jensaarai Arbiter:

Mobility and stealth are hallmarks of the Jensaarai Shadow Operative but none manifest these traits in such a mystical way as the Jensaarai Arbiter who memphasizes both ligth and dark. These mysterious Assassins possess two remarkable abilities drawn from both the Sith Assassin and Jedi Watchman known Shimmering which allows them to move through darkness and light itself. The origins of the Jensaarai Arbiter's path are as obfuscated as the practitioners themselves but, like many aspects of this Assassin’s path, it may have originated in the Suarbi system. But, unlike their roots, the fates of their targets are far from unclear.

Shimmer: It is at level fifteen that a Arbiter first learns the technique that defines their craft. The Arbiter may “Shadow Walk” or ''Light Phase''from any one patch of darkness or light to another up to 10 feet times their total character level away. They may not linger in the shadows or light, emerging immediately after Shadow Walking or Light Phasingand they may not perform any action after Shadow Walking or Light Phasing except defend themselves until their next turn.

Lurker: At level sixteen the Arbiter may delay their emergence from a Shimmer up to a minute per total character level. Direct light touching the darkness or complete darkness touching the light that a Arbiter is hiding in will force him out of the Shimmer.

Shimmer Glide: As time goes on, the Arbiter becomes more and more comfortable in the shadow world and world of light until he learns to Shimmer Glide. While using Lurker, the Arbiter may move through any shadows,darkness, patches of light connected to his Shimmer exit point. The Arbiter 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 and light he is in move like ripples and bulge at the Arbiter's passing like a gliding shimmer, giving this ability its name. This ability is gained at level seventeen.

Shimmer Affect: At level eighteen the Arbiter may perform a single, non-combat action after Shadow Walking or Light Phasing.

Unseen Attack: At level nineteen the Arbiter may make a single attack after Shadow Walking or Light Phasing, Fatal Blow applies to this attack.

Shimmering Fury: At level twenty the Arbiter may use a single Force Power after Shadow Walking or Light Phasing; he may not attack and use a Force Power after a Shadow Walk or Light Phasing.

Lvl Special Abilities
15 Shimmer
16 Lurker
17 Shimmer Glide
18 Shimmer Affect
19 Unseen Attack
20 Shimmering Fury

Proficiency Points:
C: 15, 17, 19
S: 16, 17, 18, 19
P: 15, 17, 18, 20
F: 15, 16, 17, 18, 20

Jensaarai 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 Jensaarai Hunter know the falsehood of that statement. Manipulating darkness and light itself, the 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 Tulak Hord and Jedi while more impartial scholars ascribe its origins to the Suarbi System of the Jensaarai's origins. The Hunters have a somewhat more credible claim to Hord’s legacy, however, since legends speak of Hord himself manipulating living darkness and the Jedi manipulating light.

Mirror Blade: Twisting a nearby spot of darkness or light to his will, the 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 Force Adept’s Force Weapon and lasts for a number of minutes equal to the Hunter’s character level. Sudden bursts of light or dark, like flashbang grenades or thermo detonators, 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.

Armor of Light: Using the same techniques as Light Blade, a level seventeenHunter learns to create Armor Of Light. This armor is considered heavy but requires no armor proficiency as it is weightless. Armor Of Light lasts for a number of turns equal to the 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 eighteen the Hunter may summon a ball of darkness or light that may open any lock and slice any computer.

Tenebrous Hand: At level nineteen the Hunter gains the ability to summon five tendrils of living darkness or light. These tendrils emerge from the Hunter’s own shadow or patches of light and may attack or manipulate objects up to twenty feet away. These tendrils last for a number of turns equal to the number of Hunter levels possessed (i.e. only levels 15-20 count). Sudden bursts of light or dark dissolve these tendrils.

Wailing Wall: Gains the ability to create a wall of solid darkness or light. It can be of any shape the Hunter desires but cannot exceed a total are coverage of the Hunter’s level in square feet. It is completely solid and indestructible to everything but sudden bursts of bright light or dark and is the culmination of the 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 Hunter off their feet after the creation of the pure dark/light wall.

Lvl Special Abilities
15 Mirror Blade
16 Armor Of Darkness
17 Armor of Light
18 Treacherous Key
19 Tenebrous Hand
20 Wailing Wall

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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