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<blockquote data-quote="Obly99" data-source="post: 8668771" data-attributes="member: 7035194"><p><h2 style="text-align: center"><span style="font-size: 26px">Sith</span></h2><p><strong>Races:</strong> Any race can become a Sith.</p><p></p><p><strong>Alignment:</strong> Any non-Lawful Good or Lawful Neutral. Although most Sith are evil, not all Sith are (although good-aligned Sith are extremely rare).</p><p></p><p><strong>Starting Gold:</strong> 6d4x10 gp (120 gp).</p><p></p><p><strong>Starting Age:</strong> Simple.</p><p></p><p><strong>Hit Die: </strong>d10.</p><p></p><p><strong>Sith Code:</strong></p><p></p><p>Although the Sith have no real code of conduct, they must follow the principles of the origin of their powers: the pure surge of their emotions (fear for Tenebrae, anger for Sidious and Vader). A Sith who gains an inappropriate alignment or transgresses the Sith code (control his emotion) loses his powers: he loses access to all of his Sith class features except his weapon proficiency. Only through hard work or an <em>atonement</em> spell offered by a chaotic creature he can regain his powers.</p><p></p><p><em>Inner Peace is a lie. There is only Passion.</em></p><p><em></em></p><p><em>Through Passion I gain Strength.</em></p><p><em></em></p><p><em>Through Strength I gain Power.</em></p><p><em></em></p><p><em>Through Power I gain Victory.</em></p><p><em></em></p><p><em>Through Victory my chains are Broken.</em></p><p><em></em></p><p><em>The Force shall free me.</em></p><p></p><p>The Sith’s class skills (and the key ability modifier for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).</p><p></p><p><strong>Skill Ranks per Level:</strong> 4 + Int modifier.</p><p></p><p><strong>Table: The Sith</strong></p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>Level</strong></p> </td><td><p style="text-align: center"><strong>Base Attack Bonus</strong></p> </td><td><p style="text-align: center"><strong>Fort Save</strong></p> </td><td><p style="text-align: center"><strong>Ref Save</strong></p> </td><td><p style="text-align: center"><strong>Will Save</strong></p> </td><td><p style="text-align: center"><strong>Special</strong></p> </td></tr><tr><td><p style="text-align: center">1st</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+0</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+2</p> </td><td>Access to the Force, Dark Mind, Force Block, Lightsaber, Sith Mage Hand</td></tr><tr><td><p style="text-align: center">2nd</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+0</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+3</p> </td><td>Force Strength</td></tr><tr><td><p style="text-align: center">3rd</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+3</p> </td><td>Sith Mind Trick, Dark Grace</td></tr><tr><td><p style="text-align: center">4th</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+4</p> </td><td>Evasion, Uncanny Dodge</td></tr><tr><td><p style="text-align: center">5th</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+4</p> </td><td>Deflection, Force Lightning</td></tr><tr><td><p style="text-align: center">6th</p> </td><td><p style="text-align: center">+6/+1</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+5</p> </td><td>Sith Reflexes</td></tr><tr><td><p style="text-align: center">7th</p> </td><td><p style="text-align: center">+7/+2</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+5</p> </td><td>Throw Lightsaber</td></tr><tr><td><p style="text-align: center">8th</p> </td><td><p style="text-align: center">+8/+3</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+6</p> </td><td>Force Jump</td></tr><tr><td><p style="text-align: center">9th</p> </td><td><p style="text-align: center">+9/+4</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+6</p> </td><td>Improved Deflection, <em>Telekinesis</em></td></tr><tr><td><p style="text-align: center">10th</p> </td><td><p style="text-align: center">+10/+5</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+7</p> </td><td><p style="text-align: center">+7</p> </td><td>Improved Evasion, Improved Uncanny Dodge</td></tr><tr><td><p style="text-align: center">11th</p> </td><td><p style="text-align: center">+11/+6/+1</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+7</p> </td><td><p style="text-align: center">+7</p> </td><td>Force Choke, Dark Command</td></tr><tr><td><p style="text-align: center">12th</p> </td><td><p style="text-align: center">+12/+7/+2</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+8</p> </td><td><p style="text-align: center">+8</p> </td><td>Improved Sith Reflexes</td></tr><tr><td><p style="text-align: center">13th</p> </td><td><p style="text-align: center">+13/+8/+3</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+8</p> </td><td><p style="text-align: center">+8</p> </td><td>Wholeness of Body</td></tr><tr><td><p style="text-align: center">14th</p> </td><td><p style="text-align: center">+14/+9/+4</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+9</p> </td><td><p style="text-align: center">+9</p> </td><td>Improved Throw Lightsaber</td></tr><tr><td><p style="text-align: center">15th</p> </td><td><p style="text-align: center">+15/+10/+5</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+9</p> </td><td><p style="text-align: center">+9</p> </td><td>Sith Mind Poison, Improved Force Blast</td></tr><tr><td><p style="text-align: center">16th</p> </td><td><p style="text-align: center">+16/+11/+6/+1</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+10</p> </td><td><p style="text-align: center">+10</p> </td><td>Force Field</td></tr><tr><td><p style="text-align: center">17th</p> </td><td><p style="text-align: center">+17/+12/+7/+2</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+10</p> </td><td><p style="text-align: center">+10</p> </td><td><em>Improved Telekinesis</em></td></tr><tr><td><p style="text-align: center">18th</p> </td><td><p style="text-align: center">+18/+13/+8/+3</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+11</p> </td><td><p style="text-align: center">+11</p> </td><td>Greater Sith Reflexes</td></tr><tr><td><p style="text-align: center">19th</p> </td><td><p style="text-align: center">+19/+14/+9/+4</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+11</p> </td><td><p style="text-align: center">+11</p> </td><td>Control the Force</td></tr><tr><td><p style="text-align: center">20th</p> </td><td><p style="text-align: center">+20/+15/+10/+5</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+12</p> </td><td><p style="text-align: center">+12</p> </td><td>Sith Lord</td></tr></table><h4>Class Features</h4><p>All of the following are class features of the Sith.</p><p></p><p><strong>Weapon and Armor Proficiency</strong></p><p>Sith are proficient with all simple weapons, the lightsaber (see below) and light armor. However, they are not proficient with any shields.</p><p></p><p><strong>Access to the Force</strong></p><p>Sith gains Psychic Sensitivity as a bonus feat.</p><p></p><p><strong>Dark Mind (Ex)</strong></p><p>Sith use his Charisma modifier in place of Wisdom to modify his Will saving throws and the Perception and Sense Motive skills.</p><p></p><p><strong>Force Block (Su)</strong></p><p>At 1st level, a Sith can make a concentration check as an immediate action, using is Sith level plus is charisma modifier, versus a DC of 10 + rounds concentrating + any damage taken in this round, for block any airborne object coming his way. In case of projectile the DC is instead equal to the result of the attack roll. A Sith can block 10 pounds of matter per Sith level. This ability can only affect objects within 30 ft. from the Sith.</p><p></p><p><strong>Lightsaber</strong></p><p>The Lightsaber is made from a unique crystal that is unbreakable and emits a glow. Different crystals can be used to achieve different color glows. The hilt is also unique in sturdiness and can come in many designs. A Sith can choose whatever design for a hilt and whatever color of a crystal he wishes. His Lightsabers is a one-handed exotic weapon, belongs to the heavy blades weapon group, deal force damage, score a critical hit on a natural 20/x2 and scaling like a monk unarmed strike, using his Sith level in place of a monk level. The Lightsaber count as a light weapon for the Weapon Finess feat. This weapon can only be used by those who have access to occult power (see <em><u>Pathfinder Roleplaying Game Occult Adventures</u></em>) and they too have a -8 penalty to attack rolls with the weapon and treat their occult level as equivalent to half a monk level (minimum 1) for calculating the damage of the lightsaber if they don’t have the Lightsaber class feature. Occult level from multiple source (ex: Sith 4/Mesmerist 2, Occultist 3/Kyneticist 6) stack when calculating the lightsaber final damage. If the Sith or another class with the lightsaber class feature take level in a non-occult class, that level stack with the Sith level for calculating the final damage of the lightsaber but those levels count as half when calculated in monk levels. Occult character who do not have the lightsaber class feature can’t use non-occult level when calculating the lightsaber final damage damage. The Sith starts the game with a lightsaber he already owns.</p><p>A lightsaber cost 2,000 gp and require the Craft Technological Item and Technologist feats and the Lightsaber class feature to be crafted.</p><p></p><p><strong>Sith Mage Hand (Sp)</strong></p><p>Starting at 1st level, a Sith gains the ability to use Mage Hand once per Sith Level + Cha modifier per day with a caster level equal to his Sith level. They may use this to call their lightsaber, regardless of it's usual weight restrictions. The Sith gains Magic Trick (mage hand) as a bonus feat.</p><p></p><p><strong>Force Strength (Su)</strong></p><p>At 2nd level, a Sith gains a bonus equal to his Charisma bonus (if any) on all Saving Throws.</p><p></p><p><strong>Sith Mind Trick (Su)</strong></p><p>At 3rd level, once per day per point of Charisma modifier (minimum 1), a Sith is capable of slightly influencing the minds of others. This works exactly like a <em>suggestion</em> spell. The save DC is 10 + ½ Sith level + Sith’s Charisma modifier.</p><p></p><p><strong>Dark Grace (Su)</strong></p><p>At 3rd level, when unarmored and unencumbered, the Sith adds his Charisma bonus (if any) to his AC and his CMD. In addition, a Sith gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four Sith levels thereafter, up to a maximum of +5 at 20th level.</p><p></p><p>These bonuses to AC apply even against touch attacks or when the Sith is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.</p><p></p><p><strong>Sith Evasion (Ex)</strong></p><p>At 4th level, a Sith gains the Evasion ability as a monk of the same level.</p><p></p><p><strong>Uncanny Dodge (Ex)</strong></p><p>At 4th level, a Sith gains the Uncanny Dodge ability as a barbarian of the same level.</p><p></p><p><strong>Deflection</strong></p><p>At 5th level, a Sith gains Cut from the Air as a bonus feat without the need to meet its prerequisites but can only use it with his Lightsaber.</p><p></p><p><strong>Force Lightning (Su)</strong></p><p>At 5th level, a Sith can launch a bolt of lightning to an object or creature within 30 ft. + 10 ft. for every 3 level after 5. This ability require a ranged touch attack roll, deals 1d6 damage per 2 Sith levels which half is electricity damage, but the other half results directly from the Force and is therefore not subject to being reduced by resistance or immunity to electricity. If the target does not succeed a Reflex save (10+ ½ Sith level + Sith’s Charisma modifier) he is knocked prone. A Sith can use this ability a number of times per day equal to 3 + Charisma modifier.</p><p></p><p><strong>Sith Reflexes (Ex)</strong></p><p>At 6th level, a Sith is so adept at feeling the will of others, he add half his Sith level to initiative.</p><p></p><p><strong>Throw Lightsaber (Su)</strong></p><p>At 7th level, a Sith as a full-round action may throw his lightsaber 10 ft. + 10 ft. per 2 Sith level. The lightsaber is treated as having the "Returning" magic weapon ability.</p><p></p><p><strong>Force Jump (Ex)</strong></p><p>At 8th level, a Sith is always considered having a running start when trying an Acrobatics check made for jump, don’t have a maximum vertical reach and add double the Sith level as a profane bonus on Acrobatics check made for jump.</p><p></p><p><strong>Improved Deflection</strong></p><p>At 9th level, a Sith gains Smash from the Air as a bonus feat without the need to meet its prerequisites.</p><p></p><p><strong>Telekinesis (Sp)</strong></p><p>At 9th level, a Sith gains the use of the spell <em>telekinesis</em> as a spell-like ability once per day for every three Sith level using his Sith level as caster level.</p><p></p><p><strong>Improved Evasion (Ex)</strong></p><p>At 10th level, a Sith gains the use of the Improved Evasion ability as a monk of the same level.</p><p></p><p><strong>Improved Uncanny Dodge (Ex)</strong></p><p>At 10th level, a Sith gains the use of the Improved Uncanny Dodge ability, as a barbarian of the same level.</p><p></p><p><strong>Dark Command (Sp)</strong></p><p>At 11th level, the Sith gains the use of the spell <em>dominate person</em> as a spell-like ability once every six Sith level per day using his Sith level as caster level.</p><p></p><p><strong>Force Choke (Su)</strong></p><p>At 11th level, a Sith gains the ability to use Force Choke. This ability can be used one per day for every four Sith level, deals 2d8 + Cha mod bludgeoning damage and can be maintained for a number of rounds equal to the Sith level + Cha modifier. This is a ranged combat maneuver, with a range of 5 ft.+5 ft./2 Sith level and using the Sith Charisma modifier in place of the Sith Strength or Dexterity modifier. Every round in which the Sith successfully maintains the maneuver (every round the Sith must make the combat maneuver as a standard action and if the Sith take damage it must make a concentration check using his Sith level plus his Charisma modifier against a DC of 10 + damage taken or stop maintaining the Force Chock), the creature cannot speak or use spell with verbal component and if the creature effected need to breathe, it must hold his breath or immediately begin to suffocate.</p><p></p><p><strong>Improved Sith Reflexes (Ex)</strong></p><p>At 12th level, a Sith is so adept at feeling the will of others, he can always act in the surprise round even if he fail a Perception check to notice foes.</p><p></p><p><strong>Wholeness of Body (Su)</strong></p><p>At 13th level, a Sith can heal his own wounds. He can heal, one per day, as an immediate action when brought below 1 hit point, a number of hit points of damage equal to twice his Sith level. If this effect bring back the Sith above 0 hit points, the Sith is not disabled and can keep fight. If this effect bring back the Sith below 0 hit points but is not dead, the Sith is unconscious and stable (unless the Sith use Diehard or similar ability).</p><p></p><p><strong>Improved Throw Lightsaber (Su)</strong></p><p>At 14th level, a Sith can now throw his lightsaber as a standard action instead of a full-round action.</p><p></p><p><strong>Improved Force Lightning (Su)</strong></p><p>At 15th level, Force Lightning now use d8 in place of d6.</p><p></p><p><strong>Sith Mind Poison (Sp)</strong></p><p>At 15th level, a Sith mind is so tanted it is able to tant the mind on the enemy one per day for every seven Sith level. This spell-like acts like the <em>Command Undead</em> spell (using his Sith level as caster level and with an effective spell level of ½ the Sith level instead of 2 and as an enchantment (compulsion) [mind-affecting] instead of necromancy) but that works on all races.</p><p></p><p><strong>Force Field (Su)</strong></p><p>At 16th level, a Sith gains spell resistance equal to 11 + Sith level.</p><p></p><p><strong>Improved Telekenesis (Sp)</strong></p><p>At 17th level, the Sith may now manipulate with his <em>telekinesis</em> spell-like ability triple the amount of weight that can normally be manipulated and no longer has a maximum limit at 15th level (this effective allow a Sith to manipulate 75 pound of object per level with <em>telekinesis</em>).</p><p></p><p><strong>Greater Sith Reflexes (Ex)</strong></p><p>At 18th level, a Sith is so adept at feeling the will of others, that he can 1/day act first in initiative. The decision must be made before initiative is rolled. Two beings with the ability to act first would roll for initiative normally against each other. He also gain blindsense 60 ft.</p><p></p><p><strong>Control the Force (Sp)</strong></p><p>At 19th level, a Sith has grown so close to the Force that they can listen to it more clearly than other Sith. A Sith gains <em>Detect Thoughts</em> as constant spell-like ability and <em>Clairaudience/Clairvoyance</em> as at will spell-like ability, both with caster level equal to his Sith level.</p><p></p><p><strong>Sith Lord (Sp/Su)</strong></p><p>When the Sith reach the 20th level, they attain the status of Sith Lord, which confers the ability to have the spells <em>Freedom of Movement</em> and <em>Mind Blank</em> as a constant spell-like ability with caster level equal to their Sith level. He add as a profane bonus is Charisma modifier to attack and damage rolls. The Sith lord can no longer die from old age. If the Sith lord have penalties to his physical ability scores due to aging, he no longer take those penalties. He still continue to age, and he gain all the benefits to his mental ability scores. The Sith lord can now use Sith mage hand, force choke, force lightning and telekinesis at will and wholeness of body a number of time per day equal to his Charisma modifier.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8668771, member: 7035194"] [HEADING=1][CENTER][SIZE=7]Sith[/SIZE][/CENTER][/HEADING] [B]Races:[/B] Any race can become a Sith. [B]Alignment:[/B] Any non-Lawful Good or Lawful Neutral. Although most Sith are evil, not all Sith are (although good-aligned Sith are extremely rare). [B]Starting Gold:[/B] 6d4x10 gp (120 gp). [B]Starting Age:[/B] Simple. [B]Hit Die: [/B]d10. [B]Sith Code:[/B] Although the Sith have no real code of conduct, they must follow the principles of the origin of their powers: the pure surge of their emotions (fear for Tenebrae, anger for Sidious and Vader). A Sith who gains an inappropriate alignment or transgresses the Sith code (control his emotion) loses his powers: he loses access to all of his Sith class features except his weapon proficiency. Only through hard work or an [I]atonement[/I] spell offered by a chaotic creature he can regain his powers. [I]Inner Peace is a lie. There is only Passion. Through Passion I gain Strength. Through Strength I gain Power. Through Power I gain Victory. Through Victory my chains are Broken. The Force shall free me.[/I] The Sith’s class skills (and the key ability modifier for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str). [B]Skill Ranks per Level:[/B] 4 + Int modifier. [B]Table: The Sith[/B] [TABLE] [TR] [TD][CENTER][B]Level[/B][/CENTER][/TD] [TD][CENTER][B]Base Attack Bonus[/B][/CENTER][/TD] [TD][CENTER][B]Fort Save[/B][/CENTER][/TD] [TD][CENTER][B]Ref Save[/B][/CENTER][/TD] [TD][CENTER][B]Will Save[/B][/CENTER][/TD] [TD][CENTER][B]Special[/B][/CENTER][/TD] [/TR] [TR] [TD][CENTER]1st[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+0[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD]Access to the Force, Dark Mind, Force Block, Lightsaber, Sith Mage Hand[/TD] [/TR] [TR] [TD][CENTER]2nd[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+0[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD]Force Strength[/TD] [/TR] [TR] [TD][CENTER]3rd[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD]Sith Mind Trick, Dark Grace[/TD] [/TR] [TR] [TD][CENTER]4th[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD]Evasion, Uncanny Dodge[/TD] [/TR] [TR] [TD][CENTER]5th[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD]Deflection, Force Lightning[/TD] [/TR] [TR] [TD][CENTER]6th[/CENTER][/TD] [TD][CENTER]+6/+1[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD]Sith Reflexes[/TD] [/TR] [TR] [TD][CENTER]7th[/CENTER][/TD] [TD][CENTER]+7/+2[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD]Throw Lightsaber[/TD] [/TR] [TR] [TD][CENTER]8th[/CENTER][/TD] [TD][CENTER]+8/+3[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD]Force Jump[/TD] [/TR] [TR] [TD][CENTER]9th[/CENTER][/TD] [TD][CENTER]+9/+4[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD]Improved Deflection, [I]Telekinesis[/I][/TD] [/TR] [TR] [TD][CENTER]10th[/CENTER][/TD] [TD][CENTER]+10/+5[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD]Improved Evasion, Improved Uncanny Dodge[/TD] [/TR] [TR] [TD][CENTER]11th[/CENTER][/TD] [TD][CENTER]+11/+6/+1[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD]Force Choke, Dark Command[/TD] [/TR] [TR] [TD][CENTER]12th[/CENTER][/TD] [TD][CENTER]+12/+7/+2[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD]Improved Sith Reflexes[/TD] [/TR] [TR] [TD][CENTER]13th[/CENTER][/TD] [TD][CENTER]+13/+8/+3[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD]Wholeness of Body[/TD] [/TR] [TR] [TD][CENTER]14th[/CENTER][/TD] [TD][CENTER]+14/+9/+4[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD]Improved Throw Lightsaber[/TD] [/TR] [TR] [TD][CENTER]15th[/CENTER][/TD] [TD][CENTER]+15/+10/+5[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD]Sith Mind Poison, Improved Force Blast[/TD] [/TR] [TR] [TD][CENTER]16th[/CENTER][/TD] [TD][CENTER]+16/+11/+6/+1[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD]Force Field[/TD] [/TR] [TR] [TD][CENTER]17th[/CENTER][/TD] [TD][CENTER]+17/+12/+7/+2[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD][I]Improved Telekinesis[/I][/TD] [/TR] [TR] [TD][CENTER]18th[/CENTER][/TD] [TD][CENTER]+18/+13/+8/+3[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+11[/CENTER][/TD] [TD][CENTER]+11[/CENTER][/TD] [TD]Greater Sith Reflexes[/TD] [/TR] [TR] [TD][CENTER]19th[/CENTER][/TD] [TD][CENTER]+19/+14/+9/+4[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+11[/CENTER][/TD] [TD][CENTER]+11[/CENTER][/TD] [TD]Control the Force[/TD] [/TR] [TR] [TD][CENTER]20th[/CENTER][/TD] [TD][CENTER]+20/+15/+10/+5[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+12[/CENTER][/TD] [TD][CENTER]+12[/CENTER][/TD] [TD]Sith Lord[/TD] [/TR] [/TABLE] [HEADING=3]Class Features[/HEADING] All of the following are class features of the Sith. [B]Weapon and Armor Proficiency[/B] Sith are proficient with all simple weapons, the lightsaber (see below) and light armor. However, they are not proficient with any shields. [B]Access to the Force[/B] Sith gains Psychic Sensitivity as a bonus feat. [B]Dark Mind (Ex)[/B] Sith use his Charisma modifier in place of Wisdom to modify his Will saving throws and the Perception and Sense Motive skills. [B]Force Block (Su)[/B] At 1st level, a Sith can make a concentration check as an immediate action, using is Sith level plus is charisma modifier, versus a DC of 10 + rounds concentrating + any damage taken in this round, for block any airborne object coming his way. In case of projectile the DC is instead equal to the result of the attack roll. A Sith can block 10 pounds of matter per Sith level. This ability can only affect objects within 30 ft. from the Sith. [B]Lightsaber[/B] The Lightsaber is made from a unique crystal that is unbreakable and emits a glow. Different crystals can be used to achieve different color glows. The hilt is also unique in sturdiness and can come in many designs. A Sith can choose whatever design for a hilt and whatever color of a crystal he wishes. His Lightsabers is a one-handed exotic weapon, belongs to the heavy blades weapon group, deal force damage, score a critical hit on a natural 20/x2 and scaling like a monk unarmed strike, using his Sith level in place of a monk level. The Lightsaber count as a light weapon for the Weapon Finess feat. This weapon can only be used by those who have access to occult power (see [I][U]Pathfinder Roleplaying Game Occult Adventures[/U][/I]) and they too have a -8 penalty to attack rolls with the weapon and treat their occult level as equivalent to half a monk level (minimum 1) for calculating the damage of the lightsaber if they don’t have the Lightsaber class feature. Occult level from multiple source (ex: Sith 4/Mesmerist 2, Occultist 3/Kyneticist 6) stack when calculating the lightsaber final damage. If the Sith or another class with the lightsaber class feature take level in a non-occult class, that level stack with the Sith level for calculating the final damage of the lightsaber but those levels count as half when calculated in monk levels. Occult character who do not have the lightsaber class feature can’t use non-occult level when calculating the lightsaber final damage damage. The Sith starts the game with a lightsaber he already owns. A lightsaber cost 2,000 gp and require the Craft Technological Item and Technologist feats and the Lightsaber class feature to be crafted. [B]Sith Mage Hand (Sp)[/B] Starting at 1st level, a Sith gains the ability to use Mage Hand once per Sith Level + Cha modifier per day with a caster level equal to his Sith level. They may use this to call their lightsaber, regardless of it's usual weight restrictions. The Sith gains Magic Trick (mage hand) as a bonus feat. [B]Force Strength (Su)[/B] At 2nd level, a Sith gains a bonus equal to his Charisma bonus (if any) on all Saving Throws. [B]Sith Mind Trick (Su)[/B] At 3rd level, once per day per point of Charisma modifier (minimum 1), a Sith is capable of slightly influencing the minds of others. This works exactly like a [I]suggestion[/I] spell. The save DC is 10 + ½ Sith level + Sith’s Charisma modifier. [B]Dark Grace (Su)[/B] At 3rd level, when unarmored and unencumbered, the Sith adds his Charisma bonus (if any) to his AC and his CMD. In addition, a Sith gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four Sith levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the Sith is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. [B]Sith Evasion (Ex)[/B] At 4th level, a Sith gains the Evasion ability as a monk of the same level. [B]Uncanny Dodge (Ex)[/B] At 4th level, a Sith gains the Uncanny Dodge ability as a barbarian of the same level. [B]Deflection[/B] At 5th level, a Sith gains Cut from the Air as a bonus feat without the need to meet its prerequisites but can only use it with his Lightsaber. [B]Force Lightning (Su)[/B] At 5th level, a Sith can launch a bolt of lightning to an object or creature within 30 ft. + 10 ft. for every 3 level after 5. This ability require a ranged touch attack roll, deals 1d6 damage per 2 Sith levels which half is electricity damage, but the other half results directly from the Force and is therefore not subject to being reduced by resistance or immunity to electricity. If the target does not succeed a Reflex save (10+ ½ Sith level + Sith’s Charisma modifier) he is knocked prone. A Sith can use this ability a number of times per day equal to 3 + Charisma modifier. [B]Sith Reflexes (Ex)[/B] At 6th level, a Sith is so adept at feeling the will of others, he add half his Sith level to initiative. [B]Throw Lightsaber (Su)[/B] At 7th level, a Sith as a full-round action may throw his lightsaber 10 ft. + 10 ft. per 2 Sith level. The lightsaber is treated as having the "Returning" magic weapon ability. [B]Force Jump (Ex)[/B] At 8th level, a Sith is always considered having a running start when trying an Acrobatics check made for jump, don’t have a maximum vertical reach and add double the Sith level as a profane bonus on Acrobatics check made for jump. [B]Improved Deflection[/B] At 9th level, a Sith gains Smash from the Air as a bonus feat without the need to meet its prerequisites. [B]Telekinesis (Sp)[/B] At 9th level, a Sith gains the use of the spell [I]telekinesis[/I] as a spell-like ability once per day for every three Sith level using his Sith level as caster level. [B]Improved Evasion (Ex)[/B] At 10th level, a Sith gains the use of the Improved Evasion ability as a monk of the same level. [B]Improved Uncanny Dodge (Ex)[/B] At 10th level, a Sith gains the use of the Improved Uncanny Dodge ability, as a barbarian of the same level. [B]Dark Command (Sp)[/B] At 11th level, the Sith gains the use of the spell [I]dominate person[/I] as a spell-like ability once every six Sith level per day using his Sith level as caster level. [B]Force Choke (Su)[/B] At 11th level, a Sith gains the ability to use Force Choke. This ability can be used one per day for every four Sith level, deals 2d8 + Cha mod bludgeoning damage and can be maintained for a number of rounds equal to the Sith level + Cha modifier. This is a ranged combat maneuver, with a range of 5 ft.+5 ft./2 Sith level and using the Sith Charisma modifier in place of the Sith Strength or Dexterity modifier. Every round in which the Sith successfully maintains the maneuver (every round the Sith must make the combat maneuver as a standard action and if the Sith take damage it must make a concentration check using his Sith level plus his Charisma modifier against a DC of 10 + damage taken or stop maintaining the Force Chock), the creature cannot speak or use spell with verbal component and if the creature effected need to breathe, it must hold his breath or immediately begin to suffocate. [B]Improved Sith Reflexes (Ex)[/B] At 12th level, a Sith is so adept at feeling the will of others, he can always act in the surprise round even if he fail a Perception check to notice foes. [B]Wholeness of Body (Su)[/B] At 13th level, a Sith can heal his own wounds. He can heal, one per day, as an immediate action when brought below 1 hit point, a number of hit points of damage equal to twice his Sith level. If this effect bring back the Sith above 0 hit points, the Sith is not disabled and can keep fight. If this effect bring back the Sith below 0 hit points but is not dead, the Sith is unconscious and stable (unless the Sith use Diehard or similar ability). [B]Improved Throw Lightsaber (Su)[/B] At 14th level, a Sith can now throw his lightsaber as a standard action instead of a full-round action. [B]Improved Force Lightning (Su)[/B] At 15th level, Force Lightning now use d8 in place of d6. [B]Sith Mind Poison (Sp)[/B] At 15th level, a Sith mind is so tanted it is able to tant the mind on the enemy one per day for every seven Sith level. This spell-like acts like the [I]Command Undead[/I] spell (using his Sith level as caster level and with an effective spell level of ½ the Sith level instead of 2 and as an enchantment (compulsion) [mind-affecting] instead of necromancy) but that works on all races. [B]Force Field (Su)[/B] At 16th level, a Sith gains spell resistance equal to 11 + Sith level. [B]Improved Telekenesis (Sp)[/B] At 17th level, the Sith may now manipulate with his [I]telekinesis[/I] spell-like ability triple the amount of weight that can normally be manipulated and no longer has a maximum limit at 15th level (this effective allow a Sith to manipulate 75 pound of object per level with [I]telekinesis[/I]). [B]Greater Sith Reflexes (Ex)[/B] At 18th level, a Sith is so adept at feeling the will of others, that he can 1/day act first in initiative. The decision must be made before initiative is rolled. Two beings with the ability to act first would roll for initiative normally against each other. He also gain blindsense 60 ft. [B]Control the Force (Sp)[/B] At 19th level, a Sith has grown so close to the Force that they can listen to it more clearly than other Sith. A Sith gains [I]Detect Thoughts[/I] as constant spell-like ability and [I]Clairaudience/Clairvoyance[/I] as at will spell-like ability, both with caster level equal to his Sith level. [B]Sith Lord (Sp/Su)[/B] When the Sith reach the 20th level, they attain the status of Sith Lord, which confers the ability to have the spells [I]Freedom of Movement[/I] and [I]Mind Blank[/I] as a constant spell-like ability with caster level equal to their Sith level. He add as a profane bonus is Charisma modifier to attack and damage rolls. The Sith lord can no longer die from old age. If the Sith lord have penalties to his physical ability scores due to aging, he no longer take those penalties. He still continue to age, and he gain all the benefits to his mental ability scores. The Sith lord can now use Sith mage hand, force choke, force lightning and telekinesis at will and wholeness of body a number of time per day equal to his Charisma modifier. [/QUOTE]
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