Alternate Career for assassin

By Tisis, in Dark Heresy House Rules

I was hoping someone might offer a solution to my problem. An alternate career rank for my assassin.

Im playing an assassin Rank 5 and im merely 300 xp to reach the next rank. The problem I'm facing is that reading through both the career options of death adept or free blade, neither of them fit my character.

so far he has been leveled exclusively in agility stat, agility based skills, and dual pistol combat. Home world was a forge world and I took the untouchable package making any Fellowship interactions pointless.

He is not the charmismatic leader/ infiltrator or the brutal melee combatant the comes with the imperator mortis. I've looked through the Radicals handbook, Inquisitors handbook, Book of judgment, Blood of martyrs and Salvation demands sacrifice. The only thing that has appealed to me so far is the Malfian bloodsworn but the career really only offers 600xp worth of talents/skills that I would want which would be rough since I'd need 1400 more xp to get the next rank.

I'm hoping that someone might have a written up a homebrew career tree or some other alternate rank that I hanv't looked into. At this point I'm contemplating retiring him and starting another character. Sorry if this doesnt belong in this forum and thanks for the help!

Sounds almost like your trying to pattern the assassin after the Grammaton Cleric from the movie Equilibrium. A cool idea i admit. It shouldnt be too difficult to assemble an alternative career path ( much like an Elite package )...since ive reworked most of how the Ascension protocols work in the game...Where do you see him going once he reaches Ascencion leven though? ( easier to know the end destination ahead of time if your gonna put together the pathway leading to it )

Oh man I didnt even think of that, its actually exactly what he is! I was originally planning on going with vindicare assassin but talking with the GM to remove the exitus rifle for a second exitus pistol. I'd love to see it work up to ascension level but more often then not our game tends to break down and end at roughly this rank. I talked with the GM about making my own career path but it was met with some skepticism for concerns of tailoring it exactly to my career wants, ie: step aside and gunslinger and being unfair to the rest of the party since they would be stuck with the core book choices.

Oh man I didnt even think of that, its actually exactly what he is! I was originally planning on going with vindicare assassin but talking with the GM to remove the exitus rifle for a second exitus pistol. I'd love to see it work up to ascension level but more often then not our game tends to break down and end at roughly this rank. I talked with the GM about making my own career path but it was met with some skepticism for concerns of tailoring it exactly to my career wants, ie: step aside and gunslinger and being unfair to the rest of the party since they would be stuck with the core book choices.

Ive actually begun the writeup for him and only have the basic background info and bonuses/abilities ( havent completed the rest as yet ) but im following the Ascencion pattern for it with a few twists due to it being a custom class. Here is what ive got so far ( im hoping to get the tables and such done up sometime this week )

Grammaton Cleric Ascension class

Description:

Effects:
Characteristics: +10 to Ballistic Skill and +10 to Willpower and -10 to Fellowship
Insanity Points: Remove 2d5 insanity points

GRAMMATON CLERIC

Grammaton Clerics are specially trained, equipped, and conditioned killers that serve the Adeptus Ministorum, dispatched by the Lords of Terra to eliminate threats to the Imperium of Man. Grammaton clerics are conditioned and trained by the Grammaton Temples, with their own unique style and approach to the art of death.

These recruits are taken to Terra, and their training begins even before they set foot upon the starship that will bring them there. The instructors are merciless in their testing, weeding out the weak and foolish right from the start so that only the bravest and fiercest candidates hold up under the enforced discipline. Candidates must survive on limited food and air for days at a time, and are constantly tested in combat against each other, armed and unarmed, in conditions of total darkness or blinding light, zero-gravity or bearing crushing weights, withstanding stifling heat or freezing cold. By the time the recruits arrive on Terra, there may only be a fraction remaining, and sometimes, the ship arrives empty—all the recruits having somehow failed during the journey. Upon arrival, the candidates are divided up amongst the temples of the Adeptus Ministorum, and the training becomes even more rigourous and thorough than before. The recruits are tested to their utmost limits, with days spent in battle against complex and deadlyexercise-engines, whilst simultaneously mastering the specialist equipment, weapons, and techniques of their Temple. Thus, the Adeptus Ministorum provides the High Lords of Terra with only the most finely honed and efficient living weapons—the lethal disciples known as Grammaton Clerics. Clerics of the Grammaton Temple are masters of the dual handgun syles and nearly matchless at remaining unharmed in combat; a lethal sword who strikes like lightning. These Clerics eliminate enemy leaders with one precise, surgical strike. Grammaton Temple Clerics are often assigned to slay those who use mob rule and rousing oratory, rewarding sedition with the seemingly divine retribution of an invisible, untraceable sniper. Many false clerics have fallen to a Grammatons bullet as they preached their blasphemous credo. Rebellious politicians, cultist rulers, and revolutionary leaders who speak out against the wisdom of the Imperium constantly fear being cut down upon the rostrum. When such charismatic figures die at the hands of a faceless servant of the Emperor, their followers become disillusioned and fearful. This method ensures that many heresies are silenced with a single shot. Often, Grammaton Clerics are dispatched when the Imperium cannot or will not send a larger force. The disruptive effect of a Grammaton Cleric upon enemy morale and its chain of command can keep entire armies pinned in place, its leaders frightened that making any move will lead to their doom. The Grammaton Temple trains its Clerics to infiltrate quietly onto a planet’s surface and locate a prime position to observe the enemy. Grammaton Clerics are renowned for walking calmly right up to their target to take their shot, sometimes wading through many enemies to discharge their holy duty upon their given target. The signature weapons of the Grammaton Cleric is his Dual auto pistols, exquisitely-designed and maintained firearms specially constructed by the Adeptus Mechanicus and customised to each individual Cleric. With these tools in hand, the Grammaton Cleric is a lethal expression of the Emperor’s Judgement, doling out death to those who dare defy the Imperium. The weapons are the instrument of the Grammaton’s symphony of death, guiding uncannily accurate fire from target to target until his duty is done, The Grammaton is extremely adept at evading enemy attacks. His reflexes are honed to a razor’s edge and boosted via special conditioning, neural implants, and hypno-training. Few opponents are capable of landing a blow upon an Grammaton Cleric, and fewer still survive the experience.

Grammaton Clerics are often dispatched to assist an Inquisitor if his need is particularly great, for the skills and abilities of the Cleric are highly valued by the Holy Ordos. The Grammaton Cleric is particularly prized for his exceptional talent: his ability to kill with precision. Many times, the Grammaton Cleric is dismissed as a simple Cleric by those who have never seen one in action. Throne Agents who work alongside a Grammaton Cleric, however, are well aware that these exceptional killers are more than simply the sum of their parts. Aside from the specialist skills and equipment, Grammaton Clerics provide a unique outlook upon any situation, quickly able to determine and weigh risks against rewards.

Although often considered a grim and humourless lot, many Grammaton Clerics possess a dry, sarcastic wit, and there are some quite creative and even artistic personalities amongst their number. In the course of their assignments, Clerics must often find unusual solutions to the challenges that lie between them and their prey.

The conditioning of a Grammaton Cleric means that they are usually quite guarded from forming friendships or attachments, for those whose calling is death must be prepared to kill or be killed at a moment’s notice.

STARTING SKILLS, TALENTS, AND GEAR:

Gear:


ASCENDED TRAITS

When you take up the path of the Grammaton Cleric, you automatically gain the Grammaton Temple Cleric Trait. You also gain the other traits from the list below.

Temple Cleric

Grammaton Clerics are trained and augmented to be ultimate killing machines. They exist for this single purpose and so are bred for combat, their minds and meat carved into forms useful to the Emperor and the power of the Imperium. This physical superiority grants the Cleric two main benefits. The first is physical perfection which grants him a re-roll on any Acrobatics, Climb, Contortionist and Swim Test. The second
is a preternatural grace which allows the Cleric a number of extra Reactions equal to his Agility Bonus. These bonus reactions may only be used to make Dodge or Parry tests. The Cleric may still only attempt a single Dodge or Parry against each attack made against him. (The GM should make the final decision on which attacks may not be Dodged, and at his discretion, this ability may not apply).

Sacrificial Past

It is common for an Cleric’s past to be purged when he is inducted into the Temple. Such a process wipes away most of who the person once was, but remakes them stronger and more stable. When this trait is chosen, the Cleric loses all his accrued Insanity and Corruption Points and any effects related to Insanity or Corruption. However, he must now re-roll his Intelligence, Willpower and Fellowship using 2d10+20, losing his old characteristics forever. All advances to his previous characteristics (of those listed above) are also lost. Apply any effects from Transition Packages to Intelligence, Willpower and Fellowship after the Cleric has generated his new scores.

Note: This trait may not be combined with any other talent or Transition Package which reduces Insanity or Corruption

Killing Frenzy

Clerics are taught to kill swiftly and without mercy. Unlike Death Cultists, a Temple Cleric does not revel in the blood and pain of his victims, but only cares that they are dead. If the Cleric kills (reduces to 0 wounds or less) an opponent in his turn, then he gains a +10 to BS (if the kill was made with a ranged weapon) in his following turn against a new target. This can continue if the Cleric continues to make a kill each turn up to a maximum of +30 to BS.

Conditioning

A Cleric's mind is his fortress, shielded against those that would try and subvert him from his mission. Fellowship Tests and Skill Tests based on Fellowship have no effect on a Cleric. In addition, any attempt to control or influence the Cleric using tech, psychic powers, or drugs either imposes a –20 penalty to the aggressor or a +20 bonus to the Cleric to resist. The GM has the final say in what powers and effects can be affected by this trait.


With any luck ill have it all done and fully playable by end of week lengua.gif But so you know the Cleric WILL be limited on the armours he can use and still gain his abilities...so no carapace or heavy armours..EVER. I was also considering the idea of creating the Prozium drug for them to use before fights to give them that same cold edge as in the movie ( as well as some other nifty bonuses too lengua.gif ) but unsure yet if i want to go there. We will see soon enough though. Hope you like what ive got worked up so far though

you are my personal hero! This is incredible that you just whipped this all together in less then 24 hours. I'm off to work but I really look forward to reading more of this when I come home. Thanks a bunch!

Heres the pre-finished form for you..hope you like.

NOTE i did alter it to be an Alternative Rank Class instead of an Ascension class.

Grammaton Cleric Alternative Rank class

Alternative Rank: Rank 5 or higher

Required Career: Any except Tech Priest

Prerequisite Skills: Speak Language ( High Gothic )
Common Lore ( Imperial Creed )
Common Lore ( Adeptus Arbites )
Common Lore ( Imperium )
Literacy


Prerequisite Talents: Ambidextrous
Pistol Training ( SP )
Two Weapon Wielder ( Ballistic )
Nerves of Steel
Rapid Reload
Quick Draw

Effects:
Characteristics: +10 to Ballistic Skill and +10 to Willpower and -10 to Fellowship

Description:

GRAMMATON CLERIC

Grammaton Clerics are specially trained, equipped, and conditioned killers that serve the Adeptus Ministorum, dispatched by the Lords of Terra to eliminate threats to the Imperium of Man. Grammaton clerics are conditioned and trained by the Grammaton Temples, with their own unique style and approach to the art of death.

These recruits are taken to Terra, and their training begins even before they set foot upon the starship that will bring them there. The instructors are merciless in their testing, weeding out the weak and foolish right from the start so that only the bravest and fiercest candidates hold up under the enforced discipline. Candidates must survive on limited food and air for days at a time, and are constantly tested in combat against each other, armed and unarmed, in conditions of total darkness or blinding light, zero-gravity or bearing crushing weights, withstanding stifling heat or freezing cold. By the time the recruits arrive on Terra, there may only be a fraction remaining, and sometimes, the ship arrives empty—all the recruits having somehow failed during the journey. Upon arrival, the candidates are divided up amongst the temples of the Adeptus Ministorum, and the training becomes even more rigourous and thorough than before. The recruits are tested to their utmost limits, with days spent in battle against complex and deadlyexercise-engines, whilst simultaneously mastering the specialist equipment, weapons, and techniques of their Temple. Thus, the Adeptus Ministorum provides the High Lords of Terra with only the most finely honed and efficient living weapons—the lethal disciples known as Grammaton Clerics. Clerics of the Grammaton Temple are masters of the dual handgun syles and nearly matchless at remaining unharmed in combat; a lethal sword who strikes like lightning. These Clerics eliminate enemy leaders with one precise, surgical strike. Grammaton Temple Clerics are often assigned to slay those who use mob rule and rousing oratory, rewarding sedition with the seemingly divine retribution of an invisible, untraceable sniper. Many false clerics have fallen to a Grammatons bullet as they preached their blasphemous credo. Rebellious politicians, cultist rulers, and revolutionary leaders who speak out against the wisdom of the Imperium constantly fear being cut down upon the rostrum. When such charismatic figures die at the hands of a faceless servant of the Emperor, their followers become disillusioned and fearful. This method ensures that many heresies are silenced with a single shot. Often, Grammaton Clerics are dispatched when the Imperium cannot or will not send a larger force. The disruptive effect of a Grammaton Cleric upon enemy morale and its chain of command can keep entire armies pinned in place, its leaders frightened that making any move will lead to their doom. The Grammaton Temple trains its Clerics to infiltrate quietly onto a planet’s surface and locate a prime position to observe the enemy. Grammaton Clerics are renowned for walking calmly right up to their target to take their shot, sometimes wading through many enemies to discharge their holy duty upon their given target. The signature weapons of the Grammaton Cleric is his Dual auto pistols, exquisitely-designed and maintained firearms specially constructed by the Adeptus Mechanicus and customised to each individual Cleric. With these tools in hand, the Grammaton Cleric is a lethal expression of the Emperor’s Judgement, doling out death to those who dare defy the Imperium. The weapons are the instrument of the Grammaton’s symphony of death, guiding uncannily accurate fire from target to target until his duty is done, The Grammaton is extremely adept at evading enemy attacks. His reflexes are honed to a razor’s edge and boosted via special conditioning, neural implants, and hypno-training. Few opponents are capable of landing a blow upon an Grammaton Cleric, and fewer still survive the experience.

Grammaton Clerics are often dispatched to assist an Inquisitor if his need is particularly great, for the skills and abilities of the Cleric are highly valued by the Holy Ordos. The Grammaton Cleric is particularly prized for his exceptional talent: his ability to kill with precision. Many times, the Grammaton Cleric is dismissed as a simple Cleric by those who have never seen one in action. Throne Agents who work alongside a Grammaton Cleric, however, are well aware that these exceptional killers are more than simply the sum of their parts. Aside from the specialist skills and equipment, Grammaton Clerics provide a unique outlook upon any situation, quickly able to determine and weigh risks against rewards.

Although often considered a grim and humourless lot, many Grammaton Clerics possess a dry, sarcastic wit, and there are some quite creative and even artistic personalities amongst their number. In the course of their assignments, Clerics must often find unusual solutions to the challenges that lie between them and their prey.

The conditioning of a Grammaton Cleric means that they are usually quite guarded from forming friendships or attachments, for those whose calling is death must be prepared to kill or be killed at a moment’s notice.

STARTING SKILLS, TALENTS, AND GEAR:

Gear: Good Quality Flak Greatcoat, 2 Best Quality Customized Imperial Grammaton Autopistols ( stats listed in new gear section below ), Imperial Grammaton Charm necklace, 2 sets of regular clothing ( good quality ), 1 Respirator ( good quality ), 1 Medikit,
4 clips w/ammo

New Weapons: Customized Aegis Heavy Combat Autopistol (Grammaton Pattern ) Type: SP Range: 60m ROF: S/3/-
Damage: 1d10+2 I Pen: 2 Clip: 24 Reload: Half
Special: Reliable , Accurate , Gene-locked, Heavy-barrel modification(DH errata v1.01)
Weight: 2.5kg Availability: Very Rare(near Unique)
Source: Forge Worlds
Notes: Weapon is Gene Coded/locked to only work for its owner ( attempting to circumvent/deactivate the gene-lock is a Very Hard -30 skill test and will take 2d10 minutes per try )


Skills: Schoolastic Lore ( Judgement )


Talents: Chem Geld
Temple Cleric*(see below)


ALTERNATIVE TRAITS

When you take up the path of the Grammaton Cleric, you automatically gain the Temple Cleric Trait. You also gain the other traits from the list below.

Temple Cleric

Grammaton Clerics are trained and augmented to be ultimate killing machines. They exist for this single purpose and so are bred for combat, their minds and meat carved into forms useful to the Emperor and the power of the Imperium. This physical superiority grants the Cleric two main benefits. The first is physical perfection which grants him a re-roll on any Acrobatics, Climb, Contortionist and Swim Test. The second
is a preternatural grace which allows the Cleric a number of extra Reactions equal to his Agility Bonus. These bonus reactions may only be used to make Dodge or Parry tests. The Cleric may still only attempt a single Dodge or Parry against each attack made against him. (The GM should make the final decision on which attacks may not be Dodged, and at his discretion, this ability may not apply).

Sacrificial Past

It is common for an Cleric’s past to be purged when he is inducted into the Temple. Such a process wipes away most of who the person once was, but remakes them stronger and more stable. When this trait is chosen, the Cleric loses all his accrued Insanity and Corruption Points and any effects related to Insanity or Corruption. However, he must now re-roll his Intelligence, Willpower and Fellowship using 2d10+20, losing his old characteristics forever. All advances to his previous characteristics (of those listed above) are also lost. Apply any effects from Background Packages to Intelligence, Willpower and Fellowship after the Cleric has generated his new scores.

Note: This trait may not be combined with any other talent or Background Package which reduces Insanity or Corruption

Gun Katas

The Gun Katas are forms of motion designed through centuries of intensive study of potential angles of trajectory deflection and avoidance to be used with the Clerics signature twin pistol combat method that grants him the equivalent the Hard Target Talent ( whether hes moving or not ) as long as the Cleric is using his twin pistols.
A Temple Cleric does not revel in the blood and pain of his victims, but only cares that they are dead. If the Cleric kills (reduces to 0 wounds or less) an opponent in his turn, then he gains a +10 to BS (if the kill was made with a ranged weapon) in his following turn against a new target. This can continue if the Cleric continues to make a kill each turn up to a maximum of +30 to BS.

Conditioning

A Cleric's mind is his fortress, shielded against those that would try and subvert him from his mission. Fellowship Tests and Skill Tests based on Fellowship have no effect on a Cleric. In addition, any attempt to control or influence the Cleric using tech, psychic powers, or drugs either imposes a –20 penalty to the aggressor or a +20 bonus to the Cleric to resist. The GM has the final say in what powers and effects can be affected by this trait.

Table 1.1: Skill & Talent Advances and Costs:

Rank
Advance Cost Type Prerequisites

Marksman 100 T BS 35
Crack Shot 200 T BS 40
Mighty Shot 200 T BS 40
Deadeye Shot 200 T BS 30
Sharpshooter 300 T BS 40,Deadeye shot
Gunslinger 300 T BS 40, 2-weapon wielder
Hip Shooting 300 T BS 40 , AG 40
Schoolastic Lore 200 S Schoolastic Lore
( Judgement ) +10 ( Judgement )
Schoolastic Lore 200 S Schoolastic Lore
( Judgement ) +20 ( Judgement )+10
Security 100 S -----
Security +10 100 S Security
Security +20 100 S Security +10
Talented 200 T -----
( Security )
Shadowing 100 S -----
Shadowing +10 100 S Shadowing
Shadowing +20 100 S Shadowing +10
Talented 200 T -----
( Shadowing )
Intimidate 100 S -----
Intimidate +10 100 S -----
Intimidate +20 100 S -----
Talented 200 T -----
( Intimidate )
Inquiry 100 S -----
Inquiry +10 100 S Inquiry
Inquiry +20 100 S Inquiry +10
Talented 200 T -----
( Inquiry )
Strong Minded 300 T WP 30, Resistance ( Psy )
Resistance* 300* T ------
Rapid Reaction 200 T AG 40
Orthoproxy 300 T ------
Mental Fortress 400 T WP 50, Strong Minded
Meditation 200 T ------
Lightning Reflexes 300 T ------
Heightened Senses* 300 T ------
Fearless 200 T ------
Dual Shot 200 T AG 40, 2-Weapon Wielder
Blind Fighting 400 T Per 30
Dodge 100 S ------
Dodge +10 100 S Dodge
Dodge +20 100 S Dodge +10
Talented 200 T ------
( Dodge )
Concealment 200 S ------
Concealment +10 200 S Concealment
Concealment +20 200 S Concealment +10
Talented 400 T ------
( Concealment )

Sorry for the alignment on the table but i cant get it to align properly on here..Im sure everyone can figure out what goes where however..lol

I read through the career and I love it. I'm hoping that the GM would allow it. I can see that the multiple dodge ability may be a bit over powered but makes perfect sense going from fluff. perhaps if you were allowed a number of doges equal to 1/2 agility modifier? Is it the same ability as the vindicare assassin? Also I was a bit confused about the effects table, are those abilities that are granted from going into the career?

Thanks again!

The Dodge ability is a modified version of the Vindicares yes. As for the abilities listed at bottom. No they are not "granted" You have to spend the XP to buy them individually...It simply gives your PC the option to get them ( sometimes ) sooner and (depending on which class you started with) might not have gotten access to them at all. All of those bottom table skills are for purchase as your charaacter grows in Rank / XP

Ooops...i reread the question...Yes those abilities are granted when you meet the prerequisites...also forgot to note that the Grammaton Cleric looses the Temple Cleric Trait if they

1) wear ANY hardened armours ( IE NO carapace or power armours etc...in part or whole )

2) use ANY other type of pistols ( IE Las,Melta,etc ) it can ONLY be done with SP class pistols!

These two restrictions are heavy restrictions to the PC and seriously help to offset the large benefits they enjoy by making them very conditional. I set the class up that way both to go with the fluff for the namesake AND to assist in balancing the class out some.

what is the heavy Barrel Mod?

Otherwise a very interesting but seeming very powerful Alternative class, espcially with the Traits gained for free.

Might I suggest you add a cost to Alternative Traits, much like The Moritat Reaper pays to learn the Reaping.

To answer your questions Angel..in order:

1) The heavy barrel mod was given from the DH errata file version 1.01. I will show the direct copied excerpt from the errata for you here:

Heavy Barrel – Increases weight of the weapon by 10%. This upgrade adds 50% to the base range of the weapon. This
upgrade can only be purchased for weapons with the accurate attribute that shots projectiles.

Heavy Barrel 25% Cost of weapon 10% of weapon Scarce availability

2) Normally id agree with you about cost for the extra traits however in this case i have to say No. No extra cost as this particular class is quite special and ive tried to create it as accurately as DH allows compared to the grammaton cleric class from the movie Equilibrium with Christian Bale. This was part of the reason i assigned such serious limitations to the potential armours AND weapons the Cleric could choose from...If they use any weapons other than the SP class pistols dual then they LOOSE the Gun Kata trait ( and its benefits ) till they aquire or otherwise decide to take up the twin pistols again. They can use any other weapons they wish but they wont be doing anything fancy with it. Likewise they can use any armours they want but they will loose the benefits of the Temple Cleric trait AND Gun Kata traits as long as they wear ANY of the hard armours ( carapace and above ) in part or whole. Without those two traits in particular..they are simply a strong willed gun toting agent of the inquisition.

I will be honest I had to go look up the movie Equilibrium, to get a better handle on this class.

I see that this is a very good take on them, I still feel that that, given the advantages that they have given, why not make it a 600 point buy in.

and Honestly I would like to be able to buy for my Reaper, a version of the Gun Kata but limited to melee weapons and Temple Cleric trait which seems overpowered to give away for free. Because I'm sure that unless something major happens the PC will never over armour nor not use no SP pistols.

Now if you use a Rifle you would loss both Temple Trait and the Gun Kata?

Now if can show me a another Alternative Class that gains this much for no cost I might "buy in" now as a Ascension PC I can see it I think.

Thank you on the Heavy Barrel mod data

Your welcome...I found that the ( apparently little known ) DH errata v1.01 has many nice extras to it and actually alters the bolters quite a bit as well as adding a whole list of potential books for the PCs to go after ( bunch of heretical tomes and info tomes ) for potential plot ideas as well.

As for tor the Temple Cleric Trait being too much..remember its a modified version of the Vindicare assassins..nothing more...it suits the Grammaton Cleric better however..so i modified it to suit but all the basic mechanics are the same still...as for the gun katas...those are one of the defining traits of this particular alternative class and ( as with all specialist classes ) the main traits are granted freely. If you wanted to alter it to a Ascenscion level class then thats fine but even they dont have XP costs nor do Alternative rank classes. Hence why i strongly suggest against a "buy in" cost.

As for a version of the Gun Katas designed solely for blades..i highly agree ( i prefer regular assassin class myself demonio.gif ) and in that event ive actually been looking into the very same idea. ( great minds..hehehe ) I think this would be easiest way to handle it:

Blade Katas

The Blade Katas are forms of motion designed through centuries of intensive study of potential angles of trajectory deflection and avoidance to be used with the Assassins signature twin Blade combat method that grants him the equivalent the Hard Target Talent ( whether hes moving or not ) as long as the Cleric is using his twin blades.
A Temple Assassin does not revel in the blood and pain of his victims, but only cares that they are dead. If the Assassin kills (reduces to 0 wounds or less) an opponent in his turn, then he gains a +10 to WS (if the kill was made with one of the blades) in his following turn against a new target. This can continue if the Assassin continues to make a kill each turn up to a maximum of +30 to WS

NOTES: There are as many different Blade Katas as there are types of blades that can be dual wielded BUT each Assassin Temple only teaches the ONE Blade kata that corresponds to its signature blade. Therefore; the blade kata bonuses only work when the assassin uses his temples signature blades ( IE...IF your Temples signature blade is the dagger then you will NOT gain the blade kata bonus when using dual swords ( as these are NOT daggers and will handle differently) If the signature weapon is a powersword or a chainsword then you MUST use the signature type.

I hope you like that listing as it is basically what i intend on using in future custom classes ( already working on a special WH40K version of a Militant Jedi ( DH style ) ) lengua.gif A cross between a sanctioned Psyker / Adept / Assassin ( as closely following the flavor of a jedi ( complete with custom made sollex-aegis blades-DH eq of light sabres ) and this blade kata for them. ) All done with the DH flavor of things...im thinking one of the hidden temples long lost and only recently found perhaps..or simply a well kept secret thats now ready for its presence to be known with its cadre of warriors to do the God-Emperors will throughout the Imperium ) This one would be a starting class option if the GM allows it ( i intend on placing heavy restrictions on what has to be taken before EACH rank advancement can actually be gained to help offset the psy abilities..This will help slow their progression down somewhat for balance )They will have to have most ( if not all ) of the scholastic and common lores as well as other martially oriented skills before they are allowed to achieve rank 5 ( I realize these are heavy restrictions however this class can be very powerful and imbalance the game if allowed to -run amuk without a strong set of requirements in place ) So this class will progress VERY slowly with their actual XP level Not matching their actual accessible ranks. This is done intentionally for some game balance as well as flavor ( remember how long anakin had to wait before he was granted jedi knight status...even though his skill level was already to that point or higher by then )

Tisis said:

I was hoping someone might offer a solution to my problem. An alternate career rank for my assassin.

Im playing an assassin Rank 5 and im merely 300 xp to reach the next rank. The problem I'm facing is that reading through both the career options of death adept or free blade, neither of them fit my character.

so far he has been leveled exclusively in agility stat, agility based skills, and dual pistol combat. Home world was a forge world and I took the untouchable package making any Fellowship interactions pointless.

He is not the charmismatic leader/ infiltrator or the brutal melee combatant the comes with the imperator mortis. I've looked through the Radicals handbook, Inquisitors handbook, Book of judgment, Blood of martyrs and Salvation demands sacrifice. The only thing that has appealed to me so far is the Malfian bloodsworn but the career really only offers 600xp worth of talents/skills that I would want which would be rough since I'd need 1400 more xp to get the next rank.

I'm hoping that someone might have a written up a homebrew career tree or some other alternate rank that I hanv't looked into. At this point I'm contemplating retiring him and starting another character. Sorry if this doesnt belong in this forum and thanks for the help!

another idea, really off the wall is have you looked at the Metallican Gunslinger package as it is what you are kinda looking for, maybe your GM will allow you to take this package. As for the Bloodsworn it is a neat idea, as it allows you to "bounty hunt" and get paid a bit extra. But I agree it not a great package for a what you are looking at.

Not a bad idea Angel..id forgotten about the metallican gunslinger. It has some good meritt to what he was wanting and is already fully "fleshed-out"..

I looked into the metallican gun slinger but when I rolled the character up he was born on a forge world, the slinger is a gun metal city which sounds like a hive background. Also I believe it can be taken as a rank 1 career which would have worked but it wasnt in the dice.. erm, destiny of the character to be born. Again I cant thank you enough for all your help Cobra, youve been a monumental help and I look forward to convincing the DM that this is going to be my career, even if I have to burn a fate point to get it!

Cobramax76 said:

Gun Katas

The Gun Katas are forms of motion designed through centuries of intensive study of potential angles of trajectory deflection and avoidance to be used with the Clerics signature twin pistol combat method that grants him the equivalent the Hard Target Talent ( whether hes moving or not ) as long as the Cleric is using his twin pistols.
A Temple Cleric does not revel in the blood and pain of his victims, but only cares that they are dead. If the Cleric kills (reduces to 0 wounds or less) an opponent in his turn, then he gains a +10 to BS (if the kill was made with a ranged weapon) in his following turn against a new target. This can continue if the Cleric continues to make a kill each turn up to a maximum of +30 to BS.

Does this ability last until the end of combat or is it a per round type bonus?

IE: round 1 you kill enemy so you get +10 on next round versus new opponent however you do not kill him in the second round so would you lose the +10 bonus granted from the 1st round?

First off...your welcome im glad you liked it...

Secondly as to your question...your take on it in the IE example is correct..as long as you keep making a kill each subsequent round you retain the additional +10 bonus ( up to max +30 ) until you fail to kill an enemy with the guns in a round..then you loose the added bonus youve accrued. .in which case you must start over regaining the bonus starting in the following round youve lost it.

IE Round 1) succesful kill granting +10BS next round

Round 2) succesful kill granting further +10BS next round ( total +20BS for round 3 )

Round 3) failed to kill during round....loss of added +20BS...

Round 4) attack at NORMAL BS number....IF you succesfully kill THIS round..then in round 5 you will start adding the bonus again..so lets say successful

Round 5) attack at +10BS due to previous round kill

So you will have to do a full round without the kata bonus(s) in order to get "back into the groove" so to speak to regain the bonus for it once youve failed to kill an enemy each round..so if you do kill 3 enemies in 3 subsequent rounds in a row youll continue to get the +30BS to EACH round after that as long as you make at least one kill with the guns in each of the following rounds..so if you can manage to ...for instance...make 7 kills in 7 rounds ( 1 kill each round ) it would look like this

Rnd1) initial kill ( no bonus )

Rnd2) +10 bonus + 2nd kill ( added bonus )

Rnd3) +20 bonus + 3rd kill ( added bonus )

Rnd4) +30 bonus ( max bonus allowed ) + 4th kill ( continue bonus )

Rnd5) +30 bonus + 5th kill

Rnd6) +30 bonus +6th kill

Rnd7) +30 bonus +7th kill

Hope that clarifies for you ( normally you will loose the bonuses when you have to reload both guns ( but a smart player can stager the firing and will have rapid reload etc..and guns that only take half action to reload to begin with ( making it a simple free action basically to reload ) which would allow you to continue shooting and hopefully killing the enemy till you ran out of ammo or missed...