Anzati Master Assassin

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook - Bounty Hunters & Mercenaries (Part 1)*

*Affiliations: Anzati Assassins*

Anzati Assassins are a secret order exclusive to the Anzati that has plied its trade across the galaxy for millennia. The order has no established leadership, and each master is free to operate as they see fit, though all must adhere to the Anzati Code of Honor. The Code forbids discussion of a contract, or even confirming there ever was such a contract. The Code also forbids the training of those unable to taste the "soup." Aside from those restrictions, masters are free to train who they like, how they like.

While many of the elder masters prefer to train students one-on-one, such as Master Akku Seii, others prefer to train in groups fewer than a dozen, such as Masters Anis and Rath Kelkko. All Anzati Assassins express a preference for using stealth to approach their victims and eliminating them with bladed weapons or by drinking their "soup." The assassins work alone or in small teams with equal comfort, adapting their strategy to the job at hand.

Known weapons for Anzati Assassins include metal claws, daggers, swords, and powered variants such as Vibroknucklers and Vibroswords. Gamemasters should feel free to substitute other appropriate Simple Weapons (Melee) or Advanced Melee Weapons, either used as single weapons or dual weapons as they see fit.

## Anzati Master Assassin Statistics (CL 10)

Medium Anzati Scout 3/Soldier 7

**Force Points:** 10; **Dark Side Score:** 8

**Initiative:** +12, **Ambush Specialist**, **Spring the Trap**; **Senses:** Low-Light Vision, Perception +11

**Languages:** Anzat, Basic, Huttese

### Defenses

Reflex Defense: 25 (Flat-Footed: 22), Fortitude Defense: 22 (27 vs The Force), Will Defense: 21 (26 vs The Force)

Hit Points: 69, Damage Threshold: 22

### Offense

**Speed:** 6 Squares; **Hidden Movement**, Presence Sense

**Melee:** Unarmed +11 (1d6+7)

**Melee:** Vibrosword +11 (2d8+7)

**Melee:** Vibrosword +6 (2d8+7) and Vibrosword +6 (2d8+7) with Double Attack

**Melee:** Vibrodagger +11 (2d4+7)

**Melee:** Vibrodagger +6 (2d4+7) and Vibrodagger +6 (2d4+7)

**Melee:** Vibrodagger +1 (2d4+7) and Vibrodagger +1 (2d4+7) and Vibrodagger +1 (2d4+7) with Double Attack

**Ranged:** Vibrodagger +11 (2d4+5)

**Base Attack Bonus:** +9, **Grapple:** +11; Energy Drain

**Attack Options:** **Destructive Ambusher**, Double Attack (Advanced Melee Weapons), K'tara Training, Savage Attack (Advanced Melee Weapons)

**Special Actions:** **Keep It Going**, Mesmerize

**Species Traits (Anzati):** Bonus Class Skills (Stealth, Survival), Energy Drain, Low-Light Vision, Mesmerize, Presence Sense

### Base Stats

**Abilities:** Strength 14, Dexterity 14, Constitution 10, Intelligence 13, Wisdom 12, Charisma 14

**Talents:** **Ambush Specialist**, **Destructive Ambusher**, **Hidden Movement**, **Improved Stealth**, **Keep It Going**, **Spring the Trap**

**Feats:** Covert Operatives, Double Attack (Advanced Melee Weapons), Dual Weapon Mastery I, K'tara Training, Martial Arts I, Savage Attack (Advanced Melee Weapons), Unstoppable Force, Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Climb +10, Initiative +10, Jump +10, Perception +9, Stealth +13 (Covert Operatives; may reroll, must take second result), Survival +9

**Possessions:** Vibrodagger (2), Vibrosword