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Build my concept; AL legal Bladelock Sith (Inspired by DW's Warlock thread and responses)
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<blockquote data-quote="AtomicPope" data-source="post: 6845397" data-attributes="member: 64790"><p>There are several abilities that are common with Sith - Fear, Energy Draining (Life, Strength), Deception. I chose a list of Invocations and Spells then matched them with abilities that are similar to the traditions of the Sith and the Darkside. Some of the powers are now found only on Dathomir, but after the collapse of the New Jedi Order and the Empire in Exile, Darth Krayt's Sith Empire expands the influence of the Sith throughout the galaxy establishing Sith Academies on remote places such as Korriban (the original home of the Sith), Nar Shadda (the Smuggler's Moon in Hutt Space) and Dathomir (a lost planet that created a "magocracy" of Force Users who for nearly 400 years were exclusively female). With that in mind, I built a 9th level Sith Warlock.</p><p></p><p><u>Invocations</u></p><p>* Ascendant Step - (Dathomir Witch Flight)</p><p>* Beast Speech - (Dathomiri Witch training) The Witches of Dathomir could speak with animals and used this power to tame Rancors as mounts.</p><p>* Beguiling Influence - proficiency in Deception and Persuasion. Basic Sith skills</p><p>* Eldritch Sight - (Sense Force)</p><p>* False Life - (Crucitorn)</p><p>* Otherworldly Leap - Jump at will, (Force Jump)</p><p>* Thirsting Blade - 2 attacks</p><p></p><p><u>Cantrips</u></p><p>* Chill Touch - (Drain Life Essense)</p><p>* Friends - a weaker Mind Trick</p><p>* Mage Hand - (Move Light Object)</p><p></p><p><u>Spells</u></p><p>* Charm Person - (Mind Trick)</p><p>* Dissonant Whispers - (Memory Walk)</p><p>* Dominate Beast - (Command Beast)</p><p>* Dominate Person - (Dominate Mind) When Luke encountered the Witches of Dathomir they had mastered the Jedi Mind Trick allowing them to completely highjack a person's mind. This Force Technique was lost and forgotten since the days of the Old Republic.</p><p>* Expeditious Retreat - (Force Run)</p><p>* Fear - basic Sith power</p><p>* Hex - a combination curse and necrotic damage is a no brainer</p><p>* Scrying - (Farseeing)</p><p>* Telekinesis - (Move Object)</p><p>* Witchbolt - (Force Lightning)</p><p></p><p></p><p><u>Magic Initiate Feat</u></p><p>* Firebolt - (Pyrokinesis)</p><p>* Ray of Frost - (Cryokinesis)</p><p>* Shocking Grasp - another at will Force Lightning</p><p>* Shield - (Force Shield)</p><p></p><p>The only way to get a reliable "parry" ability against multiple attacks without multiclassing would be to take the Magic Initiate Feat and for your 1st Level spell take Shield. You'd get one use per day plus it would be added to your spell list allowing you to use your spell slots. During the Legacy Era there are several Jedi and Sith who have mastered the ability to create a temporary TK shield. In game terms, it's pretty much a Shield spell. Alternatively, but much weaker defensively, would be to take the Duel Wielder Feat. You'd gain a small AC bonus but you'd be using two "lightsabers" (rapiers) for you Pact Weapon(s) for a kewl Duel lightsaber style like Asajj Ventress. Finally, you could also take the Defensive Duelist Feat which allows you to use your reaction to "parry" and attack, but only ONE attack and it must be melee. It's a great ability when you're fighting against a melee opponent since it's an unlimited resource but it's only good against a single attack. If you were looking to take three feats then I'd go Variant Human to start with a feat and put you ahead of the game.</p><p></p><p>That should just about do it. You don't have Eldritch Blast but you will have a wide array of abilities to toil the minds and wrack the bodies of your opponents.</p></blockquote><p></p>
[QUOTE="AtomicPope, post: 6845397, member: 64790"] There are several abilities that are common with Sith - Fear, Energy Draining (Life, Strength), Deception. I chose a list of Invocations and Spells then matched them with abilities that are similar to the traditions of the Sith and the Darkside. Some of the powers are now found only on Dathomir, but after the collapse of the New Jedi Order and the Empire in Exile, Darth Krayt's Sith Empire expands the influence of the Sith throughout the galaxy establishing Sith Academies on remote places such as Korriban (the original home of the Sith), Nar Shadda (the Smuggler's Moon in Hutt Space) and Dathomir (a lost planet that created a "magocracy" of Force Users who for nearly 400 years were exclusively female). With that in mind, I built a 9th level Sith Warlock. [U]Invocations[/U] * Ascendant Step - (Dathomir Witch Flight) * Beast Speech - (Dathomiri Witch training) The Witches of Dathomir could speak with animals and used this power to tame Rancors as mounts. * Beguiling Influence - proficiency in Deception and Persuasion. Basic Sith skills * Eldritch Sight - (Sense Force) * False Life - (Crucitorn) * Otherworldly Leap - Jump at will, (Force Jump) * Thirsting Blade - 2 attacks [U]Cantrips[/U] * Chill Touch - (Drain Life Essense) * Friends - a weaker Mind Trick * Mage Hand - (Move Light Object) [U]Spells[/U] * Charm Person - (Mind Trick) * Dissonant Whispers - (Memory Walk) * Dominate Beast - (Command Beast) * Dominate Person - (Dominate Mind) When Luke encountered the Witches of Dathomir they had mastered the Jedi Mind Trick allowing them to completely highjack a person's mind. This Force Technique was lost and forgotten since the days of the Old Republic. * Expeditious Retreat - (Force Run) * Fear - basic Sith power * Hex - a combination curse and necrotic damage is a no brainer * Scrying - (Farseeing) * Telekinesis - (Move Object) * Witchbolt - (Force Lightning) [U]Magic Initiate Feat[/U] * Firebolt - (Pyrokinesis) * Ray of Frost - (Cryokinesis) * Shocking Grasp - another at will Force Lightning * Shield - (Force Shield) The only way to get a reliable "parry" ability against multiple attacks without multiclassing would be to take the Magic Initiate Feat and for your 1st Level spell take Shield. You'd get one use per day plus it would be added to your spell list allowing you to use your spell slots. During the Legacy Era there are several Jedi and Sith who have mastered the ability to create a temporary TK shield. In game terms, it's pretty much a Shield spell. Alternatively, but much weaker defensively, would be to take the Duel Wielder Feat. You'd gain a small AC bonus but you'd be using two "lightsabers" (rapiers) for you Pact Weapon(s) for a kewl Duel lightsaber style like Asajj Ventress. Finally, you could also take the Defensive Duelist Feat which allows you to use your reaction to "parry" and attack, but only ONE attack and it must be melee. It's a great ability when you're fighting against a melee opponent since it's an unlimited resource but it's only good against a single attack. If you were looking to take three feats then I'd go Variant Human to start with a feat and put you ahead of the game. That should just about do it. You don't have Eldritch Blast but you will have a wide array of abilities to toil the minds and wrack the bodies of your opponents. [/QUOTE]
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